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%%% -*-BibTeX-*-
%%% ====================================================================
%%%  BibTeX-file{
%%%     author          = "Nelson H. F. Beebe",
%%%     version         = "1.97",
%%%     date            = "14 February 2024",
%%%     time            = "10:08:31 MST",
%%%     filename        = "tochi.bib",
%%%     address         = "University of Utah
%%%                        Department of Mathematics, 110 LCB
%%%                        155 S 1400 E RM 233
%%%                        Salt Lake City, UT 84112-0090
%%%                        USA",
%%%     telephone       = "+1 801 581 5254",
%%%     FAX             = "+1 801 581 4148",
%%%     URL             = "https://www.math.utah.edu/~beebe",
%%%     checksum        = "52179 34577 180058 1750369",
%%%     email           = "beebe at math.utah.edu, beebe at acm.org,
%%%                        beebe at computer.org (Internet)",
%%%     codetable       = "ISO/ASCII",
%%%     keywords        = "bibliography, BibTeX, ACM Transactions on
%%%                        Computer-Human Interaction",
%%%     license         = "public domain",
%%%     supported       = "no",
%%%     docstring       = "This is a COMPLETE BibTeX bibliography for
%%%                        the journal ACM Transactions on
%%%                        Computer-Human Interaction (CODEN ATCIF4,
%%%                        ISSN 1073-0516), covering all journal issues
%%%                        from 1994--date.  Publication began with
%%%                        volume 1, number 1, in 1994. The journal
%%%                        appears quarterly, in March, June, September
%%%                        and December.
%%%
%%%                        The journal has a World-Wide Web site at:
%%%
%%%                            http://www.acm.org/pubs/tochi
%%%
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%%%
%%%                            http://www.acm.org/pubs/contents/journals/tochi/
%%%                            http://portal.acm.org/browse_dl.cfm?idx=J756
%%%                            https://dl.acm.org/loi/tochi
%%%
%%%                        There is currently coverage of all volumes at
%%%                        that site.
%%%
%%%                        Qualified subscribers can retrieve the full
%%%                        text of recent articles in PDF form.
%%%
%%%                        At version 1.97, the COMPLETE journal
%%%                        coverage looked like this:
%%%
%%%                             1994 (  12)    2005 (  24)    2016 (  40)
%%%                             1995 (  14)    2006 (  19)    2017 (  37)
%%%                             1996 (  14)    2007 (  15)    2018 (  41)
%%%                             1997 (  14)    2008 (  25)    2019 (  41)
%%%                             1998 (  10)    2009 (  21)    2020 (  46)
%%%                             1999 (  14)    2010 (  18)    2021 (  47)
%%%                             2000 (  20)    2011 (  23)    2022 (  60)
%%%                             2001 (  12)    2012 (  32)    2023 (  92)
%%%                             2002 (  15)    2013 (  35)    2024 (  28)
%%%                             2003 (  15)    2014 (  28)
%%%                             2004 (  17)    2015 (  41)
%%%
%%%                             Article:        870
%%%
%%%                             Total entries:  870
%%%
%%%                        The initial draft of this bibliography was
%%%                        extracted from the ACM Web site.  There is no
%%%                        coverage of this journal in either the OCLC
%%%                        Contents1st or Compendex databases, so it has
%%%                        not yet been possible to verify the accuracy
%%%                        of individual items against other independent
%%%                        sources of bibliographic data.  Thus, errors
%%%                        almost certainly remain.
%%%
%%%                        ACM copyrights explicitly permit abstracting
%%%                        with credit, so article abstracts, keywords,
%%%                        and subject classifications have been
%%%                        included in this bibliography wherever
%%%                        available.  Article reviews have been
%%%                        omitted, until their copyright status has
%%%                        been clarified.
%%%
%%%                        The bibsource keys in the bibliography
%%%                        entries below indicate the data sources,
%%%                        usually the Karlsruhe computer science
%%%                        bibliography archive for the first two
%%%                        volumes, or the journal Web site or the
%%%                        Compendex database, both of which lack
%%%                        coverage of this journal before 1985.
%%%
%%%                        URL keys in the bibliography point to
%%%                        World Wide Web locations of additional
%%%                        information about the entry.
%%%
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%%%                        spell and GNU ispell programs using the
%%%                        exception dictionary stored in the
%%%                        companion file with extension .sok.
%%%
%%%                        BibTeX citation tags are uniformly chosen
%%%                        as name:year:abbrev, where name is the
%%%                        family name of the first author or editor,
%%%                        year is a 4-digit number, and abbrev is a
%%%                        3-letter condensation of important title
%%%                        words. Citation tags were automatically
%%%                        generated by software developed for the
%%%                        BibNet Project.
%%%
%%%                        In this bibliography, entries are sorted in
%%%                        publication order, using ``bibsort -byvolume.''
%%%
%%%                        The checksum field above contains a CRC-16
%%%                        checksum as the first value, followed by the
%%%                        equivalent of the standard UNIX wc (word
%%%                        count) utility output of lines, words, and
%%%                        characters.  This is produced by Robert
%%%                        Solovay's checksum utility.",
%%%  }
%%% ====================================================================
%%% ====================================================================
%%% Acknowledgement abbreviations:
@String{ack-nhfb = "Nelson H. F. Beebe,
                    University of Utah,
                    Department of Mathematics, 110 LCB,
                    155 S 1400 E RM 233,
                    Salt Lake City, UT 84112-0090, USA,
                    Tel: +1 801 581 5254,
                    FAX: +1 801 581 4148,
                    e-mail: \path|beebe@math.utah.edu|,
                            \path|beebe@acm.org|,
                            \path|beebe@computer.org| (Internet),
                    URL: \path|https://www.math.utah.edu/~beebe/|"}

%%% ====================================================================
%%% Journal abbreviations:
@String{j-TOCHI                 = "ACM Transactions on Computer-Human
                                  Interaction"}

%%% ====================================================================
%%% Bibliography entries:
@Article{Jacob:1994:ISI,
  author =       "Robert J. K. Jacob and Linda E. Sibert and Daniel C.
                 McFarlane and M. Preston and J. R. Mullen",
  title =        "Integrality and separability of input devices",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "1",
  pages =        "3--26",
  month =        mar,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-1/p3-jacob/",
  abstract =     "Current input device taxonomies and other frameworks
                 typically emphasize the mechanical structure of input
                 devices. We suggest that selecting an appropriate input
                 device for an interactive task requires looking beyond
                 the physical structure of devices to the deeper
                 perceptual structure of the task, the device, and the
                 interrelationship between the perceptual structure of
                 the task and the control properties of the device. We
                 affirm that perception is key to understanding
                 performance of multidimensional input devices on
                 multidimensional tasks. We have therefore extended the
                 theory of processing of perceptual structure to
                 graphical interactive tasks and to the control
                 structure of input devices. This allows us to predict
                 task and device combinations that lead to better
                 performance and hypothesize that performance is
                 improved when the perceptual structure of the task
                 matches the control structure of the device. We
                 conducted an experiment in which subjects performed two
                 tasks with different perceptual structures, using two
                 input devices with correspondingly different control
                 structures, a three-dimensional tracker and a mouse. We
                 analyzed both speed and accuracy, as well as the
                 trajectories generated by subjects as they used the
                 unconstrained three-dimensional tracker to perform each
                 task. The result support our hypothesis and confirm the
                 importance of matching the perceptual structure of the
                 task and the control structure of the input device.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors; measurement;
                 theory",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Input
                 devices and strategies. {\bf H.1.2} Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors. {\bf I.3.6} Computing Methodologies,
                 COMPUTER GRAPHICS, Methodology and Techniques,
                 Interaction techniques. {\bf H.5.2} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Interaction styles.",
}

@Article{Sears:1994:SME,
  author =       "Andrew Sears and Ben Shneiderman",
  title =        "Split menus: effectively using selection frequency to
                 organize menus",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "1",
  pages =        "27--51",
  month =        mar,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-1/p27-sears/",
  abstract =     "When some items in a menu are selected more frequently
                 than others, as is often the case, designers or
                 individual users may be able to speed performance and
                 improve preference ratings by placing several
                 high-frequency items at the top of the menu. Design
                 guidelines for {\em split menus\/} were developed and
                 applied. Split menus were implemented and tested in two
                 in situ usability studies and a controlled experiment.
                 In the usability studies performance times were reduced
                 by 17 to 58\% depending on the site and menus. In the
                 controlled experiment split menus were significantly
                 faster than alphabetic menus and yielded significantly
                 higher subjective preferences. A possible resolution to
                 the continuing debate among cognitive theorists about
                 predicting menu selection times is offered. We
                 conjecture and offer evidence that, at least when
                 selecting items from pull-down menus, a logarithmic
                 model applies to familiar (high-frequency) items, and a
                 linear model to unfamiliar (low-frequency) items.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; theory",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces.",
}

@Article{Poltrock:1994:OOI,
  author =       "Steven E. Poltrock and Jonathan Grudin",
  title =        "Organizational obstacles to interface design and
                 development: two participant-observer studies",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "1",
  pages =        "52--80",
  month =        mar,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-1/p52-poltrock/",
  abstract =     "The development of human-computer interfaces was
                 studied in two large software product development
                 organizations. Researchers joined development projects
                 for approximately one month and participated in
                 interface design while concurrently interviewing other
                 project participants and employees, recording activity
                 in meetings and on electronic networks, and otherwise
                 observing the process. The two organizations differed
                 in their approaches to development, and, in each case,
                 the approach differed in practice from the model
                 supported by the organizational structure. Development
                 practices blocked the successful application of
                 accepted principles of interface design. The obstacles
                 to effective design that results from people noticing
                 and being affected by interface changes, and a lack of
                 communication among those sharing responsibility for
                 different aspects of the interface.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Theory
                 and methods. {\bf D.2.2} Software, SOFTWARE
                 ENGINEERING, Design Tools and Techniques, User
                 interfaces. {\bf D.2.10} Software, SOFTWARE
                 ENGINEERING, Design**, Methodologies**. {\bf D.2.m}
                 Software, SOFTWARE ENGINEERING, Miscellaneous, Rapid
                 prototyping**. {\bf H.1.2} Information Systems, MODELS
                 AND PRINCIPLES, User/Machine Systems, Human factors.
                 {\bf H.5.2} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, User Interfaces, Training, help, and
                 documentation. {\bf H.5.3} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Group and
                 Organization Interfaces.",
}

@Article{Anonymous:1994:I,
  author =       "Ralph D. Hill and Tom Brinck and Steven L. Rohall and
                 John F. Patterson and Wayne Wilner",
  title =        "The {{\em Rendezvous}} architecture and language for
                 constructing multiuser applications",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "2",
  pages =        "81--125",
  month =        jun,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-2/p81-hill/",
  abstract =     "When people have meetings or discussions, frequently
                 they use {\em conversational props\/}: physical models,
                 drawings, or other concrete representations of
                 information used to enhance the exchange of
                 information. If the participants are geographically
                 separated, it is difficult to make effective use of
                 props since each physical prop can only exist in one
                 place. Computer applications that allow two or more
                 users to simultaneously view and manipulate the same
                 data can be used to augment human-to-human
                 telecommunication. We have built the {\em Rendezvous\/}
                 system is similar to many UIMSs or user interface
                 toolkits in that it is intended to simplify the
                 construction of graphical direct-manipulation
                 interfaces. It goes beyond these systems by adding
                 functionality to support the construction of multiuser
                 applications. Based on experience with several large
                 applications built with the {\em Rendezvous\/} system,
                 we believe that it is useful for building
                 conversational props and other computer-supported
                 cooperative work (CSCW) applications. We present a list
                 of required features of conversational props, some
                 example applications built with the {\em Rendezvous\/}
                 system, and a description of the {\em Rendezvous\/}
                 system.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "languages",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, User
                 interface management systems (UIMS). {\bf D.3.3}
                 Software, PROGRAMMING LANGUAGES, Language Constructs
                 and Features. {\bf D.4.7} Software, OPERATING SYSTEMS,
                 Organization and Design, Interactive systems. {\bf
                 H.5.3} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, Group and Organization Interfaces,
                 Synchronous interaction. {\bf I.3.2} Computing
                 Methodologies, COMPUTER GRAPHICS, Graphics Systems.",
}

@Article{Leung:1994:RTD,
  author =       "Y. K. Leung and M. D. Aerley",
  title =        "A review and taxonomy of distortion-oriented
                 presentation techniques",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "2",
  pages =        "126--160",
  month =        jun,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-2/p126-leung/",
  abstract =     "One of the common problems associated with large
                 computer-based information systems is the relatively
                 small window through which an information space can be
                 viewed. Increasing interest in recent years has been
                 focused on the development of distortion-oriented
                 presentation techniques to address this problem.
                 However, the growing number of new terminologies and
                 techniques developed have caused considerable confusion
                 to the graphical user interface designer, consequently
                 making the comparison of these presentation techniques
                 and generalization of empirical results of experiments
                 with them very difficult, if not impossible. This
                 article provides a taxonomy of distortion-oriented
                 techniques which demonstrates clearly their underlying
                 relationships. A unified theory is presented to reveal
                 their roots and origins. Issues relating to the
                 implementation and performance of these techniques are
                 also discussed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; theory",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Screen
                 design. {\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Evaluation/methodology. {\bf H.1.2} Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors.",
}

@Article{VanderZanden:1994:IPV,
  author =       "Brad {Vander Zanden} and Brad A. Myers and Dario A.
                 Giuse and Pedro Szekely",
  title =        "Integrating pointer variables into one-way constraint
                 models",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "2",
  pages =        "161--213",
  month =        jun,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-2/p161-vander_zanden/",
  abstract =     "Pointer variables have long been considered useful for
                 constructing and manipulating data structures in
                 traditional programming languages. This article
                 discusses how pointer variables can be integrated into
                 one-way constraint models and indicates how these
                 constraints can be usefully employed in user
                 interfaces. Pointer variables allow constraints to
                 model a wide array of dynamic application behavior,
                 simplify the implementation of structured objects and
                 demonstrational systems, and improve the storage and
                 efficiency of constraint-based applications. This
                 article presents two incremental algorithms --- one
                 lazy and one eager --- for solving constraints with
                 pointer variables. Both algorithms are capable of
                 handling (1) arbitrary systems of one-way constraints,
                 including constraints that involve cycles, and (2)
                 editing models that allow multiple changes between
                 calls to the constraint solver. These algorithms are
                 fault tolerant in that they can handle and recover
                 gracefully from formulas that crash due to programmer
                 error. Constraints that use pointer variables have been
                 implemented in a comprehensive user interface toolkit,
                 Garnet, and our experience with applications written in
                 Garnet have proven the usefulness of pointer variable
                 constraints. Many large-scale applications have been
                 implemented using these constraints.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "algorithms; design; languages",
  subject =      "{\bf D.2.2} Software, SOFTWARE ENGINEERING, Design
                 Tools and Techniques, User interfaces. {\bf D.2.3}
                 Software, SOFTWARE ENGINEERING, Coding Tools and
                 Techniques, Program editors. {\bf D.2.6} Software,
                 SOFTWARE ENGINEERING, Programming Environments. {\bf
                 I.1.2} Computing Methodologies, SYMBOLIC AND ALGEBRAIC
                 MANIPULATION, Algorithms, Nonalgebraic algorithms. {\bf
                 I.1.3} Computing Methodologies, SYMBOLIC AND ALGEBRAIC
                 MANIPULATION, Languages and Systems.",
}

@Article{Mukherjea:1994:TVD,
  author =       "Sougata Mukherjea and John T. Stasko",
  title =        "Toward visual debugging: integrating algorithm
                 animation capabilities within a source-level debugger",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "3",
  pages =        "215--244",
  month =        sep,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-3/p215-mukherjea/",
  abstract =     "Much of the recent research in software visualization
                 has been polarized toward two opposite domains. In one
                 domain that we call {\em data structure and program
                 visualization}, low-level canonical views of program
                 structures are generated automatically. These types of
                 views, which do not require programmer input or
                 intervention, can be useful for testing and debugging
                 software. Often, however, their generic, low-level
                 views are not expressive enough to convey adequately
                 how a program functions. In the second domain called
                 {\em algorithm animation}, designers handcraft
                 abstract, application-specific views that are useful
                 for program understanding and teaching. Unfortunately,
                 since algorithm animation development typically
                 requires time-consuming design with a graphics package,
                 it will not be used for debugging, where timeliness is
                 a necessity. However, we speculate that the
                 application-specific nature of algorithm animation
                 views could be a valuable debugging aid for software
                 developers as well, if only the views could be easy and
                 rapid to create. We have developed a system called {\em
                 Lens\/} that occupies a unique niche between the two
                 domains discussed above and explores the capabilities
                 that such a system may offer. Lens allows programmers
                 to build rapidly (in minutes) algorithm animation-style
                 program views without requiring any sophisticated
                 graphics knowledge and without using textual coding.
                 Lens also is integrated with a system debugger to
                 promote iterative design and exploration.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "algorithms; human factors; verification",
  subject =      "{\bf D.2.5} Software, SOFTWARE ENGINEERING, Testing
                 and Debugging, Debugging aids. {\bf D.2.2} Software,
                 SOFTWARE ENGINEERING, Design Tools and Techniques, User
                 interfaces. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces. {\bf I.3.8} Computing Methodologies,
                 COMPUTER GRAPHICS, Applications. {\bf I.6.8} Computing
                 Methodologies, SIMULATION AND MODELING, Types of
                 Simulation, Animation.",
}

@Article{Mandviwalla:1994:WDG,
  author =       "Munir Mandviwalla and Lorne Olfman",
  title =        "What do groups need? {A} proposed set of generic
                 groupware requirements",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "3",
  pages =        "245--268",
  month =        sep,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-3/p245-mandviwalla/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; theory",
  subject =      "{\bf H.5.3} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Group and Organization
                 Interfaces. {\bf D.2.1} Software, SOFTWARE ENGINEERING,
                 Requirements/Specifications, Methodologies (e.g.,
                 object-oriented, structured). {\bf H.1.2} Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors. {\bf H.4.1} Information Systems,
                 INFORMATION SYSTEMS APPLICATIONS, Office Automation,
                 Time management. {\bf H.4.2} Information Systems,
                 INFORMATION SYSTEMS APPLICATIONS, Types of Systems,
                 Decision support. {\bf H.4.3} Information Systems,
                 INFORMATION SYSTEMS APPLICATIONS, Communications
                 Applications, Bulletin boards. {\bf H.4.3} Information
                 Systems, INFORMATION SYSTEMS APPLICATIONS,
                 Communications Applications, Computer conferencing,
                 teleconferencing, and videoconferencing. {\bf H.4.3}
                 Information Systems, INFORMATION SYSTEMS APPLICATIONS,
                 Communications Applications, Electronic mail.",
}

@Article{Berlage:1994:SUM,
  author =       "Thomas Berlage",
  title =        "A selective undo mechanism for graphical user
                 interfaces based on command objects",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "3",
  pages =        "269--294",
  month =        sep,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-3/p269-berlage/",
  abstract =     "It is important to provide a recovery operation for
                 applications with a graphical user interface. A
                 restricted linear undo mechanism can conveniently be
                 implemented using object-oriented techniques. Although
                 linear undo provides an arbitrarily long history, it is
                 not possible to undo isolated commands from the history
                 without undoing all following commands. Various undo
                 models have been proposed to overcome this limitation,
                 but they all ignore the problem that in graphical user
                 interfaces a previous user action might not have a
                 sensible interpretation in another state. {\em
                 Selective undo\/} introduced here can undo isolated
                 commands by copying them into the current state ``{\em
                 if that is meaningful.''\/} Furthermore, the semantics
                 of selective undo are argued to be more natural for the
                 user, because the mechanism only looks at the command
                 to undo and the current state and does not depend on
                 the history in between. The user interface for
                 selective undo can also be implemented generically.
                 Such a generic implementation is able to provide a
                 consistent recovery mechanism in arbitrary
                 applications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors",
  subject =      "{\bf D.2.2} Software, SOFTWARE ENGINEERING, Design
                 Tools and Techniques, User interfaces. {\bf D.1.5}
                 Software, PROGRAMMING TECHNIQUES, Object-oriented
                 Programming. {\bf D.2.2} Software, SOFTWARE
                 ENGINEERING, Design Tools and Techniques, Software
                 libraries. {\bf D.2.m} Software, SOFTWARE ENGINEERING,
                 Miscellaneous, Reusable software**. {\bf H.1.2}
                 Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, Human factors. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Interaction styles. {\bf
                 H.5.2} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, User interface
                 management systems (UIMS). {\bf H.5.3} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, Group
                 and Organization Interfaces, Synchronous interaction.",
}

@Article{Prakash:1994:FUA,
  author =       "Atul Prakash and Michael J. Knister",
  title =        "A framework for undoing actions in collaborative
                 systems",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "4",
  pages =        "295--330",
  month =        dec,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-4/p295-prakash/",
  abstract =     "The ability to undo operations is a standard feature
                 in most single-user interactive applications. We
                 propose a general framework for implementing undo in
                 collaborative systems. The framework allows users to
                 reverse their own changes individually, taking into
                 account the possibility of conflicts between different
                 users' operations that may prevent an undo. The
                 proposed framework has been incorporated into DistEdit,
                 a toolkit for building group text editors. Based on our
                 experience with DistEdit's undo facilities, we discuss
                 several issues that need to be taken into account in
                 using the framework, in order to ensure that a
                 reasonable undo behavior is provided to users. We show
                 that the framework is also applicable to single-user
                 systems, since the operations to undo can be selected
                 not just on the basis of who performed them, but by any
                 appropriate criterion, such as the document region in
                 which the operations occurred or the time interval in
                 which the operations were carried out.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "algorithms; design; human factors",
  subject =      "{\bf I.7.1} Computing Methodologies, DOCUMENT AND TEXT
                 PROCESSING, Document and Text Editing. {\bf H.1.2}
                 Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, Human factors. {\bf H.2.2}
                 Information Systems, DATABASE MANAGEMENT, Physical
                 Design, Recovery and restart. {\bf H.2.4} Information
                 Systems, DATABASE MANAGEMENT, Systems, Concurrency.
                 {\bf H.5.2} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, User Interfaces, Theory and methods.
                 {\bf H.5.3} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, Group and Organization Interfaces.",
}

@Article{Ware:1994:ROV,
  author =       "Colin Ware and Ravin Balakrishnan",
  title =        "Reaching for objects in {VR} displays: lag and frame
                 rate",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "4",
  pages =        "331--356",
  month =        dec,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-4/p331-ware/",
  abstract =     "This article reports the results from three
                 experimental studies of reaching behavior in a
                 head-coupled stereo display system with a hand-tracking
                 subsystem for object selection. It is found that lag in
                 the head-tracking system is relatively unimportant in
                 predicting performance, whereas lag in the
                 hand-tracking system is critical. The effect of hand
                 lag can be modeled by means of a variation on Fitts'
                 Law with the measured system lag introduced as a
                 multiplicative variable to the Fitts' Law index of
                 difficulty. This means that relatively small lags can
                 cause considerable degradation in performance if the
                 targets are small. Another finding is that errors are
                 higher for movement in and out of the screen, as
                 compared to movements in the plane of the screen, and
                 there is a small (10\%) time penalty for movement in
                 the Z direction in all three experiments. Low frame
                 rates cause a degradation in performance; however, this
                 can be attributed to the lag which is caused by low
                 frame rates, particularly if double buffering is used
                 combined with early sampling of the hand-tracking
                 device.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; performance",
  subject =      "{\bf I.3.6} Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf I.3.7} Computing Methodologies,
                 COMPUTER GRAPHICS, Three-Dimensional Graphics and
                 Realism, Virtual reality. {\bf H.5.2} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Input devices and strategies.",
}

@Article{Sanchez:1994:HEO,
  author =       "J. Alfredo S{\'a}nchez and John J. Leggett and John L.
                 Schnase",
  title =        "{HyperActive}: extending an open hypermedia
                 architecture to support agency",
  journal =      j-TOCHI,
  volume =       "1",
  number =       "4",
  pages =        "357--382",
  month =        dec,
  year =         "1994",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1994-1-4/p357-sanchez/",
  abstract =     "Agency and hypermedia have both been suggested as
                 powerful means to cope with future information
                 management and human-computer interaction requirements.
                 However, research projects have included interface
                 agents only marginally in the context of hypermedia
                 systems. This article proposes a set of criteria for
                 characterizing interface agents and offers a
                 perspective view of ongoing research in the field using
                 those criteria as a framework. The need to provide a
                 supporting infrastructure that facilitates testing and
                 experimentation of interface agents is stressed. The
                 article describes an existing open hypermedia
                 architecture and introduces an extended architecture
                 that includes provisions to support the development and
                 operation of interface agents. A prototype
                 instantiating this system architecture is presented, as
                 well as an initial assessment of the potential and
                 requirements of interface agents in a hypermedia
                 environment.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors",
  subject =      "{\bf I.7.2} Computing Methodologies, DOCUMENT AND TEXT
                 PROCESSING, Document Preparation, Hypertext/hypermedia.
                 {\bf H.5.2} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, User Interfaces, Interaction
                 styles.",
}

@Article{Dewan:1995:CUI,
  author =       "Prasun Dewan and Rajiv Choudhary",
  title =        "Coupling the user interfaces of a multiuser program",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "1",
  pages =        "1--39",
  month =        mar,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-1/p1-dewan/",
  abstract =     "We have developed a new model for coupling the user
                 interfaces of a multiuser program. It is based on an
                 interaction model and a user interface framework that
                 allow users and programmers, respectively, to view
                 applications as editors of data. It consists of a
                 semantics model, a specification model, and an
                 implementation model for coupling. The semantics model
                 determines (1) which properties of interaction entities
                 created for a user are shared with corresponding
                 interaction entities created for other users and (2)
                 when changes made by a user to a property of an
                 interaction entity are communicated to other users
                 sharing it. It divides the properties of an interaction
                 entity into multiple coupling sets and allows users to
                 share different coupling sets independently. It
                 supports several criteria for choosing when a change
                 made by a user to a shared property is communicated to
                 other users. These criteria include how structurally
                 complete the change is, how correct it is, and the time
                 at which it was made. The specification model
                 determines how users specify the desired semantics of
                 coupling. It associates interaction entities with
                 inheritable coupling attributes, allows multiple users
                 to specify values of these attributes, and does a
                 runtime matching of the coupling attributes specified
                 by different users to derive the coupling among their
                 user interfaces. The implementation model determines
                 how multiuser programs implement user-customizable
                 coupling. It divides the task of implementing the
                 coupling between system-provided modules and
                 application programs. The modules support automatically
                 a predefined semantics and specification model that can
                 be extended by the programs. We have implemented the
                 coupling model as part of a system called Suite. This
                 paper describes and motivates the model using the
                 concrete example of Suite, discusses how aspects of it
                 can be implemented in other systems, compares it with
                 related work, discusses its shortcomings, and suggests
                 directions for future work.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; languages",
  subject =      "{\bf D.2.6} Software, SOFTWARE ENGINEERING,
                 Programming Environments, Interactive environments.
                 {\bf C.2.4} Computer Systems Organization,
                 COMPUTER-COMMUNICATION NETWORKS, Distributed Systems,
                 Distributed applications. {\bf C.2.4} Computer Systems
                 Organization, COMPUTER-COMMUNICATION NETWORKS,
                 Distributed Systems, Distributed databases. {\bf D.2.2}
                 Software, SOFTWARE ENGINEERING, Design Tools and
                 Techniques, User interfaces. {\bf D.3.3} Software,
                 PROGRAMMING LANGUAGES, Language Constructs and
                 Features, Input/output. {\bf H.1.2} Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors. {\bf H.4.1} Information Systems,
                 INFORMATION SYSTEMS APPLICATIONS, Office Automation.
                 {\bf I.7.1} Computing Methodologies, DOCUMENT AND TEXT
                 PROCESSING, Document and Text Editing. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces,
                 Evaluation/methodology.",
}

@Article{Dourish:1995:DRM,
  author =       "Paul Dourish",
  title =        "Developing a reflective model of collaborative
                 systems",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "1",
  pages =        "40--63",
  month =        mar,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-1/p40-dourish/",
  abstract =     "Recent years have seen a shift in perception of the
                 nature of HCI and interactive systems. As interface
                 work has increasingly become a focus of attention for
                 the social sciences, we have expanded our appreciation
                 of the importance of issues such as work practice,
                 adaptation, and evolution in interactive systems. The
                 reorientation in our view of interactive systems has
                 been accompanied by a call for a new model of design
                 centered around user needs and participation. This
                 article argues that a new process of design is not
                 enough and that the new view necessitates a similar
                 reorientation in the {\em structure\/} of the systems
                 we build. It outlines some requirements for systems
                 that support a deeper conception of interaction and
                 argues that the traditional system design techniques
                 are not suited to creating such systems. Finally, using
                 examples from ongoing work in the design of an open
                 toolkit for collaborative applications, it illustrates
                 how the principles of computational reflection and
                 metaobject protocols can lead us toward a new model
                 based on open abstraction that holds great promise in
                 addressing these issues.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design",
  subject =      "{\bf D.2.10} Software, SOFTWARE ENGINEERING, Design**,
                 Methodologies**. {\bf C.2.4} Computer Systems
                 Organization, COMPUTER-COMMUNICATION NETWORKS,
                 Distributed Systems, Distributed applications. {\bf
                 D.2.2} Software, SOFTWARE ENGINEERING, Design Tools and
                 Techniques, User interfaces. {\bf H.1.0} Information
                 Systems, MODELS AND PRINCIPLES, General.",
}

@Article{Myers:1995:UIS,
  author =       "Brad A. Myers",
  title =        "User interface software tools",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "1",
  pages =        "64--103",
  month =        mar,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-1/p64-myers/",
  abstract =     "Almost as long as there have been user interfaces,
                 there have been special software systems and tools to
                 help design and implement the user interface software.
                 Many of these tools have demonstrated significant
                 productivity gains for programmers, and have become
                 important commercial products. Others have proven less
                 successful at supporting the kinds of user interfaces
                 people want to build. This article discusses the
                 different kinds of user interface software tools, and
                 investigates why some approaches have worked and others
                 have not. Many examples of commercial and research
                 systems are included. Finally, current research
                 directions and open issues in the field are
                 discussed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors; languages",
  subject =      "{\bf D.2.2} Software, SOFTWARE ENGINEERING, Design
                 Tools and Techniques, User interfaces. {\bf H.1.2}
                 Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, Human factors. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, User interface
                 management systems (UIMS). {\bf I.2.2} Computing
                 Methodologies, ARTIFICIAL INTELLIGENCE, Automatic
                 Programming, Program synthesis.",
}

@Article{Taylor:1995:CSA,
  author =       "Richard N. Taylor and Kari A. Nies and Gregory Alan
                 Bolcer and Craig A. MacFarlane and Kenneth M. Anderson
                 and Gregory F. Johnson",
  title =        "Chiron-1: a software architecture for user interface
                 development, maintenance, and run-time support",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "2",
  pages =        "105--144",
  month =        jun,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-2/p105-taylor/",
  abstract =     "The Chiron-1 user interface system demonstrates key
                 techniques that enable a strict separation of an
                 application from its user interface. These techniques
                 include separating the control-flow aspects of the
                 application and user interface: they are concurrent and
                 may contain many threads. Chiron also separates
                 windowing and look-and-feel issues from dialogue and
                 abstract presentation decisions via mechanisms
                 employing a client-server architecture. To separate
                 application code from user interface code, user
                 interface agents called {\em artists\/} are attached to
                 instances of application abstract data types (ADTs).
                 Operations on ADTs within the application implicitly
                 trigger user interface activities within the artists.
                 Multiple artists can be attached to ADTs, providing
                 multiple views and alternative forms of access and
                 manipulation by either a single user or by multiple
                 users. Each artist and the application run in separate
                 threads of control. Artists maintain the user interface
                 by making remote calls to an abstract depiction
                 hierarchy in the Chiron server, insulting the user
                 interface code from the specifics of particular
                 windowing systems and toolkits. The Chiron server and
                 clients execute in separate processes. The
                 client-server architecture also supports multilingual
                 systems: mechanisms are demonstrated that support
                 clients written in programming languages other than
                 that of the server while nevertheless supporting
                 object-oriented server concepts. The system has been
                 used in several universities and research and
                 development projects. It is available by anonymous
                 ftp.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; languages",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, User
                 interface management systems (UIMS). {\bf D.2.2}
                 Software, SOFTWARE ENGINEERING, Design Tools and
                 Techniques, User interfaces. {\bf D.2.m} Software,
                 SOFTWARE ENGINEERING, Miscellaneous, Reusable
                 software**.",
}

@Article{Resnick:1995:RAI,
  author =       "Paul Resnick and Robert A. Virzi",
  title =        "Relief from the audio interface blues: expanding the
                 spectrum of menu, list, and form styles",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "2",
  pages =        "145--176",
  month =        jun,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-2/p145-resnick/",
  abstract =     "Menus, lists, and forms are the workhorse dialogue
                 structures in telephone-based interactive voice
                 response applications. Despite diversity in
                 applications, there is a surprising homogeneity in the
                 menu, list, and form styles commonly employed. There
                 are, however, many alternatives, and no single style
                 fits every prospective application and user population.
                 A design space for each dialogue structure organizes
                 the alternatives and provides a framework for analyzing
                 their benefits and drawbacks. In addition to
                 phone-based interactions, the design spaces apply to
                 any limited-bandwidth, temporally constrained display
                 devices, including small-screen devices such as
                 personal digital assistants (PDAs) and screen phones.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Interaction styles. {\bf H.5.1} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Multimedia
                 Information Systems, Audio input/output.",
}

@Article{Olsen:1995:ISI,
  author =       "Dan R. {Olsen, Jr.} and Germinder Singh and Steven K.
                 Feiner",
  title =        "Introduction to the special issue on virtual reality
                 software and technology",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "3",
  pages =        "177--178",
  month =        sep,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-3/p177-olsen/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.5.1} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Multimedia Information
                 Systems, Artificial, augmented, and virtual
                 realities.",
}

@Article{Wexelblat:1995:ANG,
  author =       "Alan Wexelblat",
  title =        "An approach to natural gesture in virtual
                 environments",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "3",
  pages =        "179--200",
  month =        sep,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-3/p179-wexelblat/",
  abstract =     "This article presents research --- an experiment and
                 the resulting prototype --- on a method for treating
                 gestural input so that it can be used for multimodal
                 applications, such as interacting with virtual
                 environments. This method involves the capture and use
                 of natural, empty-hand gestures that are made during
                 conventional descriptive utterances. Users are allowed
                 to gesture in a normal continuous manner, rather than
                 being restricted to a small set of discrete gestural
                 commands as in most other systems. The gestures are
                 captured and analyzed into a higher-level description.
                 This description can be used by an application-specific
                 interpreter to understand the gestural input in its
                 proper context. Having a gesture analyzer of this sort
                 enables natural gesture input to any appropriate
                 application.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human information
                 processing. {\bf H.5.1} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Multimedia
                 Information Systems, Artificial, augmented, and virtual
                 realities. {\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Evaluation/methodology. {\bf H.5.2} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Input devices and strategies. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Interaction styles.",
}

@Article{Slater:1995:TSI,
  author =       "Mel Slater and Martin Usoh and Anthony Steed",
  title =        "Taking steps: the influence of a walking technique on
                 presence in virtual reality",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "3",
  pages =        "201--219",
  month =        sep,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-3/p201-slater/",
  abstract =     "This article presents an interactive technique for
                 moving through an immersive virtual environment (or
                 ``virtual reality''). The technique is suitable for
                 applications where locomotion is restricted to ground
                 level. The technique is derived from the idea that
                 presence in virtual environments may be enhanced the
                 stronger the match between proprioceptive information
                 from human body movements and sensory feedback from the
                 computer-generated displays. The technique is an
                 attempt to simulate body movements associated with
                 walking. The participant ``walks in place'' to move
                 through the virtual environment across distances
                 greater than the physical limitations imposed by the
                 electromagnetic tracking devices. A neural network is
                 used to analyze the stream of coordinates from the
                 head-mounted display, to determine whether or not the
                 participant is walking on the spot. Whenever it
                 determines the walking behavior, the participant is
                 moved through virtual space in the direction of his or
                 her gaze. We discuss two experimental studies to assess
                 the impact on presence of this method in comparison to
                 the usual hand-pointing method of navigation in virtual
                 reality. The studies suggest that subjective rating of
                 presence is enhanced by the walking method provided
                 that participants associate subjectively with the
                 virtual body provided in the environment. An
                 application of the technique to climbing steps and
                 ladders is also presented.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; human factors",
  subject =      "{\bf I.3.4} Computing Methodologies, COMPUTER
                 GRAPHICS, Graphics Utilities, Virtual device
                 interfaces. {\bf H.5.1} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Multimedia
                 Information Systems, Artificial, augmented, and virtual
                 realities. {\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces. {\bf
                 I.3.7} Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Virtual
                 reality. {\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human information
                 processing.",
}

@Article{Deering:1995:HVR,
  author =       "Michael F. Deering",
  title =        "{HoloSketch}: a virtual reality sketching\slash
                 animation tool",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "3",
  pages =        "220--238",
  month =        sep,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-3/p220-deering/",
  abstract =     "This article describes HoloSketch, a virtual
                 reality-based 3D geometry creation and manipulation
                 tool. HoloSketch is aimed at providing nonprogrammers
                 with an easy-to-use 3D ``What-You-See-Is-What-You-Get''
                 environment. Using head-tracked stereo shutter glasses
                 and a desktop CRT display configuration, virtual
                 objects can be created with a 3D wand manipulator
                 directly in front of the user, at very high accuracy
                 and much more rapidly than with traditional 3D drawing
                 systems. HoloSketch also supports simple animation and
                 audio control for virtual objects. This article
                 describes the functions of the HoloSketch system, as
                 well as our experience so far with more-general issues
                 of head-tracked stereo 3D user interface design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Input
                 devices and strategies. {\bf I.3.3} Computing
                 Methodologies, COMPUTER GRAPHICS, Picture/Image
                 Generation, Display algorithms. {\bf I.3.7} Computing
                 Methodologies, COMPUTER GRAPHICS, Three-Dimensional
                 Graphics and Realism, Virtual reality.",
}

@Article{Greenhalgh:1995:MCV,
  author =       "Chris Greenhalgh and Steven Benford",
  title =        "{MASSIVE}: a collaborative virtual environment for
                 teleconferencing",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "3",
  pages =        "239--261",
  month =        sep,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-3/p239-greenhalgh/",
  abstract =     "We describe a prototype virtual reality
                 teleconferencing system called MASSIVE which has been
                 developed as part of our on-going research into
                 collaborative virtual environments. This system allows
                 multiple users to communicate using arbitrary
                 combinations of audio, graphics, and text media over
                 local and wide area networks. Communication is
                 controlled by a so-called spatial model of interaction
                 so that one user's perception of another user is
                 sensitive to their relative positions and orientations.
                 The key concept in this spatial model is the
                 (quantitative) {\em awareness\/} which one object has
                 of another. This is controlled by the observing
                 object's {\em focus\/} and the observed object's {\em
                 nimbus}, which describe regions of interest and
                 projection, respectively. Each object's {\em aura\/}
                 defines the total region within which it interacts.
                 This is applied independently in each medium. The
                 system (and the spatial model which it implements) is
                 intended to provide a flexible and natural environment
                 for the spatial mediation of conversation. The model
                 also provides a basis for scaling to relatively large
                 numbers of users. Our design goals include supporting
                 heterogeneity, scalability, spatial mediation, balance
                 of power, and multiple concurrent meetings; MASSIVE
                 meets all of these goals. Our initial experiences show
                 the importance of audio in collaborative VR, and they
                 raise issues about field of view for graphical users,
                 speed of navigation, quality of embodiment, varying
                 perceptions of space, and scalability.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors; performance;
                 theory",
  subject =      "{\bf H.4.3} Information Systems, INFORMATION SYSTEMS
                 APPLICATIONS, Communications Applications, Computer
                 conferencing, teleconferencing, and videoconferencing.
                 {\bf C.2.4} Computer Systems Organization,
                 COMPUTER-COMMUNICATION NETWORKS, Distributed Systems.
                 {\bf H.1.2} Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems. {\bf H.5.1} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Multimedia
                 Information Systems, Artificial, augmented, and virtual
                 realities. {\bf H.5.1} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Multimedia Information
                 Systems, Audio input/output. {\bf H.5.2} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Interaction styles. {\bf H.5.2} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Theory and methods. {\bf H.5.3} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, Group
                 and Organization Interfaces, Synchronous interaction.
                 {\bf H.5.3} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, Group and Organization Interfaces,
                 Theory and models. {\bf I.3.7} Computing Methodologies,
                 COMPUTER GRAPHICS, Three-Dimensional Graphics and
                 Realism, Virtual reality.",
}

@Article{Kessler:1995:ECW,
  author =       "G. Drew Kessler and Larry F. Hodges and Neff Walker",
  title =        "Evaluation of the {CyberGlove} as a whole-hand input
                 device",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "4",
  pages =        "263--283",
  month =        dec,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-4/p263-kessler/",
  abstract =     "We present a careful evaluation of the sensory
                 characteristics of the CyberGlove model CG1801
                 whole-hand input device. In particular, we conducted an
                 experimental study that investigated the level of
                 sensitivity of the sensors, their performance in
                 recognizing angles, and factors that affected accuracy
                 of recognition of flexion measurements. Among our
                 results, we show that hand size differences among the
                 subjects of the study did not have a statistical effect
                 on the accuracy of the device. We also analyzed the
                 effect of different software calibration approaches on
                 accuracy of the sensors.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; human factors",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Input
                 devices and strategies. {\bf B.4.2} Hardware,
                 INPUT/OUTPUT AND DATA COMMUNICATIONS, Input/Output
                 Devices. {\bf H.5.1} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Multimedia Information
                 Systems, Artificial, augmented, and virtual realities.
                 {\bf I.2.9} Computing Methodologies, ARTIFICIAL
                 INTELLIGENCE, Robotics, Sensors.",
}

@Article{Yamada:1995:DEH,
  author =       "Shoji Yamada and Jung-Kook Hong and Shigeharu Sugita",
  title =        "Development and evaluation of hypermedia for museum
                 education: validation of metrics",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "4",
  pages =        "284--307",
  month =        dec,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  note =         "See corrigendum \cite{Yamada:1996:CDE}.",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-4/p284-yamada/",
  abstract =     "To define a hypermedia system's ease of use from the
                 user's point of view, we propose three evaluation
                 metrics: an interface shallowness metric, a downward
                 compactness metric, and a downward navigability metric.
                 These express both the cognitive load on users and the
                 structural complexity of the hypermedia contents. We
                 conducted a field study at the National Museum of
                 Ethnology (NME) in Osaka, Japan, to evaluate our
                 hypermedia system and to assess the suitability of our
                 hypermedia metrics from the viewpoint of visiting
                 members of the public. After developing a
                 spreadsheet-type authoring system named HyperEX, we
                 built prototype systems for use by members of the
                 public visiting a special exhibition held at the
                 museum. Questionnaires, interviews, automatic recording
                 of users' navigation operations, and statistical
                 analysis of 449 tested users yielded the following
                 results. First, the suitability of the metrics was
                 found to be satisfactory, indicating that they are
                 useful for developing hypermedia systems. Second, there
                 is a strong relationship between a system's
                 enjoyability and its usability. Transparency and the
                 friendliness of the user interface are the key issues
                 in enjoyability. Finally, the quality of the video
                 strongly affects the overall system evaluation. Video
                 quality is determined by optimum selection of scenes,
                 the length of the video, and appropriate audio-visual
                 expression of the content. This video quality may
                 become the most important issue in developing
                 hypermedia for museum education.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors; measurement",
  subject =      "{\bf H.5.1} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Multimedia Information
                 Systems, Evaluation/methodology. {\bf H.5.1}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, Multimedia Information Systems, Hypertext
                 navigation and maps**. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Evaluation/methodology. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Interaction styles. {\bf
                 D.2.8} Software, SOFTWARE ENGINEERING, Metrics. {\bf
                 J.0} Computer Applications, GENERAL.",
}

@Article{VanderZanden:1995:DCB,
  author =       "Brad {Vander Zanden} and Brad A. Myers",
  title =        "Demonstrational and constraint-based techniques for
                 pictorially specifying application objects and
                 behaviors",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "4",
  pages =        "308--356",
  month =        dec,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-4/p308-vander_zanden/",
  abstract =     "The Lapidary interface design tool is a
                 demonstrational system that allows the graphics and
                 run-time behaviors that go {\em inside\/} an
                 application window to be specified pictorially. In
                 particular, Lapidary allows the designer to draw
                 example pictures of application-specific graphical
                 objects that the end user will manipulate (such as
                 boxes, arrows, or elements of a list), the feedback
                 that shows which objects are selected (such as small
                 boxes on the sides and corners of an object), and the
                 dynamic feedback objects (such as hairline boxes to
                 show where an object is being dragged). The run-time
                 behavior of all these objects can be specified ina
                 straightforward way using constraints, demonstration,
                 and dialog boxes that allow the designer to provide
                 abstract descriptions of the interactive response to
                 the input devices. Lapidary generalizes from these
                 specific example pictures and behaviors to create
                 prototype objects and behaviors from which instances
                 can be made at run-time. A novel feature of Lapidary's
                 implementation is its use of constraints that have been
                 explicitly specified by the designer to help it
                 generalize example objects and behaviors and to guide
                 it in making inferences.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf I.3.6} Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques. {\bf D.2.2}
                 Software, SOFTWARE ENGINEERING, Design Tools and
                 Techniques, User interfaces.",
}

@Article{Kim:1995:IRR,
  author =       "Jinwoo Kim and F. Javier Lerch and Herbert A. Simon",
  title =        "Internal representation and rule development in
                 object-oriented design",
  journal =      j-TOCHI,
  volume =       "2",
  number =       "4",
  pages =        "357--390",
  month =        dec,
  year =         "1995",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1995-2-4/p357-kim/",
  abstract =     "This article proposes a cognitive framework describing
                 the software development process in object-oriented
                 design (OOD) as building internal representations and
                 developing rules. Rule development (method
                 construction) is performed in two problem spaces: a
                 rule space and an instance space. Rules are generated,
                 refined, and evaluated in the rule space by using three
                 main cognitive operations: Infer, Derive, and Evoke.
                 Cognitive activities in the instance space are called
                 mental simulations and are used in conjunction with the
                 Infer operation in the rule space. In an empirical
                 study with college students, we induced different
                 representations to the same problem by using problem
                 isomorphs. Initially, subjects built a representation
                 based on the problem description. As rule development
                 proceeded, the initial internal representation and
                 designed objects were refined, or changed if necessary,
                 to correspond to knowledge gained during rule
                 development. Differences in rule development processes
                 among groups created final designs that are radically
                 different in terms of their level of abstraction and
                 potential reusability. The article concludes by
                 discussing the implications of these results for
                 object-oriented design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors",
  subject =      "{\bf D.2.10} Software, SOFTWARE ENGINEERING, Design**,
                 Representation**. {\bf D.1.5} Software, PROGRAMMING
                 TECHNIQUES, Object-oriented Programming. {\bf D.3.2}
                 Software, PROGRAMMING LANGUAGES, Language
                 Classifications, Object-oriented languages.",
}

@Article{Lim:1996:EII,
  author =       "Kai H. Lim and Izak Benbasat and Peter A. Todd",
  title =        "An experimental investigation of the interactive
                 effects of interface style, instructions, and task
                 familiarity on user performance",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "1",
  pages =        "1--37",
  month =        mar,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-1/p1-lim/",
  abstract =     "Norman proposed a model describing the sequence of
                 user activities involved in human-computer interaction.
                 Through this model, Norman provides a rationale for why
                 direct-manipulation interfaces may be preferred to
                 other design alternatives. Based on {\em action
                 identification theory\/} we developed several
                 hypotheses about the operations of Norman's model and
                 tested them in a laboratory experiment. The results
                 show that users of a direct-manipulation interface and
                 a menu-based interface did not differ in the total
                 amount of time used to perform a task. However, with
                 the direct-manipulation interface, more time is devoted
                 to performing {\em motor actions}, but this is offset
                 by shorter {\em nonmotor time}. Furthermore, there are
                 significant interactions between task familiarity,
                 instructions, and the type of interface, indicating
                 that Norman's model may not hold under all
                 conditions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces. {\bf
                 D.2.2} Software, SOFTWARE ENGINEERING, Design Tools and
                 Techniques, User interfaces. {\bf H.1.2} Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems.
                 {\bf H.5.2} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, User Interfaces, User interface
                 management systems (UIMS). {\bf I.3.6} Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques.",
}

@Article{Johnson:1996:CPS,
  author =       "Jeff A. Johnson and Bonnie A. Nardi",
  title =        "Creating presentation slides: a study of user
                 preferences for task-specific versus generic
                 application software",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "1",
  pages =        "38--65",
  month =        mar,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-1/p38-johnson/",
  abstract =     "We conducted a study to investigate the use of generic
                 versus task-specific application software by people who
                 create and maintain presentation slides. Sixteen people
                 were interviewed to determine how they prepare slides,
                 what software they use to prepare and maintain slides,
                 and how well the software they use supports various
                 aspects of the task. The informants varied in how
                 central slidemaking was to their jobs. The hypotheses
                 driving the study were that: (1) some software
                 applications are task generic, intended for use in a
                 wide variety of tasks, while others are task specific,
                 intended to support very specific tasks; (2)
                 task-specific software is preferable, but is often not
                 used because of cost, learning effort, or lack of
                 availability, and (3) people who infrequently perform a
                 task tend to use generic tools, while people who often
                 perform it tend to use task-specific tools. Our
                 findings suggest that several factors influence choice
                 of slidemaking software, including desired quality,
                 production time, user skill, willingness to use
                 multiple tools, whether people work alone or in teams,
                 and company policy. Furthermore, the task
                 specificity/genericness of an application program is
                 not a simple matter of {\em degree}, because it depends
                 on several fairly independent software design issues.
                 We (1) conclude that developing application software
                 that supports all aspects of a task well is extremely
                 difficult and (2) suggest an alternative approach that
                 may be more fruitful: providing collections of
                 interoperable tools and services.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces. {\bf
                 H.4.0} Information Systems, INFORMATION SYSTEMS
                 APPLICATIONS, General. {\bf I.3.4} Computing
                 Methodologies, COMPUTER GRAPHICS, Graphics Utilities,
                 Graphics editors. {\bf K.8.1} Computing Milieux,
                 PERSONAL COMPUTING, Application Packages, Graphics.
                 {\bf H.1.2} Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, Human factors. {\bf I.3.4}
                 Computing Methodologies, COMPUTER GRAPHICS, Graphics
                 Utilities, Application packages.",
}

@Article{Roseman:1996:BRG,
  author =       "Mark Roseman and Saul Greenberg",
  title =        "Building real-time groupware with {GroupKit}, a
                 groupware toolkit",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "1",
  pages =        "66--106",
  month =        mar,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-1/p66-roseman/",
  abstract =     "This article presents an overview of GroupKit, a
                 groupware toolkit that lets developers build
                 applications for synchronous and distributed
                 computer-based conferencing. GroupKit was constructed
                 from our belief that programming groupware should be
                 only slightly harder than building functionally similar
                 single-user systems. We have been able to significantly
                 reduce the implementation complexity of groupware
                 through the key features that comprise GroupKit. A {\em
                 runtime infrastructure\/} automatically manages the
                 creation, interconnection, and communications of the
                 distributed processes that comprise conference
                 sessions. A set of {\em groupware programming
                 abstractions\/} allows developers to control the
                 behavior of distributed processes, to take action on
                 state changes, and to share relevant data. {\em
                 Groupware widgets\/} let interface features of value to
                 conference participants to be easily added to groupware
                 applications. {\em Session managers\/} --- interfaces
                 that let people create and manage their meetings ---
                 are decoupled from groupware applications and are built
                 by developers to accommodate the group's working style.
                 Example GroupKit applications in a variety of domains
                 have been implemented with only modest effort.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, User
                 interface management systems (UIMS). {\bf D.2.2}
                 Software, SOFTWARE ENGINEERING, Design Tools and
                 Techniques, User interfaces. {\bf D.3.3} Software,
                 PROGRAMMING LANGUAGES, Language Constructs and
                 Features. {\bf D.4.7} Software, OPERATING SYSTEMS,
                 Organization and Design, Interactive systems. {\bf
                 H.5.3} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, Group and Organization Interfaces,
                 Synchronous interaction.",
}

@Article{Healey:1996:HVE,
  author =       "Christopher G. Healey and Kellogg S. Booth and James
                 T. Enns",
  title =        "High-speed visual estimation using preattentive
                 processing",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "2",
  pages =        "107--135",
  month =        jun,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-2/p107-healey/",
  abstract =     "A new method is presented for performing rapid and
                 accurate numerical estimation. The method is derived
                 from an area of human cognitive psychology called
                 preattentive processing. Preattentive processing refers
                 to an initial organization of the visual field based on
                 cognitive operations believed to be rapid, automatic,
                 and spatially parallel. Examples of visual features
                 that can be detected in this way include hue,
                 intensity, orientation, size, and motion. We believe
                 that studies from preattentive vision should be used to
                 assist in the design of visualization tools, especially
                 those for which high-speed target detection, boundary
                 identification, and region detection are important. In
                 our present study, we investigated two known
                 preattentive features (hue and orientation) in the
                 context of a new task (numerical estimation) in order
                 to see whether preattentive estimation was possible.
                 Our experiments tested displays that were designed to
                 visualize data from salmon migration simulations. The
                 results showed that rapid and accurate estimation was
                 indeed possible using either hue or orientation.
                 Furthermore, random variation in one of these features
                 resulted in no interference when subjects estimated the
                 percentage of the other. To test the generality of our
                 results, we varied two important display parameters ---
                 display duration and feature difference --- and found
                 boundary conditions for each. Implications of our
                 results for application to real-world data and tasks
                 are discussed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; performance",
  subject =      "{\bf I.3.6} Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Ergonomics. {\bf H.5.2} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Screen design. {\bf I.3.6} Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Ergonomics.",
}

@Article{Hertzum:1996:BQO,
  author =       "Morten Hertzum and Erik Fr{\o}kj{\ae}r",
  title =        "Browsing and querying in online documentation: a study
                 of user interfaces and the interaction process",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "2",
  pages =        "136--161",
  month =        jun,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-2/p136-hertzum/",
  abstract =     "A user interface study concerning the usage
                 effectiveness of selected retrieval modes was conducted
                 using an experimental text retrieval system, TeSS,
                 giving access to online documentation of certain
                 programming tools. Four modes of TeSS were compared:
                 (1) browsing, (2) conventional boolean retrieval, (3)
                 boolean retrieval based on Venn diagrams, and (4) these
                 three combined. Further, the modes of TeSS were
                 compared to the use of printed manuals. The subjects
                 observed were 87 computing new to them. In the
                 experiment the use of printed manuals is faster and
                 provides answers of higher quality than any of the
                 electronic modes. Therefore, claims about the
                 effectiveness of computer-based text retrieval have to
                 by vary in situations where printed manuals are
                 manageable to the user. Among the modes of TeSS,
                 browsing is the fastest and the one causing the fewest
                 operational errors. On the same two variables, time and
                 operational errors, the Venn diagram mode performs
                 better than conventional boolean retrieval. The
                 combined mode scores worst on the objective performance
                 measures; nonetheless nearly all subject prefer this
                 mode. Concerning the interaction process, the subjects
                 tend to manage the complexities of the information
                 retrieval tasks by issuing series of simple commands
                 and exploiting the interactive capabilities of TeSS. To
                 characterize the dynamics of the interaction process
                 two concepts are introduced; threads and sequences of
                 tactics. Threads in a query sequence describes the
                 continuity during retrieval. Sequences of tactics
                 concern the combined mode and describe how different
                 retrieval modes succeed each other as the retrieval
                 process evolves.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; human factors; performance",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Evaluation/methodology. {\bf H.3.3} Information
                 Systems, INFORMATION STORAGE AND RETRIEVAL, Information
                 Search and Retrieval, Query formulation. {\bf H.3.3}
                 Information Systems, INFORMATION STORAGE AND RETRIEVAL,
                 Information Search and Retrieval, Retrieval models.
                 {\bf H.3.4} Information Systems, INFORMATION STORAGE
                 AND RETRIEVAL, Systems and Software. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Training, help, and
                 documentation.",
}

@Article{Schaffer:1996:NHC,
  author =       "Doug Schaffer and Zhengping Zuo and Saul Greenberg and
                 Lyn Bartram and John Dill and Shelli Dubs and Mark
                 Roseman",
  title =        "Navigating hierarchically clustered networks through
                 fisheye and full-zoom methods",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "2",
  pages =        "162--188",
  month =        jun,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-2/p162-schaffer/",
  abstract =     "Many information structures are represented as
                 two-dimensional networks (connected graphs) of links
                 and nodes. Because these network tend to be large and
                 quite complex, people often prefer to view part or all
                 of the network at varying levels of detail. {\em
                 Hierarchical clustering\/} provides a framework for
                 viewing the network at different levels of detail by
                 superimposing a hierarchy on it. Nodes are grouped into
                 clusters, and clusters are themselves place into other
                 clusters. Users can then navigate these clusters until
                 an appropriate level of detail is reached. This article
                 describes an experiment comparing two methods for
                 viewing hierarchically clustered networks. Traditional
                 {\em full-zoom\/} techniques provide details of only
                 the current level of the hierarchy. In contrast, {\em
                 fisheye views}, generated by the ``variable-zoom''
                 algorithm described in this article, provide
                 information about higher levels as well. Subjects using
                 both viewing methods were given problem-solving tasks
                 requiring them to navigate a network, in this case, a
                 simulated telephone system, and to reroute links in it.
                 Results suggest that the greater context provided by
                 fisheye views significantly improved user performance.
                 Users were quicker to complete their task and made
                 fewer unnecessary navigational steps through the
                 hierarchy. This validation of fisheye views in
                 important for designers of interfaces to complicated
                 monitoring systems, such as control rooms for
                 supervisory control and data acquistion systems, where
                 efficient human performance is often critical. However,
                 control room operators remained concerned about the
                 size and visibility tradeoffs between the fine room
                 operators remained concerned about the size and
                 visibility tradeoffs between the fine detail provided
                 by full-zoom techniques and the global context supplied
                 by fisheye views. Specific interface features are
                 required to reconcile the differences.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors; measurement",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Interaction styles. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Theory and methods. {\bf I.3.6} Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques.",
}

@Article{Yamada:1996:CDE,
  author =       "Shoji Yamada and Jung-Kook Hong and Shigeharu Sugita",
  title =        "Corrigendum {[``Development and evaluation of
                 hypermedia for museum education: validation and
                 metrics'', ACM Trans. Human Interact. 2, 4(Dec. 1995)
                 284--307]}",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "3",
  pages =        "Page 285",
  month =        sep,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  note =         "See \cite{Yamada:1996:CDE}.",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-3/p285-yamada/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors; measurement",
  subject =      "{\bf H.5.1} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Multimedia Information
                 Systems, Evaluation/methodology. {\bf H.5.1}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, Multimedia Information Systems, Hypertext
                 navigation and maps**. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Evaluation/methodology. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Interaction styles. {\bf
                 J.0} Computer Applications, GENERAL. {\bf D.2.8}
                 Software, SOFTWARE ENGINEERING, Metrics.",
}

@Article{Rieman:1996:FSE,
  author =       "John Rieman",
  title =        "A field study of exploratory learning strategies",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "3",
  pages =        "189--218",
  month =        sep,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-3/p189-rieman/",
  abstract =     "It has suggested that interactive computer users find
                 ``exploratory learning'' to be an effective and
                 attractive strategy for learning a new system or
                 investigating unknown features of familiar software. In
                 exploratory learning, instead of working through
                 precisely sequenced training materials, the user
                 investigates a system on his or her own initiative,
                 often in pursuit of a real or artificial task. The
                 value of exploratory learning has been studied in
                 controlled settings, with special attention newly
                 acquired systems, be there has been little
                 investigation of its occurrence in natural situations
                 or in support of ongoing learning. To address this
                 question, a field study of the behavior and attitudes
                 of computer users in everyday working situations was
                 performed, using diaries and structured interviews that
                 focused on learning events. The study showed that
                 task-oriented exploration was a widely accepted method
                 for learning, but that it often required support from
                 manuals and from other users or system support
                 personnel. Exploration not related to a current or
                 pending task was infrequent, and most users believed it
                 to be inefficient. These findings have implications for
                 the design of systems, documentation, and training.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "documentation; human factors",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Training,
                 help, and documentation. {\bf D.2.2} Software, SOFTWARE
                 ENGINEERING, Design Tools and Techniques, User
                 interfaces.",
}

@Article{Rosson:1996:RUS,
  author =       "Mary Beth Rosson and John M. Carroll",
  title =        "The reuse of uses in {Smalltalk} programming",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "3",
  pages =        "219--253",
  month =        sep,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-3/p219-rosson/",
  abstract =     "Software reuse, a long-standing and refractory issue
                 in software technology, has been specifically
                 emphasized as an advantage of the object-oriented
                 programming paradigm. We report an empirical study of
                 expert Smalltalk programmers reusing user interface
                 classes in small graphical applications. Our primary
                 goal was to develop a qualitative characterization of
                 expert reuse strategies that could be used to identify
                 requirements for teaching and supporting reuse
                 programming. A secondary interest was to demonstrate to
                 these experts the Reuse View Matcher --- a prototype
                 reuse tool --- and to collect some initial observations
                 of this tool in use during reuse programming. We
                 observed extensive ``reuse of uses'' in the
                 programmers' work: they relied heavily on code in
                 example applications that provided an implicit
                 specification for reuse of the target class. We called
                 this implicit specification a ``usage context.'' The
                 programmers searched for relevant usage contexts early.
                 They repeatedly evaluated the contextualized
                 information to develop solution plans, and they
                 borrowed and adapted it when the sample context suited
                 their immediate reuse goals. The process of code
                 development was highly dynamic and incremental;
                 analysis and implementation were tightly interleaved,
                 frequently driven by testing and debugging. These
                 results are considered in terms of the tradeoffs that
                 inhere in the reuse of uses and the teaching and tool
                 support that might improve the efficiency and accuracy
                 of this approach to reuse.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "documentation; human factors; languages",
  subject =      "{\bf D.1.5} Software, PROGRAMMING TECHNIQUES,
                 Object-oriented Programming. {\bf D.2.6} Software,
                 SOFTWARE ENGINEERING, Programming Environments. {\bf
                 D.2.m} Software, SOFTWARE ENGINEERING, Miscellaneous,
                 Reusable software**. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Training, help, and documentation.",
}

@Article{Zhai:1996:PEU,
  author =       "Shumin Zhai and William Buxton and Paul Milgram",
  title =        "The partial-occlusion effect: utilizing
                 semitransparency in {3D} human-computer interaction",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "3",
  pages =        "254--284",
  month =        sep,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-3/p254-zhai/",
  abstract =     "This study investigates human performance when using
                 semitransparent tools in interactive 3D computer
                 graphics environments. The article briefly reviews
                 techniques for presenting depth information and
                 examples of applying semitransparency in computer
                 interface design. We hypothesize that when the user
                 moves a semitransparent surface in a 3D environment,
                 the ``partial-occlusion'' effect introduced through
                 semitransparency acts as an effective cue in target
                 localization --- an essential component in many 3D
                 interaction tasks. This hypothesis was tested in an
                 experiment in which subjects were asked to capture
                 dynamic targets (virtual fish) with two versions of a
                 3D box cursor, one with and one without semitransparent
                 surfaces. Results showed that the partial-occlusion
                 effect through semitransparency significantly improved
                 users' performance in terms of trial completion time,
                 error rate, and error magnitude in both monoscopic and
                 stereoscopic displays. Subjective evaluations supported
                 the conclusions drawn from performance measures. The
                 experimental results and their implications are
                 discussed, with emphasis on the relative, discrete
                 nature of the partial-occlusion effect and on
                 interactions between different depth cues. The article
                 concludes with proposals of a few future research
                 issues and applications of semitransparency in
                 human-computer interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors; measurement",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces,
                 Interaction styles. {\bf H.1.2} Information Systems,
                 MODELS AND PRINCIPLES, User/Machine Systems, Human
                 factors. {\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces, Input
                 devices and strategies. {\bf I.3.6} Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques. {\bf I.3.7}
                 Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Virtual
                 reality.",
}

@Article{John:1996:UGU,
  author =       "Bonnie E. John and David E. Kieras",
  title =        "Using {GOMS} for user interface design and evaluation:
                 which technique?",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "4",
  pages =        "287--319",
  month =        dec,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-4/p287-john/",
  abstract =     "Since the seminal book, {\em The Psychology of
                 Human-Computer Interaction}, the GOMS model has been
                 one of the few widely known theoretical concepts in
                 human-computer interaction. This concept has spawned
                 much research to verify and extend the original work
                 and has been used in real-world design and evaluation
                 situations. This article synthesizes the previous work
                 on GOMS to provide an integrated view of GOMS models
                 and how they can be used in design. We briefly describe
                 the major variants of GOMS that have matured
                 sufficiently to be used in actual design. We then
                 provide guidance to practitioners about which GOMS
                 variant to use for different design situations.
                 Finally, we present examples of the application of GOMS
                 to practical design problems and then summarize the
                 lessons learned.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human information
                 processing.",
}

@Article{John:1996:GFU,
  author =       "Bonnie E. John and David E. Kieras",
  title =        "The {GOMS} family of user interface analysis
                 techniques: comparison and contrast",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "4",
  pages =        "320--351",
  month =        dec,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-4/p320-john/",
  abstract =     "Sine the publication of {\em The Psychology of
                 Human-Computer Interaction}, the GOMS model has been
                 one of the most widely known theoretical concepts in
                 HCI. This concept has produced several GOMS analysis
                 techniques that differ in appearance and form,
                 underlying architectural assumptions, and predictive
                 power. This article compares and contrasts four popular
                 variants of the GOMS family (the Keystroke-Level Model,
                 the original GOMS formulation, NGOMSL, and CPM-GOMS) by
                 applying them to a single task example.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human information
                 processing.",
}

@Article{Recker:1996:PDA,
  author =       "Margaret M. Recker and James E. Pitkow",
  title =        "Predicting document access in large multimedia
                 repositories",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "4",
  pages =        "352--375",
  month =        dec,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-4/p352-recker/",
  abstract =     "Network-accessible multimedia databases, repositories,
                 and libraries are proliferating at a rapid rate. A
                 crucial problem for these repositories remains timely
                 and appropriate document access. In this article, we
                 borrow a model from psychological research on human
                 memory, which has long studied retrieval of memory
                 items based on frequency and recency rates of past item
                 occurrences. Specifically, the model uses frequency and
                 recency rates of prior document accesses to predict
                 future document requests. The model is illustrated by
                 analyzing the log file of document accesses to the
                 Georgia Institute of Technology World Wide Web (WWW)
                 repository, a large multimedia repository exhibiting
                 high access rates. Results show that the model predicts
                 document access rates with a reliable degree of
                 accuracy. We describe extensions to the basic approach
                 that combine the recency and frequency analyses and
                 which incorporate repository structure and document
                 type. These results have implications for the
                 formulation of descriptive user models of information
                 access in large repositories. In addition, we sketch
                 applications in the areas of design of information
                 systems and interfaces and their document-caching
                 algorithms.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors; measurement",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human information
                 processing. {\bf H.5.1} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Multimedia
                 Information Systems, Evaluation/methodology.",
}

@Article{Anonymous:1996:AI,
  author =       "Anonymous",
  title =        "Author index",
  journal =      j-TOCHI,
  volume =       "3",
  number =       "4",
  pages =        "376--377",
  month =        dec,
  year =         "1996",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1996-3-4/p376-author_index/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  subject =      "{\bf A.2} General Literature, REFERENCE.",
}

@Article{Schmandt:1997:ISI,
  author =       "Chris Schmandt and Nichole Yankelovich",
  title =        "Introduction to the special issue on speech as data",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "1",
  pages =        "1--1",
  month =        mar,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-1/p1-schmandt/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "theory",
  subject =      "{\bf A.0} General Literature, GENERAL.",
}

@Article{Arons:1997:SSI,
  author =       "Barry Arons",
  title =        "{SpeechSkimmer}: a system for interactively skimming
                 recorded speech",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "1",
  pages =        "3--38",
  month =        mar,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-1/p3-arons/",
  abstract =     "Listening to a speech recording is much more difficult
                 than visually scanning a document because of the
                 transient and temporal nature of audio. Audio
                 recordings capture the richness of speech, yet it is
                 difficult to directly browse the stored information.
                 This article describes techniques for structuring,
                 filtering, and presenting recorded speech, allowing a
                 user to navigate and interactively find information in
                 the audio domain. This article describes the
                 SpeechSkimmer system for interactively skimming speech
                 recordings. SpeechSkimmer uses speech-processing
                 techniques to allow a user to hear recorded sounds
                 quickly, and at several levels of detail. User
                 interaction, through a manual input device, provides
                 continuous real-time control of the speed and detail
                 level of the audio presentation. SpeechSkimmer reduces
                 the time needed to listen by incorporating
                 time-compressed speech, pause shortening, automatic
                 emphasis detection, and nonspeech audio feedback. This
                 article also presents a multilevel structural approach
                 to auditory skimming and user interface techniques for
                 interacting with recorded speech. An observational
                 usability test of SpeechSkimmer is discussed, as well
                 as a redesign and reimplementation of the user
                 interface based on the results of this usability
                 test.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors",
  subject =      "{\bf H.5.1} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Multimedia Information
                 Systems, Audio input/output. {\bf D.2.2} Software,
                 SOFTWARE ENGINEERING, Design Tools and Techniques, User
                 interfaces. {\bf H.3.3} Information Systems,
                 INFORMATION STORAGE AND RETRIEVAL, Information Search
                 and Retrieval. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Evaluation/methodology. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Input devices and
                 strategies. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Interaction styles.",
}

@Article{Ackerman:1997:HLF,
  author =       "Mark S. Ackerman and Brian Starr and Debby Hindus and
                 Scott D. Mainwaring",
  title =        "Hanging on the `wire: a field study of an audio-only
                 media space",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "1",
  pages =        "39--66",
  month =        mar,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-1/p39-ackerman/",
  abstract =     "The primary focus of this article is an analysis of an
                 audio-only media space from a computer-supported
                 cooperative work (CSCW) perspective. To explore whether
                 audio by itself is suitable for shared media systems,
                 we studied a workgroup using an audio-only media space.
                 This media space, called Thunderwire, combined
                 high-quality audio with open connections to create a
                 shared space for its users. The two-month field study
                 provided a richly nuanced understanding of this audio
                 spaces social use. The system afforded rich sociable
                 interactions. As well, users were able to create a
                 useful, usable social space; however, through an
                 analysis of the social norms that the participants
                 formulated, we show that they had to take into account
                 being in an audio-only environment. Within the field
                 study, then, audio by itself was sufficient for a
                 usable media space and a useful social space, but users
                 were forced to adapt to many audio-only and system
                 conditions. The article also considers audio's
                 implications for privacy.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "theory",
  subject =      "{\bf H.5.1} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Multimedia Information
                 Systems, Audio input/output. {\bf H.1.2} Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors. {\bf H.1.2} Information Systems, MODELS
                 AND PRINCIPLES, User/Machine Systems, Human information
                 processing. {\bf H.4.3} Information Systems,
                 INFORMATION SYSTEMS APPLICATIONS, Communications
                 Applications. {\bf H.5.1} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Multimedia
                 Information Systems, Evaluation/methodology. {\bf
                 H.5.2} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Evaluation/methodology.
                 {\bf H.5.2} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, User Interfaces, Interaction styles.
                 {\bf H.5.3} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, Group and Organization Interfaces.
                 {\bf J.4} Computer Applications, SOCIAL AND BEHAVIORAL
                 SCIENCES.",
}

@Article{Huguenard:1997:WFP,
  author =       "Brian R. Huguenard and F. Javier Lerch and Brian W.
                 Junker and Richard J. Patz and Robert E. Kass",
  title =        "Working-memory failure in phone-based interaction",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "2",
  pages =        "67--102",
  month =        jun,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-2/p67-huguenard/",
  abstract =     "This article investigates working-memory (WM) failure
                 in phone-based interaction (PBI). We used a
                 computational model of phone-based interaction (PBI
                 USER) to generate predictions about the impact of three
                 factors on WM failure:PBI features (i.e. menu
                 structure), individual differences (i.e., WM capacity),
                 and task characteristics (i.e., number of tasks). Our
                 computational model stipulates that both the storage
                 {\em and\/} the processing of information contribute to
                 WM failure. In practical terms the model and the
                 empirical results indicate that, contrary to guidelines
                 for the design of phone-based interfaces, deep menu
                 hierarchies (no more than three options per menu) do
                 not reduce WM error rates in PBI. At a more theoretical
                 level, the study shows that the use of a computational
                 model in HCI research provides a systematic approach
                 for explaining complex empirical results.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; human factors; performance",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human information
                 processing. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Evaluation/methodology. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Theory and methods.",
}

@Article{Rodham:1997:NAS,
  author =       "Kenneth J. Rodham and Dan R. {Olsen, Jr.}",
  title =        "Nanites: an approach to structure-based monitoring",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "2",
  pages =        "103--136",
  month =        jun,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-2/p103-rodham/",
  abstract =     "The focal point of many interactive systems is an
                 information artifact being created and manipulated by
                 one or more users through a user interface. The
                 software components of such an interactive system
                 perform their tasks relative to the data structures
                 that represent the information artifact. System
                 components interact with each other by changing these
                 data and responding when relevant changes are made to
                 them by other components. Perhaps the most difficult
                 problem to be solved when building such data-centric
                 systems is the monitoring problem. System components
                 require the ability to watch for and respond to changes
                 made to complex data structures. Previous monitoring
                 approaches are geared toward monitoring single data
                 items rather than entire data structures. This article
                 describes a new monitoring approach called Nanites that
                 is designed to simplify the task of monitoring complex
                 data structures.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; performance",
  subject =      "{\bf H.5.2} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, User Interfaces. {\bf
                 D.2.2} Software, SOFTWARE ENGINEERING, Design Tools and
                 Techniques.",
}

@Article{Whittaker:1997:TML,
  author =       "Steve Whittaker and Jerry Swanson and Jakov Kucan and
                 Candy Sidner",
  title =        "{TeleNotes}: managing lightweight interactions in the
                 desktop",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "2",
  pages =        "137--168",
  month =        jun,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-2/p137-whittaker/",
  abstract =     "Communication theories and technology have tended to
                 focus on extended, formal meetings and have neglected a
                 prevalent and vital form of workplace communication ---
                 namely, lightweight communication. Unlike formal,
                 extended meetings, lightweight interaction is brief,
                 informal, unplanned, and intermittent. We analyze
                 naturalistic data from a study of work-place
                 communication and derive five design criteria for
                 lightweight interaction systems. These criteria require
                 that systems for lightweight interaction support {\em
                 conversational tracking, rapid connection}, the ability
                 to {\em leave a message}, {\em context management}, and
                 {\em shared real-time objects}. Using these criteria,
                 we evaluate existing interpersonal communications
                 technologies. We then describe an implementation of a
                 system (TeleNotes) that is designed to support
                 lightweight interaction by meeting these criteria. The
                 interface metaphor allows communications to be based
                 around desktop objects, resembling ``sticky notes.''
                 These objects are also organized into ``desktop piles''
                 to support conversational threads and provide
                 mechanisms for initiating real-time audio, video, and
                 application sharing. We conducted informal user testing
                 of several system prototypes. Based on our findings,
                 outstanding issues concerning theory and systems design
                 for communication systems are outlined --- in
                 particular, with regard to the issue of managing
                 conversations over time.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.5.3} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Group and Organization
                 Interfaces, Evaluation/methodology. {\bf H.1.2}
                 Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, Human factors. {\bf H.5.3}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, Group and Organization Interfaces,
                 Asynchronous interaction. {\bf I.3.6} Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques. {\bf H.5.3}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, Group and Organization Interfaces,
                 Synchronous interaction. {\bf H.5.1} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION,
                 Multimedia Information Systems,
                 Evaluation/methodology.",
}

@Article{Wiedenbeck:1997:HPL,
  author =       "Susan Wiedenbeck and Patti L. Zila",
  title =        "Hands-on practice in learning to use software: a
                 comparison of exercise, exploration, and combined
                 formats",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "2",
  pages =        "169--196",
  month =        jun,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-2/p169-wiedenbeck/",
  abstract =     "This research addresses two issues in the domain of
                 computer training (1) whether learners are able to use
                 exploration-based practice methods effectively to learn
                 to use software and (2) whether some minimal computing
                 background is necessary to be successful with
                 minimalist training and exploration practice. An
                 empirical study was carried out to compare exploration,
                 exercises, and a combined format consisting of an
                 exercise followed by exploration. Subjects of both high
                 and low computer experience were included in the study.
                 It was thought that the combined format might lead to
                 superior training outcomes because it would both
                 structure learning through an exercise and allow
                 learners to go beyond the simple procedures in the
                 training manual through exploration. The results showed
                 that the performance of the low-experience subjects at
                 test did not differ based on the type of practice.
                 However, high-experience subjects who were trained
                 using exercises or the combined format did
                 significantly better than those trained using
                 exploration alone. The similarity of performance of
                 subjects in the exercise and combined practice
                 conditions suggests that the exercise component of the
                 practice explains their success.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; human factors",
  subject =      "{\bf K.3.2} Computing Milieux, COMPUTERS AND
                 EDUCATION, Computer and Information Science Education,
                 Information systems education. {\bf H.5.2} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Training, help, and documentation.",
}

@Article{Cohen:1997:DGC,
  author =       "Jonathan D. Cohen",
  title =        "Drawing graphs to convey proximity: an incremental
                 arrangement method",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "3",
  pages =        "197--229",
  month =        sep,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-3/p197-cohen/",
  abstract =     "Graph drawings are increasingly finding their way into
                 user interfaces to convey a variety of relationships.
                 This article deals with rendering graphs to show
                 proximity between vertices by making their
                 configuration (screen) distances reflect their
                 distances in the graph. An arrangement method is
                 described that achieves good drawings at speeds
                 suitable for user interaction on a desktop computer.
                 The method is ``incremental'' in that it first arranges
                 a small portion of the graph, then arranges
                 successively larger fractions of the graph until a
                 suitable arrangement for the entirety is achieved. The
                 incremental approach not only offers speed
                 improvements, but avoids many of the suboptimal
                 solutions reached with other iterative approaches.
                 Algorithms are described in pseudocode, and results are
                 presented.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "algorithms; human factors; performance",
  subject =      "{\bf I.3.7} Computing Methodologies, COMPUTER
                 GRAPHICS, Three-Dimensional Graphics and Realism,
                 Color, shading, shadowing, and texture. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Screen design.",
}

@Article{Kieras:1997:PEM,
  author =       "David E. Kieras and Scott D. Wood and David E. Meyer",
  title =        "Predictive engineering models based on the {EPIC}
                 architecture for a multimodal high-performance
                 human-computer interaction task",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "3",
  pages =        "230--275",
  month =        sep,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-3/p230-kieras/",
  abstract =     "Engineering models of human performance permit some
                 aspects of usability of interface designs to be
                 predicted from an analysis of the task, and thus they
                 can replace to some extent expensive user-testing data.
                 We successfully predicted human performance in
                 telephone operator tasks with engineering models
                 constructed in the EPIC ({\bf E}xecutive {\bf
                 P}rocess-{\bf I}nteractive {\bf C}ontrol) architecture
                 for human information processing, which is especially
                 suited for modeling multimodal, complex tasks, and has
                 demonstrated success in other task domains. Several
                 models were constructed on an {\em a priori\/} basis to
                 represent different hypotheses about how operators
                 coordinate their activities to produce rapid task
                 performance. The models predicted the total time with
                 useful accuracy and clarified some important properties
                 of the task. The best model was based directly on the
                 GOMS analysis of the task and made simple assumptions
                 about the operator's task strategy, suggesting that
                 EPIC models are a feasible approach to predicting
                 performance in multimodal high-performance tasks.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human information
                 processing. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces.",
}

@Article{Modugno:1997:GRP,
  author =       "Francesmary Modugno and Albert T. Corbett and Brad A.
                 Myers",
  title =        "Graphical representation of programs in a
                 demonstrational visual shell --- an empirical
                 evaluation",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "3",
  pages =        "276--308",
  month =        sep,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-3/p276-modugno/",
  abstract =     "An open question in the area of Programming by
                 Demonstration (PBD) is how to best represent the
                 inferred program. Without a way to view, edit, and
                 share programs, PBD systems will never reach their full
                 potential. We designed and implemented two graphical
                 representation languages for a PBD desktop similar to
                 the Apple Macintosh Finder. Although a user study
                 showed that both languages enabled nonprogrammers to
                 generate and comprehend programs, the study also
                 revealed that the language that more closely reflected
                 the desktop domain doubled users' abilities to
                 accurately generate programs. Trends suggest that the
                 same language was easier for users to comprehend. These
                 findings suggest that it is possible for a PBD system
                 to enable nonprogrammers to construct programs and that
                 the form of the representation can impact the PBD
                 system's effectiveness. A paper-and-pencil evaluation
                 of the two versions of the PBD desktop prior to the
                 study supported these finding and provided interesting
                 feedback on the interaction between usability
                 evaluations and user studies. In particular, the
                 comparison of the paper-and-pencil evaluation with the
                 empirical evaluation suggested that nonempirical
                 evaluation techniques can provide guidance into how to
                 interpret empirical data and, in particular, that PBD
                 systems need to provide support for
                 programming-strategy selection in order to be
                 successful.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; human factors",
  subject =      "{\bf D.1.7} Software, PROGRAMMING TECHNIQUES, Visual
                 Programming. {\bf D.1.2} Software, PROGRAMMING
                 TECHNIQUES, Automatic Programming. {\bf D.m} Software,
                 MISCELLANEOUS, Software psychology**.",
}

@Article{Ware:1997:SUO,
  author =       "Colin Ware and Kathy Lowther",
  title =        "Selection using a one-eyed cursor in a fish tank {VR}
                 environment",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "4",
  pages =        "309--322",
  month =        dec,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-4/p309-ware/",
  abstract =     "This study investigates the use of a 2D cursor
                 presented to one eye for target selection in Fish Tank
                 VR and other stereo environments. It is argued that 2D
                 selection of 3D objects should be less difficult than
                 3D selection. Vision research concerning binocular
                 rivalry and the tendency we have to project images onto
                 surfaces suggests that this mode of viewing will not
                 seem particularly unnatural. A Fitt's Law experiment
                 was done to directly compare target acquisition with a
                 one-eyed 2D cursor and target acquisition using a 3D
                 cursor. In both cases we used the same input device
                 (Polhemus Fastrak) so that the device lag and gain
                 parameters were exactly matched. The results show a
                 large improvement in target acquisition time using the
                 2D cursor. The practical implications of this is that
                 the 2D selection method using a one-eyed cursor in
                 preferable to the 3D selection method. Theoretical
                 implications relate to methods for extending Fitts' Law
                 from the one-dimensional task for which it was designed
                 to 2D and 3D tasks. We conclude that the existing
                 approaches to this problem are not adequate.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors; theory",
  subject =      "{\bf I.3.6} Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques.",
}

@Article{Watson:1997:MLD,
  author =       "Benjamin Watson and Neff Walker and Larry F. Hodges
                 and Aileen Worden",
  title =        "Managing level of detail through peripheral
                 degradation: effects on search performance with a
                 head-mounted display",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "4",
  pages =        "323--346",
  month =        dec,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-4/p323-watson/",
  abstract =     "Two user studies were performed to evaluate the effect
                 of level-of-detail (LOD) degradation in the periphery
                 of head-mounted displays on visual search performance.
                 In the first study, spatial detail was degraded by
                 reducing resolution. In the second study, detail was
                 degraded in the color domain by using grayscale in the
                 periphery. In each study, 10 subjects were given a
                 complex search task that required users to indicate
                 whether or not a target object was present among
                 distractors. Subjects used several different displays
                 varying in the amount of detail presented. Frame rate,
                 object location, subject input method, and order of
                 display use were all controlled. The primary dependent
                 measures were search time on correctly performed trials
                 and the percentage of all trials correctly performed.
                 Results indicated that peripheral LOD degradation can
                 be used to reduce color or spatial visual complexity by
                 almost half in some search tasks with out significantly
                 reducing performance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; human factors",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human factors. {\bf
                 H.5.2} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Screen design. {\bf
                 H.5.2} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Theory and methods. {\bf
                 I.3.7} Computing Methodologies, COMPUTER GRAPHICS,
                 Three-Dimensional Graphics and Realism, Virtual
                 reality.",
}

@Article{Wolber:1997:PIB,
  author =       "David Wolber",
  title =        "Pavlov: an interface builder for designing animated
                 interfaces",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "4",
  pages =        "347--386",
  month =        dec,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-4/p347-wolber/",
  abstract =     "Conventional interface builders provide little support
                 for interactive development of interfaces with
                 application-specific graphics. Some Programming by
                 Demonstration (PBD) systems do provide such support,
                 but none provide full support for demonstrating
                 interfaces, such as those in games, in which the
                 graphics are animated. This article proposes a number
                 of techniques for creating animated interfaces, all of
                 which have been included in an exploratory system, {\em
                 Pavlov}. Many of the techniques are based on the
                 addition of timing controls to a form of PBD called
                 {\em stimulus-response demonstration}. Others are based
                 on an adaptation of a traditional animation time-line
                 that integrates end-user interaction with animation.
                 The article also evaluates {\em Pavlov\/} with (1) a
                 comparison to other PBD systems in terms of the
                 behaviors that can be specified interactively and (2) a
                 report on an informal user study comparing development
                 in {\em Pavlov\/} to development in a conventional
                 interface builder.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors",
  subject =      "{\bf D.2.6} Software, SOFTWARE ENGINEERING,
                 Programming Environments, Interactive environments.
                 {\bf D.2.2} Software, SOFTWARE ENGINEERING, Design
                 Tools and Techniques, User interfaces. {\bf I.2.1}
                 Computing Methodologies, ARTIFICIAL INTELLIGENCE,
                 Applications and Expert Systems, Games. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces.",
}

@Article{Anonymous:1997:AI,
  author =       "Anonymous",
  title =        "Author index",
  journal =      j-TOCHI,
  volume =       "4",
  number =       "4",
  pages =        "387--388",
  month =        dec,
  year =         "1997",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1997-4-4/p387-author_index/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Burnett:1998:GDE,
  author =       "Margaret M. Burnett and Herkimer J. Gottfried",
  title =        "Graphical definitions: expanding spreadsheet languages
                 through direct manipulation and gestures",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "1",
  pages =        "1--33",
  month =        mar,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-1/p1-burnett/",
  abstract =     "In the past, attempts to extend the spreadsheet
                 paradigm to support graphical objects, such as colored
                 circles or user-defined graphical types, have led to
                 approaches featuring {\em either\/} a direct way of
                 creating objects graphically {\em or\/} strong
                 compatibility with the spreadsheet paradigm, but not
                 both. This inability to conveniently go beyond numbers
                 and strings without straying outside the spreadsheet
                 paradigm has been a limiting factor in the
                 applicability of spreadsheet languages. In this article
                 we present graphical definitions, an approach that
                 removes this limitation, allowing both simple and
                 complex graphical objects to be programmed directly
                 using direct manipulation and gestures, in a manner
                 that fits seamlessly within the spreadsheet paradigm.
                 We also describe an empirical study, in which subjects
                 programmed such objects faster and with fewer errors
                 using this approach than when using a traditional
                 approach to formula specification. Because the approach
                 is expressive enough to be used with both built-in and
                 user-defined types, it allows the directness of
                 demonstrational and spreadsheet techniques to be used
                 in programming a wider range of applications than has
                 been possible before.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; languages",
  subject =      "{\bf H.4.1} Information Systems, INFORMATION SYSTEMS
                 APPLICATIONS, Office Automation, Spreadsheets. {\bf
                 D.1.1} Software, PROGRAMMING TECHNIQUES, Applicative
                 (Functional) Programming. {\bf D.1.7} Software,
                 PROGRAMMING TECHNIQUES, Visual Programming. {\bf D.3.3}
                 Software, PROGRAMMING LANGUAGES, Language Constructs
                 and Features, Abstract data types. {\bf D.3.3}
                 Software, PROGRAMMING LANGUAGES, Language Constructs
                 and Features, Data types and structures.",
}

@Article{Dewan:1998:CAM,
  author =       "Prasun Dewan and Honghai Shen",
  title =        "Controlling access in multiuser interfaces",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "1",
  pages =        "34--62",
  month =        mar,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-1/p34-dewan/",
  abstract =     "Traditionally, access control has been studied in the
                 areas of operating systems and database management
                 systems. With the advent of multiuser interfaces, there
                 is a need to provide access control in the user
                 interface. We have developed a general framework for
                 supporting access control in multiuser interfaces. It
                 is based on the classical notion of an access matrix, a
                 generalized editing-based model of user-application
                 interaction, and a flexible model of user-user
                 coupling. It has been designed to support flexible
                 control of all significant shared operations,
                 high-level specification of access control policies,
                 and automatic and efficient implementation of access
                 control in a multiuser interface. It supports several
                 new kinds of protected objects including sessions,
                 windows, and hierarchical active variables; a large set
                 of rights including not only the traditional semantic
                 rights but also interaction and coupling rights; a set
                 of inference rules for deriving default permissions;
                 and a programming interface for implementing access
                 control in multiuser interfaces. We have implemented
                 the framework as part of a system called Suite. This
                 article describes and motivates the framework using the
                 concrete example of Suite, identifies some of the
                 difficult issues we faced in its design, describes our
                 preliminary experience with it, and suggests directions
                 for future work.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; languages",
  subject =      "{\bf D.2.2} Software, SOFTWARE ENGINEERING, Design
                 Tools and Techniques, User interfaces. {\bf C.2.4}
                 Computer Systems Organization, COMPUTER-COMMUNICATION
                 NETWORKS, Distributed Systems, Distributed
                 applications. {\bf D.2.6} Software, SOFTWARE
                 ENGINEERING, Programming Environments, Interactive
                 environments. {\bf D.3.3} Software, PROGRAMMING
                 LANGUAGES, Language Constructs and Features,
                 Input/output. {\bf H.1.2} Information Systems, MODELS
                 AND PRINCIPLES, User/Machine Systems, Human factors.
                 {\bf H.4.1} Information Systems, INFORMATION SYSTEMS
                 APPLICATIONS, Office Automation. {\bf C.2.4} Computer
                 Systems Organization, COMPUTER-COMMUNICATION NETWORKS,
                 Distributed Systems, Distributed databases. {\bf I.7.2}
                 Computing Methodologies, DOCUMENT AND TEXT PROCESSING,
                 Document Preparation.",
}

@Article{Sun:1998:ACC,
  author =       "Chengzheng Sun and Xiaohua Jia and Yanchun Zhang and
                 Yun Yang and David Chen",
  title =        "Achieving convergence, causality preservation, and
                 intention preservation in real-time cooperative editing
                 systems",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "1",
  pages =        "63--108",
  month =        mar,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-1/p63-sun/",
  abstract =     "Real-time cooperative editing systems allow multiple
                 users to view and edit the same
                 text/graphic/image/multimedia document at the same time
                 for multiple sites connected by communication networks.
                 Consistency maintenance is one of the most significant
                 challenges in designing and implementing real-time
                 cooperative editing systems. In this article, a
                 consistency model, with properties of convergence,
                 causality preservation, and intention preservation, is
                 proposed as a framework for consistency maintenance in
                 real-time cooperative editing systems. Moreover, an
                 integrated set of schemes and algorithms, which support
                 the proposed consistency model, are devised and
                 discussed in detail. In particular, we have contributed
                 (1) a novel generic operation transformation control
                 algorithm for achieving intention preservation in
                 combination with schemes for achieving convergence and
                 causality preservation and (2) a pair of reversible
                 inclusion and exclusion transformation algorithms for
                 stringwise operations for text editing. An
                 Internet-based prototype system has been built to test
                 the feasibility of the proposed schemes and
                 algorithms",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "algorithms; design; human factors",
  subject =      "{\bf H.5.3} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Group and Organization
                 Interfaces, Synchronous interaction. {\bf C.2.4}
                 Computer Systems Organization, COMPUTER-COMMUNICATION
                 NETWORKS, Distributed Systems, Distributed
                 applications. {\bf D.2.2} Software, SOFTWARE
                 ENGINEERING, Design Tools and Techniques, User
                 interfaces. {\bf H.5.3} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Group and
                 Organization Interfaces, Theory and models. {\bf H.1.2}
                 Information Systems, MODELS AND PRINCIPLES,
                 User/Machine Systems, Human factors.",
}

@Article{Dourish:1998:UMT,
  author =       "Paul Dourish",
  title =        "Using metalevel techniques in a flexible toolkit for
                 {CSCW} applications",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "2",
  pages =        "109--155",
  month =        jun,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-2/p109-dourish/",
  abstract =     "Ideally, software toolkits for collaborative
                 applications should provide generic, reusable
                 components, applicable in a wide range of
                 circumstances, which software developers can assemble
                 to produce new applications. However, the nature of
                 CSCW applications and the mechanics of group
                 interaction present a problem. Group interactions are
                 significantly constrained by the structure of the
                 underlying infrastructure, below the level at which
                 toolkits typically offer control. This article
                 describes the design features of Prospero, a prototype
                 CSCW toolkit designed to be much more flexible than
                 traditional toolkit techniques allow. Prospero uses a
                 metalevel architecture so that application programmers
                 can have control over not only how toolkit components
                 are combined and used, but also over aspects of how
                 they are internally structured and defined. This
                 approach allows programmers to gain access to
                 ``internal'' aspects of the toolkit's operation that
                 affect how interaction and collaboration proceed. This
                 article explains the metalevel approach and its
                 application to CSCW, introduces two particular
                 metalevel techniques for distributed data management
                 and consistency control, shows how they are realized in
                 Prospero, and illustrates how Prospero can be used to
                 create a range of collaborative applications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; human factors; languages",
  subject =      "{\bf C.2.4} Computer Systems Organization,
                 COMPUTER-COMMUNICATION NETWORKS, Distributed Systems,
                 Distributed applications. {\bf C.2.4} Computer Systems
                 Organization, COMPUTER-COMMUNICATION NETWORKS,
                 Distributed Systems, Distributed databases. {\bf D.2.2}
                 Software, SOFTWARE ENGINEERING, Design Tools and
                 Techniques, User interfaces. {\bf H.1.2} Information
                 Systems, MODELS AND PRINCIPLES, User/Machine Systems,
                 Human factors. {\bf H.5.3} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, Group and
                 Organization Interfaces, Theory and models.",
}

@Article{Wildemuth:1998:HVB,
  author =       "Barbara M. Wildemuth and Charles P. Friedman and
                 Stephen M. Downs",
  title =        "Hypertext versus {Boolean} access to biomedical
                 information: a comparison of effectiveness, efficiency,
                 and user preferences",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "2",
  pages =        "156--183",
  month =        jun,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jan 19 05:49:17 MST 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-2/p156-wildemuth/",
  abstract =     "This study compared of two modes of access to a
                 biomedical database, in terms of their effectiveness
                 and efficiency in supporting clinical problem solving
                 and in terms of user preferences. Boolean access, which
                 allowed subjects to frame their queries as combinations
                 of keywords, was compared to hypertext access, which
                 allowed subjects to navigate from one database node to
                 another. The accessible biomedical data were identical
                 across system versions. Performance data were collected
                 from two cohorts of first-year medical students, each
                 student randomly assigned to either the Boolean or the
                 hypertext system. Additional attitudinal data were
                 collected from the second cohort. At each of two
                 research sessions (one just before and one just after
                 their bacteriology course), subjects worked eight
                 clinical case problems, first using only their personal
                 knowledge and, subsequently, with aid from the
                 database. Database retrievals enabled students to
                 answer questions they could not answer based on
                 personal knowledge alone. This effect was greater when
                 personal knowledge of bacteriology was lower. There
                 were not statistically significant differences between
                 the two forms of access, in terms of problem-solving
                 effectiveness or efficiency. Students preferred Boolean
                 access over hypertext access.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors; performance",
  subject =      "{\bf H.3.2} Information Systems, INFORMATION STORAGE
                 AND RETRIEVAL, Information Storage. {\bf H.3.3}
                 Information Systems, INFORMATION STORAGE AND RETRIEVAL,
                 Information Search and Retrieval. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces.",
}

@Article{Benford:1998:UCS,
  author =       "Steve Benford and Chris Greenhalgh and Gail Reynard
                 and Chris Brown and Boriana Koleva",
  title =        "Understanding and constructing shared spaces with
                 mixed-reality boundaries",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "3",
  pages =        "185--223",
  month =        sep,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jul 26 16:04:13 MDT 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-3/p185-benford/",
  abstract =     "We propose an approach to creating shared mixed
                 realities based on the construction of transparent
                 boundaries between real and virtual spaces. First, we
                 introduce a taxonomy that classifies current approaches
                 to shared spaces according to the three dimensions of
                 transportation, artificiality, and spatiality. Second,
                 we discuss our experience of staging a poetry
                 performance simultaneously within real and virtual
                 theaters. This demonstrates the complexities involved
                 in establishing social interaction between real and
                 virtual spaces and motivates the development of a
                 systematic approach to mixing realities. Third, we
                 introduce and demonstrate the technique of
                 mixed-reality boundaries as a way of joining real and
                 virtual spaces together in order to address some of
                 these problems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors; theory",
  subject =      "{\bf H.4.3} Information Systems, INFORMATION SYSTEMS
                 APPLICATIONS, Communications Applications. {\bf H.5.1}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, Multimedia Information Systems,
                 Artificial, augmented, and virtual realities. {\bf
                 H.5.3} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, Group and Organization Interfaces, Theory
                 and models.",
}

@Article{Brewster:1998:UNS,
  author =       "Stephen A. Brewster",
  title =        "Using nonspeech sounds to provide navigation cues",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "3",
  pages =        "224--259",
  month =        sep,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jul 26 16:04:13 MDT 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-3/p224-brewster/",
  abstract =     "This article describes 3 experiments that investigate
                 the possibility of using structured nonspeech audio
                 messages called {\em earcons\/} to provide navigational
                 cues in a menu hierarchy. A hierarchy of 27 nodes and 4
                 levels was created with an earcon for each node. Rules
                 were defined for the creation of hierarchical earcons
                 at each node. Participants had to identify their
                 location in the hierarchy by listening to an earcon.
                 Results of the first experiment showed that
                 participants could identify their location with 81.5\%
                 accuracy, indicating that earcons were a powerful
                 method of communicating hierarchy information. One
                 proposed use for such navigation cues is in
                 telephone-based interfaces (TBIs) where navigation is a
                 problem. The first experiment did not address the
                 particular problems of earcons in TBIs such as ``does
                 the lower quality of sound over the telephone lower
                 recall rates,'' ``can users remember earcons over a
                 period of time.'' and ``what effect does training type
                 have on recall?'' An experiment was conducted and
                 results showed that sound quality did lower the recall
                 of earcons. However; redesign of the earcons overcame
                 this problem with 73\% recalled correctly. Participants
                 could still recall earcons at this level after a week
                 had passed. Training type also affected recall. With
                 personal training participants recalled 73\% of the
                 earcons, but with purely textual training results were
                 significantly lower. These results show that earcons
                 can provide good navigation cues for TBIs. The final
                 experiment used compound, rather than hierarchical
                 earcons to represent the hierarchy from the first
                 experiment. Results showed that with sounds constructed
                 in this way participants could recall 97\% of the
                 earcons. These experiments have developed our general
                 understanding of earcons. A hierarchy three times
                 larger than any previously created was tested, and this
                 was also the first test of the recall of earcons over
                 time.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "human factors",
  subject =      "{\bf H.5.1} Information Systems, INFORMATION
                 INTERFACES AND PRESENTATION, Multimedia Information
                 Systems, Audio input/output. {\bf H.5.2} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Evaluation/methodology. {\bf H.5.2}
                 Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Interaction styles. {\bf
                 J.7} Computer Applications, COMPUTERS IN OTHER SYSTEMS,
                 Consumer products. {\bf H.5.4} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION,
                 Hypertext/Hypermedia.",
}

@Article{Hinckley:1998:TVM,
  author =       "Ken Hinckley and Randy Pausch and Dennis Proffitt and
                 Neal F. Kassell",
  title =        "Two-handed virtual manipulation",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "3",
  pages =        "260--302",
  month =        sep,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jul 26 16:04:13 MDT 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-3/p260-hinckley/",
  abstract =     "We discuss a two-handed user interface designed to
                 support three-dimensional neurosurgical visualization.
                 By itself, this system is a ``point design,'' an
                 example of an advanced user interface technique. In
                 this work, we argue that in order to understand why
                 interaction techniques do or do not work, and to
                 suggest possibilities for new techniques, it is
                 important to move beyond point design and to introduce
                 careful scientific measurement of human behavioral
                 principles. In particular, we argue that the
                 common-sense viewpoint that ``two hands save time by
                 working in parallel'' may not always be an effective
                 way to think about two-handed interface design because
                 the hands do not necessarily work in parallel (there is
                 a structure to two-handed manipulation) and because two
                 hands do more than just save time over one hand (two
                 hands provide the user with more information and can
                 structure how the user thinks about a task). To support
                 these claims, we present an interface design developed
                 in collaboration with neurosurgeons which has undergone
                 extensive informal usability testing, as well as a pair
                 of formal experimental studies which investigate
                 behavioral aspects of two-handed virtual object
                 manipulation. Our hope is that this discussion will
                 help others to apply the lessons in our neurosurgery
                 application to future two-handed user interface
                 designs.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors; measurement",
  subject =      "{\bf I.3.6} Computing Methodologies, COMPUTER
                 GRAPHICS, Methodology and Techniques, Interaction
                 techniques. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Input devices and strategies.",
}

@Article{Grasso:1998:ISM,
  author =       "Michael A. Grasso and David S. Ebert and Timothy W.
                 Finin",
  title =        "The integrality of speech in multimodal interfaces",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "4",
  pages =        "303--325",
  month =        dec,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jul 26 16:04:13 MDT 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-4/p303-grasso/",
  abstract =     "A framework of complementary behavior has been
                 proposed which maintains that direct-manipulation and
                 speech interfaces have reciprocal strengths and
                 weaknesses. This suggests that user interface
                 performance and acceptance may increase by adopting a
                 multimodal approach that combines speech and direct
                 manipulation. This effort examined the hypothesis that
                 the speed, accuracy, and acceptance of multimodal
                 speech and direct-manipulation interfaces will increase
                 when the modalities match the perceptual structure of
                 the input attributes. A software prototype that
                 supported a typical biomedical data collection task was
                 developed to test this hypothesis. A group of 20
                 clinical and veterinary pathologists evaluated the
                 prototype in an experimental setting using repeated
                 measures. The results of this experiment supported the
                 hypothesis that the perceptual structure of an input
                 task is an important consideration when designing a
                 multimodal computer interface. Task completion time,
                 the number of speech errors, and user acceptance
                 improved when interface best matched the perceptual
                 structure of the input attributes.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; experimentation; human factors; measurement;
                 performance; theory",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human factors. {\bf
                 H.5.2} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Evaluation/methodology.
                 {\bf H.5.2} Information Systems, INFORMATION INTERFACES
                 AND PRESENTATION, User Interfaces, Input devices and
                 strategies. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Interaction styles. {\bf H.5.3} Information
                 Systems, INFORMATION INTERFACES AND PRESENTATION, Group
                 and Organization Interfaces, Theory and models. {\bf
                 J.3} Computer Applications, LIFE AND MEDICAL
                 SCIENCES.",
}

@Article{Leganchuk:1998:MCB,
  author =       "Andrea Leganchuk and Shumin Zhai and William Buxton",
  title =        "Manual and cognitive benefits of two-handed input: an
                 experimental study",
  journal =      j-TOCHI,
  volume =       "5",
  number =       "4",
  pages =        "326--359",
  month =        dec,
  year =         "1998",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jul 26 16:04:13 MDT 1999",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org:80/pubs/citations/journals/tochi/1998-5-4/p326-leganchuk/",
  abstract =     "One of the recent trends in computer input is to
                 utilize users' natural bimanual motor skills. This
                 article further explores the potential benefits of such
                 two-handed input. We have observed that bimanual
                 manipulation may bring two types of advantages to
                 human-computer interaction: manual and cognitive.
                 Manual benefits come from increased time-motion
                 efficiency, due to the twice as many degrees of freedom
                 simultaneously available to the user. Cognitive
                 benefits arise as a result of reducing the load of
                 mentally composing and visualizing the task at an
                 unnaturally low level which is imposed by traditional
                 unimanual techniques. Area sweeping was selected as our
                 experimental task. It is representative of what one
                 encounters, for example, when sweeping out the bounding
                 box surrounding a set of objects in a graphics program.
                 Such tasks cannot be modeled by Fitts' Law alone and
                 have not been previously studied in the literature. In
                 our experiments, two bimanual techniques were compared
                 with the conventional one-handed GUI approach. Both
                 bimanual techniques employed the two-handed
                 ``stretchy'' technique first demonstrated by Krueger in
                 1983. We also incorporated the ``Toolglass'' technique
                 introduced by Bier et al. in 1993. Overall, the
                 bimanual techniques resulted in significantly faster
                 performance than the {\em status quo\/} one-handed
                 technique, and these benefits increased with the
                 difficulty of mentally visualizing the task, supporting
                 our bimanual cognitive advantage hypothesis. There was
                 no significant difference between the two bimanual
                 techniques. This study makes two types of contributions
                 to the literature. First, practically we studied yet
                 another class of transaction where significant benefits
                 can be realized by applying bimanual techniques.
                 Furthermore, we have done so using easily available
                 commercial hardware in the context to our understanding
                 of why bimanual interaction techniques have an
                 advantage over unimanual techniques. A literature
                 review on two-handed computer input and some of the
                 relevant bimanual human motor control studies is also
                 included.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "experimentation; human factors; measurement",
  subject =      "{\bf H.1.2} Information Systems, MODELS AND
                 PRINCIPLES, User/Machine Systems, Human factors. {\bf
                 H.5.2} Information Systems, INFORMATION INTERFACES AND
                 PRESENTATION, User Interfaces, Input devices and
                 strategies. {\bf H.5.2} Information Systems,
                 INFORMATION INTERFACES AND PRESENTATION, User
                 Interfaces, Interaction styles. {\bf I.3.6} Computing
                 Methodologies, COMPUTER GRAPHICS, Methodology and
                 Techniques, Interaction techniques.",
}

@Article{Jacob:1999:SMS,
  author =       "Robert J. K. Jacob and Leonidas Deligiannidis and
                 Stephen Morrison",
  title =        "A software model and specification language for
                 non-{WIMP} user interfaces",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "1",
  pages =        "1--46",
  month =        mar,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-1/p1-jacob/",
  abstract =     "We present a software model and language for
                 describing and programming the fine-grained aspects of
                 interaction in a non-WIMP user interface, such as a
                 virtual environment. Our approach is based on our view
                 that the essence of a non-WIMP dialogue is a set of
                 continuous relationships--most of which are temporary.
                 The model combines a data-flow or constraint-like
                 component for the continuous relationships with an
                 event-based component for discrete interactions, which
                 can enable or disable individual continuous
                 relationships. To demonstrate our approach, we present
                 the PMIW user interface management system for non-WIMP
                 interactions, a set of examples running under it, a
                 visual editor for our user interface description
                 language, and a discussion of our implementation and
                 our restricted use of constraints for a
                 performance-driven interactive situation. Our goal is
                 to provide a model and language that captures the
                 formal structure of non-WIMP interactions in the way
                 that various previous techniques have captured
                 command-based, textual, and event-based styles and to
                 suggest that using it need and not compromise real-time
                 performance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors; Languages",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "interaction techniques; non-WIMP interface; PMIW;
                 specification language; state transition diagram; user
                 interface management system; user interface management
                 system (UIMS)",
  subject =      "Software --- Software Engineering --- Design Tools and
                 Techniques (D.2.2): {\bf User interfaces}; Information
                 Systems --- Models and Principles --- User/Machine
                 Systems (H.1.2): {\bf Human factors}; Information
                 Systems --- Information Interfaces and Presentation ---
                 User Interfaces (H.5.2); Computing Methodologies ---
                 Computer Graphics --- Three-Dimensional Graphics and
                 Realism (I.3.7): {\bf Virtual reality}; Theory of
                 Computation --- Logics and Meanings of Programs ---
                 Specifying and Verifying and Reasoning about Programs
                 (F.3.1): {\bf Specification techniques}",
}

@Article{Tan:1999:PTT,
  author =       "Bernard C. Y. Tan and Kwok-kee Wei and Choon-Ling Sia
                 and Krishnamurthy S. Raman",
  title =        "A partial test of the task-medium fit proposition in a
                 group support system environment",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "1",
  pages =        "47--66",
  month =        mar,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-1/p47-tan/",
  abstract =     "A laboratory experiment was carried out to partially
                 test the task-medium fit proposition in a GSS
                 environment. Communication medium was varied using a
                 face-to-face GSS and a dispersed GSS setting. Task type
                 was varied using an intellective and a preference task.
                 Group decision outcome variables of interest were
                 (actual and perceived) decision quality, decision time,
                 decision satisfaction, and decision process
                 satisfaction. With the intellective task, there were no
                 significant differences between face-to-face GSS and
                 dispersed GSS groups for all group decision outcome
                 variables. With the preference task, face-to-face GSS
                 groups performed significantly better than dispersed
                 GSS groups for all group decision outcome variables.
                 These findings suggest that group decision outcomes in
                 a GSS environment tend to be adversely affected when
                 the communication medium is too lean for the task but
                 not when the communication medium is too rich for the
                 task. Consequences of providing groups with too rich
                 and too lean a communication medium for their task are
                 discussed. Implications of these findings, and other
                 related results, for practice and for future revisions
                 of media richness theory are explored.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Experimentation; Human Factors; Theory",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "group support systems; media richness; task type",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- Group and Organization Interfaces
                 (H.5.3): {\bf Evaluation/methodology}; Information
                 Systems --- Information Interfaces and Presentation ---
                 Group and Organization Interfaces (H.5.3): {\bf
                 Synchronous interaction}; Information Systems ---
                 Information Interfaces and Presentation --- Group and
                 Organization Interfaces (H.5.3): {\bf Theory and
                 models}",
}

@Article{Terveen:1999:COV,
  author =       "Loren Terveen and Will Hill and Brian Amento",
  title =        "Constructing, organizing, and visualizing collections
                 of topically related {Web} resources",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "1",
  pages =        "67--94",
  month =        mar,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-1/p67-terveen/",
  abstract =     "For many purposes, the Web page is too small a unit of
                 interaction and analysis. Web sites are structured
                 multimedia documents consisting of many pages, and
                 users often are interested in obtaining and evaluating
                 entire collections of topically related sites. Once
                 such a collection is obtained, users face the challenge
                 of exploring, comprehending and organizing the items.
                 We report four innovations that address these user
                 needs: (1) we replaced the Web page with the Web site
                 as the basic unit of interaction and analysis;(2) we
                 defined a new information structure, the clan graph,
                 that groups together sets of related sites; (3) we
                 augment the representation of a site with a site
                 profile, information about site structure and content
                 that helps inform user evaluation of a site; and (4) we
                 invented a new graph visualization, the auditorium
                 visualization, that reveals important structural and
                 content properties of sites within a clan graph.
                 Detailed analysis and user studies document the utility
                 of this approach. The clan graph construction algorithm
                 tends to filter out irrelevant sites and discover
                 additional relevant items. The auditorium
                 visualization, augmented with drill-down capabilities
                 to explore site profile data, helps users to find
                 high-quality sites as well as sites that serve a
                 particular function.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cocitation analysis; collaborative filtering; computer
                 supported cooperative work; information visualization;
                 social filtering; social network analysis",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- Multimedia Information Systems
                 (H.5.1): {\bf Hypertext navigation and maps**};
                 Information Systems --- Information Storage and
                 Retrieval --- Information Search and Retrieval (H.3.3):
                 {\bf Retrieval models}",
}

@Article{Begole:1999:FCT,
  author =       "James Begole and Mary Beth Rosson and Clifford A.
                 Shaffer",
  title =        "Flexible collaboration transparency: supporting worker
                 independence in replicated application-sharing
                 systems",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "2",
  pages =        "95--132",
  month =        jun,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-2/p95-begole/",
  abstract =     "This article presents a critique of conventional
                 collaboration transparency systems, also called
                 ``application-sharing'' systems, which provide the
                 real-time shared use of legacy single-user
                 applications. We find that conventional collaboration
                 transparency systems are inefficient in their use of
                 network resources and lack support for key groupware
                 principles: concurrent work, relaxed WYSIWIS, and group
                 awareness. Next, we present an alternative approach to
                 implementing collaboration transparency that provides
                 many features previously seen only in
                 collaboration-aware applications. Our approach is based
                 on a replicated architecture where selected single-user
                 interface components are dynamically replaced by
                 multiuser versions. The replacement occurs at run-time
                 and is transparent to the single-user application and
                 its developers.. As an instance of this approach, we
                 describe its incorporation into a Java-based
                 collaboration transparency system for serializable,
                 Swing-based Java applications, called Flexible JAMM
                 (Java Applets Made Multiuser). To validate that the
                 flexible collaboration transparency system is truly an
                 improvement over conventional systems, we conducted an
                 empirical study of collaborators performing both
                 tightly and loosely coupled tasks using Flexible JAMM
                 versus a representative conventional collaboration
                 transparency system, Microsoft NetMeeting. Completion
                 times were significantly faster in the loosely coupled
                 task using Flexible JAMM and were not adversely
                 affected in the tightly coupled task. Accuracy was
                 equivalent for both systems. Participants greatly
                 preferred Flexible JAMM.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "application sharing; collaboration transparency;
                 computer-supported cooperative work; Flexible JAMM;
                 groupware; Java; usability",
  subject =      "Computer Systems Organization ---
                 Computer-Communication Networks --- Distributed Systems
                 (C.2.4): {\bf Distributed applications}; Software ---
                 Software Engineering --- Design Tools and Techniques
                 (D.2.2): {\bf User interfaces}; Information Systems ---
                 Models and Principles --- User/Machine Systems (H.1.2):
                 {\bf Human factors}; Information Systems ---
                 Information Interfaces and Presentation --- Group and
                 Organization Interfaces (H.5.3): {\bf Collaborative
                 computing}",
}

@Article{Dourish:1999:PEA,
  author =       "Paul Dourish and W. Keith Edwards and Anthony LaMarca
                 and Michael Salisbury",
  title =        "{Presto}: an experimental architecture for fluid
                 interactive document spaces",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "2",
  pages =        "133--161",
  month =        jun,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-2/p133-dourish/",
  abstract =     "Traditional document systems use hierarchical filing
                 structures as the basis for organizing, storing and
                 retrieving documents. However, this structure is very
                 limited in comparison with the rich and varied forms of
                 document interaction and category management in
                 everyday document use. Presto is a prototype document
                 management system providing rich interaction with
                 documents through meaningful, user-level document
                 attributes, such as ``Word file,'' ``published paper,''
                 ``shared with Jim,'' ``about Presto,'' or ``currently
                 in progress'' Document attributes capture the multiple
                 different roles that a single document might play, and
                 they allow users to rapidly reorganize their document
                 space for the task at hand. They also provide a basis
                 for novel document systems design and new approaches to
                 document management and interaction. In this article,
                 we outline the motivations behind this approach,
                 describe the principal components of our
                 implementation, discuss architectural consequences, and
                 show how these support new forms of interactions with
                 large personal document spaces.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "attribute/value systems; direct manipulation; document
                 management",
  subject =      "Software --- Software Engineering --- Design Tools and
                 Techniques (D.2.2): {\bf User interfaces}; Information
                 Systems --- Information Storage and Retrieval ---
                 Information Storage (H.3.2): {\bf File organization};
                 Information Systems --- Information Storage and
                 Retrieval --- Information Search and Retrieval (H.3.3);
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Interaction styles}",
}

@Article{Ware:1999:RVO,
  author =       "Colin Ware and Jeff Rose",
  title =        "Rotating virtual objects with real handles",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "2",
  pages =        "162--180",
  month =        jun,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-2/p162-ware/",
  abstract =     "Times for virtual object rotations reported in the
                 literature are of the order of 10 seconds or more and
                 this is far longer than it takes to manually orient a
                 ``real'' object, such as a cup. This is a report of a
                 series of experiments designed to investigate the
                 reasons for this difference and to help design
                 interfaces for object manipulation. The results suggest
                 that two major factors are important. Having the hand
                 physically in the same location as the virtual object
                 being manipulated is one. The other is based on whether
                 the object is being rotated to a new, randomly
                 determined orientation, or is always rotated to the
                 same position. Making the object held in the hand have
                 the same physical shape as the object being visually
                 manipulated was not found to be a significant factor.
                 The results are discussed in the context of interactive
                 virtual environments.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Experimentation; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "3D object manipulation; 3D rotation; direct
                 manipulation; input devices; two-handed input; virtual
                 reality",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human factors};
                 Computing Methodologies --- Computer Graphics ---
                 Methodology and Techniques (I.3.6): {\bf Interaction
                 techniques}",
}

@Article{Hahn:1999:WSD,
  author =       "Jungpil Hahn and Jinwoo Kim",
  title =        "Why are some diagrams easier to work with? Effects of
                 diagrammatic representation on the cognitive
                 integration process of systems analysis and design",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "3",
  pages =        "181--213",
  month =        sep,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-3/p181-hahn/",
  abstract =     "Various diagrams have been used heavily in systems
                 analysis and design without proper verification of
                 their usability. However, different diagrammatic
                 representations of the same information may vary in the
                 computational efficiency of working with these
                 diagrams. The objective of this research was to explore
                 the effects of diagrammatic representations on the task
                 of integrating multiple diagrams. The domain of systems
                 analysis and design was used to generate examples and
                 test the theory. A cognitive model of diagram
                 integration was proposed, and an experimental study was
                 conducted, both to explore the effects of
                 representational features of diagrams on the cognitive
                 process of diagram integration. Results of the
                 experiment show that the representational features of
                 the diagrams acted as the criteria for selecting among
                 various methods for analyzing and designing the
                 integrated diagram. In addition, the difference in the
                 selected methods resulted in different task
                 performances in terms of analysis and design errors.
                 This article concludes with the implications of the
                 results for the development of cognitively compelling
                 diagrams.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "diagrammatic manipulation; diagrammatic
                 representation; GOMS; visual grammar",
  subject =      "Software --- Software Engineering ---
                 Requirements/Specifications (D.2.1): {\bf Methodologies
                 (e.g., object-oriented, structured)}; Software ---
                 Software Engineering --- Requirements/Specifications
                 (D.2.1); Information Systems --- Models and Principles
                 --- User/Machine Systems (H.1.2): {\bf Human
                 information processing}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Interaction styles}",
}

@Article{Hubona:1999:RCS,
  author =       "Geoffrey S. Hubona and Philip N. Wheeler and Gregory
                 W. Shirah and Matthew Brandt",
  title =        "The relative contributions of stereo, lighting, and
                 background scenes in promoting {3D} depth
                 visualization",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "3",
  pages =        "214--242",
  month =        sep,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-3/p214-hubona/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Experimentation; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "3D user interfaces; cue theory; depth perception;
                 shadows; stereoscopic viewing",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2); Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2); Computing Methodologies ---
                 Computer Graphics --- Three-Dimensional Graphics and
                 Realism (I.3.7)",
}

@Article{Gutwin:1999:EWA,
  author =       "Carl Gutwin and Saul Greenberg",
  title =        "The effects of workspace awareness support on the
                 usability of real-time distributed groupware",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "3",
  pages =        "243--281",
  month =        sep,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-3/p243-gutwin/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Experimentation; Human Factors; Measurement",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "computer-supported cooperated work; computer-supported
                 cooperative work; real-time distributed groupware;
                 usability; workspace awareness",
  subject =      "Software --- Software Engineering --- Design Tools and
                 Techniques (D.2.2): {\bf User interfaces}; Software ---
                 Software Engineering --- Metrics (D.2.8): {\bf
                 Performance measures}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Evaluation/methodology};
                 Information Systems --- Information Interfaces and
                 Presentation --- Group and Organization Interfaces
                 (H.5.3): {\bf Synchronous interaction}; Computing
                 Methodologies --- Computer Graphics --- Methodology and
                 Techniques (I.3.6): {\bf Interaction techniques}",
}

@Article{OBrien:1999:HTE,
  author =       "Jon O'Brien and Tom Rodden and Mark Rouncefield and
                 John Hughes",
  title =        "At home with the technology: an ethnographic study of
                 a set-top-box trial",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "3",
  pages =        "282--308",
  month =        sep,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-3/p282-o_brien/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "coordination and collaboration; domestic environment;
                 ethnography; evaluation; interactive devices",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2); Information Systems ---
                 Information Interfaces and Presentation --- Group and
                 Organization Interfaces (H.5.3): {\bf Synchronous
                 interaction}; Information Systems --- Information
                 Interfaces and Presentation --- Group and Organization
                 Interfaces (H.5.3): {\bf Theory and models}; Computing
                 Milieux --- Computers and Society --- General (K.4.0);
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Evaluation/methodology}",
}

@Article{Gray:1999:ISI,
  author =       "Wayne D. Gray and Philippe Palanque and Fabio
                 Patern{\'o}",
  title =        "Introduction to the special issue on interface issues
                 and designs for safety-critical interactive systems:
                 when there is no room for user error",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "4",
  pages =        "309--310",
  month =        dec,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/1999-6-4/p309-gray/p309-gray.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/1999-6-4/p309-gray/",
  abstract =     "Software is increasingly being used to control
                 safety-critical systems. Much research since Levesons
                 fundamental article Software Safety: Why, What, and How
                 (ACM Computing Surveys 18, 2 (1986), pp. 125--163) has
                 focused on ways to reduce or avoid software failures.
                 However, the reliability of even the best-engineered
                 software can be undermined by its user interface.
                 Indeed, interface design for safety-critical
                 interactive systems poses special challenges to the
                 human-computer interaction community. This special
                 issue addresses the challenge of analyzing, designing,
                 and building reliable and usable safety-critical
                 interactive systems. From a pragmatic point of view a
                 safety-critical system is a system for which the cost
                 of a failure is more important than the cost of
                 developing the system. Safety-critical interactive
                 systems add the human dimension to a software system by
                 putting control into the hands of a human operator.
                 Prominent examples of such control systems include
                 nuclear power plants, railways systems, airplane
                 cockpits, and military systems. Recent years have seen
                 much effort put into the reengineering of the control
                 system that is well represented in this special issue
                 [on] air traffic control. When compared to office
                 automation systems, human-computer interaction for
                 safety-critical interactive systems is both familiar
                 and different. For instance, the management of a
                 functionality like undo, that can be seen as a
                 usability issue in an office automation system, can
                 become a critical functionality when the user interacts
                 with a safety-critical system. The three articles in
                 this special issue provide three snapshots for how
                 human-computer interaction issues play out in the
                 broader field of safety-critical interactive systems.
                 In the first article, Is Paper Safer? The Role of
                 Flight Strips in Air Traffic Control, Wendy Mackay
                 provides a detailed ethnographic study on how air
                 traffic controllers work. \par

                 As in Mackay's article, the case study entails en-route
                 air traffic control. An important contribution of this
                 article is a method for an integrated analysis of three
                 important methods of this field: task performance,
                 analysis of user deviation and consequent hazard, and
                 cooperation among users. Each of the three articles
                 deals with the analysis and design phases of
                 safety-critical interactive systems. If changes are to
                 be made to large, complex, safety-critical control
                 systems, the changes must be made early in the
                 development lifecycle, where redesign in response to
                 identified problems is feasible.This special issue
                 arose from a CHI98 Workshop organized by Palanque and
                 Patern{\'o} (``Designing User Interfaces for
                 Safety-Critical Systems'', SIGCHI Bulletin 30, 4). The
                 three articles included in this special issue were
                 selected from more than a score of papers received. The
                 editors thank and acknowledge their debt to the many
                 qualified external reviewers from several countries who
                 have helped select and improve (through their comments)
                 the contributions in this special issue.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{MacKay:1999:PSR,
  author =       "Wendy E. MacKay",
  title =        "Is paper safer? The role of paper flight strips in air
                 traffic control",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "4",
  pages =        "311--340",
  month =        dec,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-4/p311-mackay/",
  abstract =     "Air traffic control is a complex, safety-critical
                 activity, with well-established and successful work
                 practices. Yet many attempts to automate the existing
                 system have failed because controllers remain attached
                 to a key work artifact: the paper flight strip. This
                 article describes a four-month intensive study of a
                 team of Paris en-route controllers in order to
                 understand their use of paper flight strips. The
                 article also describes a comparison study of eight
                 different control rooms in France and the Netherlands.
                 Our observations have convinced us that we do not know
                 enough to simply get rid of paper strips, nor can we
                 easily replace the physical interaction between
                 controllers and paper strips.These observations
                 highlight the benefits of strips, including qualities
                 difficult to quantify and replicate in new computer
                 systems. Current thinking offers two basic
                 alternatives: maintaining the existing strips without
                 computer support and bearing the financial cost of
                 limiting the air traffic, or replacing the strips with
                 automated versions, which offer potential benefits in
                 terms of increased efficiency through automation, but
                 unknown risks through radical change of work practices.
                 We conclude with a suggestion for a third alternative:
                 to maintain the physical strips, but turn them into the
                 interface to the computer. This would allow controllers
                 to build directly upon their existing, safe work
                 practices with paper strips, while offering them a
                 gradual path for incorporating new computer-based
                 functions. Augmented paper flight strips allow us to
                 take advantage of uniquely human skills in the physical
                 world, and allows us to leave the user interface and
                 its subsequent evolution in the hands of the people
                 most responsible, the air traffic controllers
                 themselves.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Human Factors; Theory",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "activity theory; affordances; air traffic control;
                 annotation; ethnographic study; paper flight strips;
                 peripheral awareness; safety factors",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human factors};
                 Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human information
                 processing}; Information Systems --- Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2)",
}

@Article{Galliers:1999:IAM,
  author =       "Julia Galliers and Alistair Sutcliffe and Shailey
                 Minocha",
  title =        "An impact analysis method for safety-critical user
                 interface design",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "4",
  pages =        "341--369",
  month =        dec,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-4/p341-galliers/",
  abstract =     "We describe a method of assessing the implications for
                 human error on user interface design of safety-critical
                 systems. In previous work we have proposed a taxonomy
                 of influencing factors that contribute to error. In
                 this article, components of the taxonomy are combined
                 into a mathematical and causal model for error,
                 represented as a Bayesian Belief Net (BBN). The BBN
                 quantifies error influences arising from user
                 knowledge, ability, and the task environ-ment, combined
                 with factors describing the complexity of user action
                 and user interface quality. The BBN model predicts
                 probabilities of different types of errorslips and
                 mistakes for each component action of a task involving
                 user-system interaction. We propose an Impact Analysis
                 Method that involves running test scenarios against
                 this causal model of error in order to determine user
                 interactions that are prone to different types of
                 error. Applying the proposed method will enable the
                 designer to determine the combinations of influencing
                 factors and their interactions that are most likely to
                 influence human error. Finally we show how such
                 scenario-based causal analysis can be useful as a means
                 of focusing on relevant guidelines for safe user
                 interface design. The proposed method is demonstrated
                 through a case study of an operator performing a task
                 using the control system for a laser
                 spectrophotometer.We describe a method of assessing the
                 implications for human error on user interface design
                 of safety-critical systems. In previous work we have
                 proposed a taxonomy of influencing factors that
                 contribute to error. In this article, components of the
                 taxonomy are combined into a mathematical and causal
                 model for error, represented as a Bayesian Belief Net
                 (BBN). The BBN quantifies error influences arising from
                 user knowledge, ability, and the task environ-ment,
                 combined with factors describing the complexity of user
                 action and user interface quality. The BBN model
                 predicts probabilities of different types of errorslip
                 for each component action of a task involving
                 user-system interaction. We propose an Impact Analysis
                 Method that involves running test scenarios against
                 this causal model of error in order to determine user
                 interactions that are prone to different types of
                 error. Applying the proposed method will enable the
                 designer to determine the combinations of influencing
                 factors and their interactions that are most likely to
                 influence human error. Finally we show how such
                 scenario-based causal analysis can be useful as a means
                 of focusing on relevant guidelines for safe user
                 interface design. The proposed method is demonstrated
                 through a case study of an operator performing a task
                 using the control system for a laser
                 spectrophotometer.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Bayesian belief networks; human error;
                 safety-critical; safety-critical scenario-based causal
                 analysis; scenario-based casual analysis",
  subject =      "Software --- Software Engineering ---
                 Requirements/Specifications (D.2.1): {\bf Methodologies
                 (e.g., object-oriented, structured)}; Software ---
                 Software Engineering --- Design Tools and Techniques
                 (D.2.2): {\bf User interfaces}; Mathematics of
                 Computing --- Probability and Statistics (G.3);
                 Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human factors}",
}

@Article{Fields:1999:CDO,
  author =       "Robert Fields and Fabio Patern{\`o} and Carmen Santoro
                 and Sophie Tahmassebi",
  title =        "Comparing design options for allocating communication
                 media in cooperative safety-critical contexts: a method
                 and a case study",
  journal =      j-TOCHI,
  volume =       "6",
  number =       "4",
  pages =        "370--398",
  month =        dec,
  year =         "1999",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Sep 26 07:12:21 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/1999-6-4/p370-fields/",
  abstract =     "In this article we present a method for evaluating and
                 comparing design options for allocating communication
                 media. The method pays particular attention to how such
                 options support cooperation in an interactive
                 safety-critical system. The comparison is performed
                 using three sets of criteria based on task performance,
                 analysis of user deviations and consequent hazards, and
                 coordination. The explicit emphasis on hazards and
                 communication issues, using actual tasks to guide the
                 evaluation, ensures that designers attention is focused
                 on the interactions where problems are likely to occur.
                 We describe an application of the method to the design
                 of access to new communication technology in an air
                 traffic control environment.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors; Reliability",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "air traffic control; task; usability and safety",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Evaluation/methodology}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Input devices and strategies};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Interaction styles}; Information Systems ---
                 Information Interfaces and Presentation --- Multimedia
                 Information Systems (H.5.1): {\bf Audio input/output};
                 Software --- Software Engineering --- Design Tools and
                 Techniques (D.2.2): {\bf User interfaces}",
}

@Article{Myers:2000:PPF,
  author =       "Brad Myers and Scott E. Hudson and Randy Pausch",
  title =        "Past, present, and future of user interface software
                 tools",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "1",
  pages =        "3--28",
  month =        mar,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-1/p3-myers/",
  abstract =     "A user interface software tool helps developers design
                 and implement the user interface. Research on past
                 tools has had enormous impact on today's
                 developers--virtually all applications today are built
                 using some form of user interface tool. In this
                 article, we consider cases of both success and failure
                 in past user interface tools. From these cases we
                 extract a set of themes which can serve as lessons for
                 future work. Using these themes, past tools can be
                 characterized by what aspects of the user interface
                 they addressed, their threshold and ceiling, what path
                 of least resistance they offer, how predictable they
                 are to use, and whether they addressed a target that
                 became irrelevant. We believe the lessons of these past
                 themes are particularly important now, because
                 increasingly rapid technological changes are likely to
                 significantly change user interfaces. We are at the
                 dawn of an era where user interfaces are about to break
                 out of the ``desktop'' box where they have been stuck
                 for the past 15 years. The next millenium will open
                 with an increasing diversity of user interface on an
                 increasing diversity of computerized devices. These
                 devices include hand-held personal digital assistants
                 (PDAs), cell phones, pages, computerized pens,
                 computerized notepads, and various kinds of desk and
                 wall size-computers, as well as devices in everyday
                 objects (such as mounted on refrigerators, or even
                 embedded in truck tires). The increased connectivity of
                 computers, initially evidenced by the World Wide Web,
                 but spreading also with technologies such as
                 personal-area networks, will also have a profound
                 effect on the user interface to computers. Another
                 important force will be recognition-based user
                 interfaces, especially speech, and camera-based vision
                 systems. Other changes we see are an increasing need
                 for 3D and end-user customization, programming, and
                 scripting. All of these changes will require
                 significant support from the underlying user interface
                 software tools.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "event languages; interface builders; scripting
                 languages; toolkits; user interface development
                 environments; user interface software",
  subject =      "Software --- Software Engineering --- Design Tools and
                 Techniques (D.2.2): {\bf User interfaces}; Information
                 Systems --- Models and Principles --- User/Machine
                 Systems (H.1.2): {\bf Human factors}; Information
                 Systems --- Information Interfaces and Presentation ---
                 User Interfaces (H.5.2): {\bf User interface management
                 systems (UIMS)}; Information Systems --- Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2): {\bf Windowing systems}",
}

@Article{Abowd:2000:CPP,
  author =       "Gregory D. Abowd and Elizabeth D. Mynatt",
  title =        "Charting past, present, and future research in
                 ubiquitous computing",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "1",
  pages =        "29--58",
  month =        mar,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-1/p29-abowd/",
  abstract =     "The proliferation of computing into the physical world
                 promises more than the ubiquitous availability of
                 computing infrastructure; it suggest new paradigms of
                 interaction inspired by constant access to information
                 and computational capabilities. For the past decade,
                 application-driven research on ubiquitous computing
                 (ubicomp) has pushed three interaction themes: {\em
                 natural interfaces, context-aware applications}, and
                 {\em automated capture and access}. To chart a course
                 for future research in ubiquitous computing, we review
                 the accomplishments of these efforts and point to
                 remaining research challenges. Research in ubiquitous
                 computing implicitly requires addressing some notion of
                 scale, whether in the number and type of devices, the
                 physical space of distributed computing, or the number
                 of people using a system. We posit a new area of
                 applications research, {\em everyday computing},
                 focussed on scaling interaction with respect to time.
                 Just as pushing the availability of computing away from
                 the traditional desktop fundamentally changes the
                 relationship between humans and computers, providing
                 {\em continuous interaction\/} moves computing from a
                 localized tool to a constant companion. Designing for
                 continuous interaction requires addressing interruption
                 and resumption of interaction, representing passages of
                 time and providing associative storage models. Inherent
                 in all of these interaction themes are difficult issues
                 in the {\em social implications\/} of ubiquitous
                 computing and the challenges of {\em evaluating\/}
                 ubiquitous computing research. Although cumulative
                 experience points to lessons in privacy, security,
                 visibility, and control, there are no simple guidelines
                 for steering research efforts. Akin to any efforts
                 involving new technologies, evaluation strategies form
                 a spectrum from technology feasibility efforts to
                 long-term use studies--but a user-centric perspective
                 is always possible and necessary",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "augmented reality; capture and access; context-aware
                 applications; evaluation; everyday computing; natural
                 interfaces; social implications; ubiquitous computing;
                 user interfaces",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Evaluation/methodology}; Information Systems ---
                 Information Interfaces and Presentation ---
                 Miscellaneous (H.5.m); Computer Applications ---
                 Miscellaneous (J.m); Computing Milieux --- Computers
                 and Society --- Social Issues (K.4.2)",
}

@Article{Erickson:2000:STA,
  author =       "Thomas Erickson and Wendy A. Kellogg",
  title =        "Social translucence: an approach to designing systems
                 that support social processes",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "1",
  pages =        "59--83",
  month =        mar,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-1/p59-erickson/",
  abstract =     "We are interested in designing systems that support
                 communication and collaboration among large groups of
                 people over computing networks. We begin by asking what
                 properties of the physical world support graceful
                 human-human communication in face-to-face situations,
                 and argue that it is possible to design digital systems
                 that support coherent behavior by making participants
                 and their activities visible to one another. We call
                 such systems ``socially translucent systems'' and
                 suggest that they have three characteristics ---
                 visibility, awareness, and accountability --- which
                 enable people to draw upon their experience and
                 expertise to structure their interactions with one
                 another. To motivate and focus our ideas we develop a
                 vision of knowledge communities, conversationally based
                 systems that support the creation, management and reuse
                 of knowledge in a social context. We describe our
                 experience in designing and deploying one layer of
                 functionality for knowledge communities, embodied in a
                 working system called ``Barbie'' and discuss research
                 issues raised by a socially translucent approach to
                 design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "CMC; CMI; computer-mediated communication; CSCW;
                 social computing; social navigation; social
                 visualization; visualization",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human factors};
                 Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human information
                 processing}; Information Systems --- Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2): {\bf Graphical user interfaces (GUI)};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf Theory
                 and methods}; Information Systems --- Information
                 Interfaces and Presentation --- Group and Organization
                 Interfaces (H.5.3): {\bf Asynchronous interaction};
                 Information Systems --- Information Interfaces and
                 Presentation --- Group and Organization Interfaces
                 (H.5.3): {\bf Collaborative computing}; Information
                 Systems --- Information Interfaces and Presentation ---
                 Group and Organization Interfaces (H.5.3): {\bf
                 Computer-supported cooperative work}; Information
                 Systems --- Information Interfaces and Presentation ---
                 Group and Organization Interfaces (H.5.3): {\bf
                 Organizational design}; Information Systems ---
                 Information Interfaces and Presentation --- Group and
                 Organization Interfaces (H.5.3): {\bf Synchronous
                 interaction}; Information Systems --- Information
                 Interfaces and Presentation --- Group and Organization
                 Interfaces (H.5.3): {\bf Theory and models}; Computing
                 Milieux --- Computers and Society --- Organizational
                 Impacts (K.4.3): {\bf Computer-supported collaborative
                 work}",
}

@Article{Arias:2000:TIH,
  author =       "Ernesto Arias and Hal Eden and Gerhard Fischer and
                 Andrew Gorman and Eric Scharff",
  title =        "Transcending the individual human mind --- creating
                 shared understanding through collaborative design",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "1",
  pages =        "84--113",
  month =        mar,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-1/p84-arias/",
  abstract =     "Complex design problems require more knowledge than
                 any single person possesses because the knowledge
                 relevant to a problem is usually distributed among
                 stakeholders. Bringing different and often
                 controversial points of view together to create a
                 shared understanding among these stakeholders can lead
                 to new insights, new ideas, and new artifacts. New
                 media that allow owners of problems to contribute to
                 framing and resolving complex design problems can
                 extend the power of the individual human mind. Based on
                 our past work and study of other approaches, systems,
                 and collaborative and participatory processes, this
                 article identifies challenges we see as the limiting
                 factors for future collaborative human-computer
                 systems. The Envisionment and Discovery Collaboratory
                 (EDC) is introduced as an integrated physical, and
                 computational environment addressing some of these
                 challenges. The vision behind the EDC shifts future
                 development away from the computer as the focal point,
                 toward an emphasis that tries to improve our
                 understanding of the human, social, and cultural system
                 that creates the context for use. This work is based on
                 new conceptual principles that include creating shared
                 understanding among various stakeholders,
                 contextualizing information to the task at hand, and
                 creating objects to think with in collaborative design
                 activities. Although the EDC framework is applicable to
                 different domains; our initial effort has focused on
                 the domain of urban planning (specifically
                 transportation planning) and community development.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "collaborative design and knowledge construction;
                 design support systems; distributed cognition;
                 integration of action and reflection spaces;
                 integration of physical and computational environments;
                 open systems; symmetry of ignorance",
  subject =      "Software --- Software Engineering --- Design Tools and
                 Techniques (D.2.2); Information Systems --- Models and
                 Principles --- User/Machine Systems (H.1.2);
                 Information Systems --- Information Storage and
                 Retrieval (H.3); Information Systems --- Information
                 Interfaces and Presentation (H.5); Information Systems
                 --- Information Interfaces and Presentation ---
                 Multimedia Information Systems (H.5.1); Information
                 Systems --- Information Interfaces and Presentation ---
                 User Interfaces (H.5.2); Information Systems ---
                 Information Interfaces and Presentation --- Group and
                 Organization Interfaces (H.5.3); Computing
                 Methodologies --- Computer Graphics --- Methodology and
                 Techniques (I.3.6); Computer Applications --- Social
                 and Behavioral Sciences (J.4)",
}

@Article{Shneiderman:2000:CCU,
  author =       "Ben Shneiderman",
  title =        "Creating creativity: user interfaces for supporting
                 innovation",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "1",
  pages =        "114--138",
  month =        mar,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-1/p114-shneiderman/",
  abstract =     "A challenge for human-computer interaction researchers
                 and user interface designers is to construct
                 information technologies that support creativity. This
                 ambitious goal can be attained by building on an
                 adequate understanding of creative processes. This
                 article offers a four-phase framework for creativity
                 that might assist designers in providing effective
                 tools for users: (1) {\em Collect\/}: learn from
                 previous works stored in libraries, the Web, etc.; (2)
                 {\em Relate\/}: consult with peers and mentors at
                 early, middle, and late stages, (3) {\em Create\/}:
                 explore, compose, evaluate possible solutions; and (4)
                 {\em Donate\/}: disseminate the results and contribute
                 to the libraries. Within this integrated framework,
                 this article proposes eight activities that require
                 human-computer interaction research and advanced user
                 interface design. A scenario about an architect
                 illustrates the process of creative work within such an
                 environment.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "creativity support tools; direct manipulation;
                 graphical user interfaces; human-computer interaction;
                 information visualization",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2); Information
                 Systems --- Information Interfaces and Presentation ---
                 Group and Organization Interfaces (H.5.3)",
}

@Article{Ritter:2000:SCM,
  author =       "Frank E. Ritter and Gordon D. Baxter and Gary Jones
                 and Richard M. Young",
  title =        "Supporting cognitive models as users",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "2",
  pages =        "141--173",
  month =        jun,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-2/p141-ritter/p141-ritter.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-2/p141-ritter/",
  abstract =     "Cognitive models are computer programs that simulate
                 human performance of cognitive skills. They have been
                 useful to HCI by predicting task times, by assisting
                 users, and by acting as surrogate users. If cognitive
                 models could interact with the same interfaces that
                 users do, the models would be easier to develop and
                 would be easier to apply as interface testers. This
                 approach can be encapsulated as a cognitive models
                 interface management system (CMIMS), which is analogous
                 to and based on a user interface management system
                 (UIMS). We present five case studies using three
                 different UIMSes. These show how models can interact
                 with interfaces using an interaction mechanism that is
                 designed to apply to all interfaces generated within a
                 UIMS. These interaction mechanisms start to support and
                 constrain performance in the same ways that human
                 performance is supported and constrained by
                 interaction. Most existing UIMSes can and should be
                 extended to create CMIMSes, and models can and should
                 use CMIMSes to look at larger and more complex tasks.
                 CMIMSes will help to further exploit the synergy
                 between the disciplines of cognitive modeling and HCI
                 by supporting cognitive models as users.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognitive modeling; usability engineering",
  subject =      "Software --- Software Engineering --- Testing and
                 Debugging (D.2.5): {\bf Testing tools (e.g., data
                 generators, coverage testing)}; Information Systems ---
                 Models and Principles --- User/Machine Systems (H.1.2):
                 {\bf Human information processing}; Information Systems
                 --- Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Evaluation/methodology};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf User
                 interface management systems (UIMS)}; Computing
                 Methodologies --- Artificial Intelligence --- General
                 (I.2.0): {\bf Cognitive simulation}; Computing
                 Methodologies --- Simulation and Modeling --- Model
                 Development (I.6.5); Computing Methodologies ---
                 Simulation and Modeling --- Simulation Support Systems
                 (I.6.7)",
}

@Article{Hollan:2000:DCT,
  author =       "James Hollan and Edwin Hutchins and David Kirsh",
  title =        "Distributed cognition: toward a new foundation for
                 human-computer interaction research",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "2",
  pages =        "174--196",
  month =        jun,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-2/p174-hollan/",
  abstract =     "We are quickly passing through the historical moment
                 when people work in front of a single computer,
                 dominated by a small CRT and focused on tasks involving
                 only local information. Networked computers are
                 becoming ubiquitous and are playing increasingly
                 significant roles in our lives and in the basic
                 infrastructures of science, business, and social
                 interaction. for human-computer interaction to advance
                 in the new millennium we need to better understand the
                 emerging dynamic of interaction in which the focus task
                 is no longer confined to the desktop but reaches into a
                 complex networked world of information and
                 computer-mediated interactions. We think the theory of
                 distributed cognition has a special role to play in
                 understanding interactions between people and
                 technologies, for its focus has always been on whole
                 environments: what we really do in them and how we
                 coordinate our activity in them. Distributed cognition
                 provides a radical reorientation of how to think about
                 designing and supporting human-computer interaction. As
                 a theory it is specifically tailored to understanding
                 interactions among people and technologies. In this
                 article propose distributed cognition as a new
                 foundation for human-computer interaction, sketch an
                 integrated research framework, and use selections from
                 our earlier work to suggest how this framework can
                 provide new opportunities in the design of digital work
                 materials.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors; Theory",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognitive science; distributed cognition; ethnography;
                 human-computer interaction; research methodology",
  subject =      "Software --- Software Engineering ---
                 Requirements/Specifications (D.2.1): {\bf Methodologies
                 (e.g., object-oriented, structured)}; Information
                 Systems --- Models and Principles --- User/Machine
                 Systems (H.1.2); Information Systems --- Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2): {\bf Evaluation/methodology}; Information
                 Systems --- Information Interfaces and Presentation ---
                 Group and Organization Interfaces (H.5.3): {\bf Theory
                 and models}; Information Systems --- Information
                 Interfaces and Presentation --- Group and Organization
                 Interfaces (H.5.3): {\bf Evaluation/methodology}",
}

@Article{Sutcliffe:2000:EUR,
  author =       "Alistair Sutcliffe",
  title =        "On the effective use and reuse of {HCI} knowledge",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "2",
  pages =        "197--221",
  month =        jun,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-2/p197-sutcliffe/",
  abstract =     "The article argues that new approaches for delivering
                 HCI knowledge from theory to designers will be
                 necessary in the new millennium. First the role of
                 theory in HCI design to date is reviewed, including the
                 progress made in cognitive theories of interaction is
                 described, but it is argued that direct application of
                 cognitive theory to design is limited by scalability
                 problems. The alternative of representing HCI knowledge
                 as claims and the role of the task-artefact approach to
                 theory-based design are introduced. Claims are proposed
                 as a possible bridging representation that may enable
                 theories to frame appropriate recommendations for
                 designers and, vice versa, enable designers to ask
                 appropriate questions for theoretical research.
                 However, claims provide design advice grounded in
                 specific scenarios and examples, which limits their
                 generality. The propects for reuse becoming an
                 important mode of development and the possible
                 directions in generalizing claims for reuse are
                 discussed, including generalizing claims beyond their
                 original context, providing a context for reuse of
                 claims by linking them to generic task and domain
                 models. It is argued that generic models provide a way
                 forward for developing reusable libraries of
                 interactive components. The approach is illustrated
                 from a case study of extracting claims from one
                 information-searching tasks, and reapplying claims in
                 the Web-based Multimedia Broker application. The
                 article concludes by proposing that HCI knowledge
                 should be theory-grounded, and development of reusable
                 ``designer-digestible'' packets will be an important
                 contribution in the future.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors; Theory",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "claims; cognitive models; design process; HCI theory;
                 reuse; review",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human factors}",
}

@Article{Barnard:2000:SIM,
  author =       "Philip Barnard and Jon May and David Duke and David
                 Duce",
  title =        "Systems, interactions, and macrotheory",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "2",
  pages =        "222--262",
  month =        jun,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-2/p222-barnard/",
  abstract =     "A significant proportion of early HCI research was
                 guided by one very clear vision: that the existing
                 theory base in psychology and cognitive science could
                 be developed to yield engineering tools for use in the
                 interdisciplinary context of HCI design. While
                 interface technologies and heuristic methods for
                 behavioral evaluation have rapidly advanced in both
                 capability and breadth of application, progress toward
                 deeper theory has been modest, and some now believe it
                 to be unnecessary. A case is presented for developing
                 new forms of theory, based around generic ``systems of
                 interactors.'' An overlapping, layered structure of
                 macro- and microtheories could then serve an
                 explanatory role, and could also bind together
                 contributions from different disciplines. Novel routes
                 to formalizing and applying such theories provide a
                 host of interesting and tractable problems for future
                 basic research in HCI.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors; Theory",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognitive models; computing system models; models of
                 interaction",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human factors};
                 Information Systems --- Models and Principles ---
                 Systems and Information Theory (H.1.1): {\bf General
                 systems theory}",
}

@Article{Vicente:2000:HGK,
  author =       "Kim J. Vicente",
  title =        "{HCI} in the global knowledge-based economy: designing
                 to support worker adaptation",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "2",
  pages =        "263--280",
  month =        jun,
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Oct 26 12:00:36 MDT 2000",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/2000-7/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-2/p263-vicente/",
  abstract =     "Increasingly, people are being required to perform
                 open-ended intellectual tasks that require
                 discretionary decision making. These demands require a
                 relatively unique approach to the design of
                 computer-based support tools. A review of the
                 characteristics associated with the global
                 knowledge-based economy strongly suggests that there
                 will be an increasing need for workers, managers, and
                 organizations to adapt to change and novelty. This is
                 equivalent to a call for designing computer tools that
                 foster continuous learning. There are reasons to
                 believe that the need to support adaptation and
                 continuous learning will only increase. Thus, in the
                 new millenium HCi should be concerned with explicitly
                 designing for worker adaptation. The cognitive work
                 analysis framework is briefly described as a potential
                 programmatic approach to this practical design
                 challenge.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "adaption; cognitive work analysis; knowledge-based
                 economy",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf User
                 interface management systems (UIMS)}; Information
                 Systems --- Information Interfaces and Presentation ---
                 Group and Organization Interfaces (H.5.3)",
}

@Article{Dix:2000:ESL,
  author =       "Alan Dix and Tom Rodden and Nigel Davies and Jonathan
                 Trevor and Adrian Friday and Kevin Palfreyman",
  title =        "Exploiting space and location as a design framework
                 for interactive mobile systems",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "3",
  pages =        "285--321",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2000-7-3/p285-dix/",
  abstract =     "This article considers the importance of context in
                 mobile systems. It considers a range of context-related
                 issues and focus on location as a key issue for mobile
                 systems. A design framework is described consisting of
                 taxonomies of location, mobility, population, and
                 device awareness. The design framework inorms (??) the
                 construction of a semantic model of space for mobile
                 systems. The semantic model is reflected in a
                 computational model built on a distributed platform
                 that allows contextual information to be shared across
                 a number of mobile devices. The framework support the
                 design of interactive mobile systems while the platform
                 supports their rapid development.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors; Theory",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "awareness; context information; design framework;
                 location-sensitive applications; mobile systems;
                 platform support; shared interaction; virtual space",
  subject =      "Computer Systems Organization ---
                 Computer-Communication Networks --- Distributed Systems
                 (C.2.4): {\bf Distributed applications}; Information
                 Systems --- Models and Principles --- User/Machine
                 Systems (H.1.2); Information Systems --- Information
                 Systems Applications --- Communications Applications
                 (H.4.3); Information Systems --- Information Interfaces
                 and Presentation --- Group and Organization Interfaces
                 (H.5.3): {\bf Synchronous interaction}; Information
                 Systems --- Information Interfaces and Presentation ---
                 Group and Organization Interfaces (H.5.3): {\bf Theory
                 and models}",
}

@Article{Lamming:2000:SPA,
  author =       "Mik Lamming and Marge Eldridge and Mike Flynn and
                 Chris Jones and David Pendlebury",
  title =        "{Satchel}: providing access to any document, any time,
                 anywhere",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "3",
  pages =        "322--352",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-3/p322-lamming/p322-lamming.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-3/p322-lamming/",
  abstract =     "Current solutions for providing access to electronic
                 documents while away from the office do not meet the
                 special needs of mobile document workers. We describe
                 ``Satchel,'' a system that is designed specifically to
                 support the distinctive features of mobile document
                 work. Satchel is designed to meet the following five
                 high-level design goals (1) easy access to document
                 services; (2) timely document access; (3) streamlined
                 user interface; (4) ubiquity; and (5) compliance with
                 security policies. Our current prototype uses a Nokia
                 9000 Communicator as the mobile device; it communicates
                 to the rest of the Satchel system using wireless
                 communications, both infrared and radio. A fundamental
                 Satchel concept is the use of tokens, or small secure
                 references, to represent documents on the mobile
                 device. The mobile client only transmits small tokens
                 over the wireless channels, leaving the wired network
                 to transmit the contents of documents when, and only
                 when, they are required. Another fundamental Satchel
                 concept is the highly specialized and context-sensitive
                 user interface on the mobile device. The user's
                 interactions ae streamlined because of this
                 specialization and though the use of contextual
                 information gained by using infrared communications. We
                 report the results of a trial of Satchel that was
                 carried out within our own company, and discuss how
                 well Satchel met our design goals. We call Satchel a
                 ``document appliance'' because it provides a
                 streamlined solution to the problem of remote document
                 access--it aims to support only a limited set of
                 activities, but supports them very well.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "document access; document appliance; document
                 processing; information appliance; mobile computing;
                 mobile work",
  subject =      "Computer Systems Organization ---
                 Computer-Communication Networks --- Distributed Systems
                 (C.2.4): {\bf Distributed applications}; Information
                 Systems --- Models and Principles --- User/Machine
                 Systems (H.1.2): {\bf Human factors}; Information
                 Systems --- Information Interfaces and Presentation ---
                 User Interfaces (H.5.2): {\bf Evaluation/methodology};
                 Computing Methodologies --- Computer Graphics ---
                 Methodology and Techniques (I.3.6): {\bf Interaction
                 techniques}",
}

@Article{Sawhney:2000:NRS,
  author =       "Nitin Sawhney and Chris Schmandt",
  title =        "Nomadic radio: speech and audio interaction for
                 contextual messaging in nomadic environments",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "3",
  pages =        "353--383",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-3/p353-sawhney/p353-sawhney.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-3/p353-sawhney/",
  abstract =     "Mobile workers need seamless access to communication
                 and information services while on the move. However,
                 current solutions overwhelm users with intrusive
                 interfaces and ambiguous notifications. This article
                 discusses the interaction techniques developed for
                 Nomadic Radio, a wearable computing platform for
                 managing voice and text-based messages in a nomadic
                 environment. Nomadic Radio employs an auditory user
                 interface, which synchronizes speech recognition,
                 speech synthesis, nonspeech audio, and spatial
                 presentation of digital audio, for navigating among
                 messages as well as asynchronous notification of newly
                 arrived messages. Emphasis is placed on an auditory
                 modality as Nomadic Radio is designed to be used while
                 performing other tasks in a user's everyday
                 environment; a range of auditory cues provides
                 peripheral awareness of incoming messages. Notification
                 is adaptive and context sensitive; messages are
                 presented as more or less obtrusive based on importance
                 inferred from content filtering, whether the user is
                 engaged in conversation and his or her own recent
                 responses to prior messages. Auditory notifications are
                 dynamically scaled from ambient sound through recorded
                 voice cues up to message summaries. Iterative design
                 and a preliminary user evaluation suggest that audio is
                 an appropriate medium for mobile messaging, but that
                 care must be taken to minimally intrude on the wearer's
                 social and physical environment.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "adaptive interfaces; contextual interfaces;
                 interruptions; nonspeech audio; notifications; passive
                 awareness; spatial listening; speech interaction;
                 wearable computing",
  subject =      "Hardware --- Input/Output and Data Communications ---
                 Input/Output Devices (B.4.2): {\bf Voice}; Software ---
                 Software Engineering --- Design Tools and Techniques
                 (D.2.2): {\bf Modules and interfaces}; Software ---
                 Software Engineering --- Design Tools and Techniques
                 (D.2.2): {\bf User interfaces}; Information Systems ---
                 Models and Principles --- User/Machine Systems (H.1.2):
                 {\bf Human factors}; Information Systems --- Models and
                 Principles --- User/Machine Systems (H.1.2): {\bf Human
                 information processing}; Information Systems ---
                 Information Systems Applications --- Communications
                 Applications (H.4.3): {\bf Electronic mail};
                 Information Systems --- Information Interfaces and
                 Presentation --- Multimedia Information Systems
                 (H.5.1): {\bf Audio input/output}; Information Systems
                 --- Information Interfaces and Presentation ---
                 Multimedia Information Systems (H.5.1): {\bf
                 Evaluation/methodology}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Evaluation/methodology};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf Input
                 devices and strategies}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Interaction styles};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf Theory
                 and methods}; Information Systems --- Information
                 Interfaces and Presentation --- Group and Organization
                 Interfaces (H.5.3): {\bf Asynchronous interaction}",
}

@Article{Ren:2000:ISP,
  author =       "Xiangshi Ren and Shinju Moriya",
  title =        "Improving selection performance on pen-based systems:
                 a study of pen-based interaction for selection tasks",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "3",
  pages =        "384--416",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-3/p384-ren/p384-ren.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-3/p384-ren/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Experimentation; Human Factors; Measurement;
                 Theory",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "classifications of selection strategies; mobile
                 computing; pen-based input interfaces; pen-based
                 systems; small targets; state-transition models; target
                 selection strategies",
  subject =      "Software --- Software Engineering ---
                 Requirements/Specifications (D.2.1): {\bf Methodologies
                 (e.g., object-oriented, structured)}; Software ---
                 Software Engineering --- Design Tools and Techniques
                 (D.2.2): {\bf User interfaces}; Information Systems ---
                 Models and Principles --- User/Machine Systems (H.1.2):
                 {\bf Human factors}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Evaluation/methodology};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf Input
                 devices and strategies}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Interaction styles};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf Screen
                 design}; Information Systems --- Information Interfaces
                 and Presentation --- User Interfaces (H.5.2): {\bf
                 Theory and methods}; Computing Methodologies ---
                 Computer Graphics --- Methodology and Techniques
                 (I.3.6): {\bf Interaction techniques}",
}

@Article{Pascoe:2000:UWM,
  author =       "Jason Pascoe and Nick Ryan and David Morse",
  title =        "Using while moving: {HCI} issues in fieldwork
                 environments",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "3",
  pages =        "417--437",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-3/p417-pascoe/p417-pascoe.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-3/p417-pascoe/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Experimentation; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "archaeology; context; context awareness; ecology;
                 fieldwork; giraffe; MAUI; minimal attention user
                 interface; palmtop; PDA; small screen",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human factors};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Ergonomics}; Information Systems --- Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2): {\bf Graphical user interfaces (GUI)};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf Haptic
                 I/O}; Information Systems --- Information Interfaces
                 and Presentation --- User Interfaces (H.5.2): {\bf
                 Input devices and strategies}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Interaction styles};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf Style
                 guides}; Computer Applications --- Life and Medical
                 Sciences (J.3)",
}

@Article{Benford:2000:ISI,
  author =       "Steve Benford and Paul Dourish and Tom Rodden",
  title =        "Introduction to the special issue on human-computer
                 interaction and collaborative virtual environments",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "4",
  pages =        "439--441",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-4/p439-benford/p439-benford.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-4/p439-benford/",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Basdogan:2000:ESR,
  author =       "Cagatay Basdogan and Chih-hao Ho and Mandayam A.
                 Srinivasan and Mel Slater",
  title =        "An experimental study on the role of touch in shared
                 virtual environments",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "4",
  pages =        "443--460",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-4/p443-basdogan/p443-basdogan.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-4/p443-basdogan/",
  abstract =     "Investigating virtual environments has become an
                 increasingly interesting research topic for engineers,
                 computer and cognitive scientists, and psychologists.
                 Although there have been several recent studies focused
                 on the development of multimodal virtual environments
                 (VEs) to study human-machine interactions, less
                 attention has been paid to human-human and
                 human-machine interactions in shared virtual
                 environments (SVEs), and to our knowledge, no attention
                 paid at all to what extent the addition of haptic
                 communication between people would contribute to the
                 shared experience. We have developed a multimodal
                 shared virtual environment and performed a set of
                 experiments with human subjects to study the role of
                 haptic feedback in collaborative tasks and whether
                 haptic communication through force feedback can
                 facilitate a sense of being and collaborating with a
                 remote partner. The study concerns a scenario where two
                 participants at remote sites must cooperate to perform
                 a joint task in an SVE. The goals of the study are (1)
                 to assess the impact of force feedback on task
                 performance, (2) to better understand the role of
                 haptic communication in human-human interactions, (3)
                 to study the impact of touch on the subjective sense of
                 collaborating with a human as reported by the
                 participants based on what they could see and feel, and
                 (4) to investigate if gender, personality, or emotional
                 experiences of users can affect haptic communication in
                 SVEs. The outcomes of this research can have a powerful
                 impact on the development of next-generation
                 human-computer interfaces and network protocols that
                 integrate touch and force feedback technology into the
                 Internet, development of protocols and techniques for
                 collaborative teleoperation such as hazardous material
                 removal, space station.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors; Management; Performance;
                 Theory",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "copresence; force feedback devices; haptic
                 interaction; shared virtual environments",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Interaction styles}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Haptic I/O}; Computing
                 Methodologies --- Computer Graphics --- Methodology and
                 Techniques (I.3.6): {\bf Interaction techniques};
                 Computing Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7): {\bf
                 Virtual reality}; Computing Methodologies ---
                 Artificial Intelligence --- Robotics (I.2.9): {\bf
                 Manipulators}; Information Systems --- Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2): {\bf Input devices and strategies}",
}

@Article{Sallnas:2000:SPC,
  author =       "Eva-Lotta Salln{\"a}s and Kirsten Rassmus-Gr{\"o}hn
                 and Calle Sj{\"o}str{\"o}m",
  title =        "Supporting presence in collaborative environments by
                 haptic force feedback",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "4",
  pages =        "461--476",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-4/p461-sallnas/p461-sallnas.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-4/p461-sallnas/",
  abstract =     "An experimental study of interaction in a
                 collaborative desktop virtual environment is described.
                 The aim of the experiment was to investigate if added
                 haptic force feedback in such an environment affects
                 perceived virtual presence, perceived social presence,
                 perceived task performance, and task performance. A
                 between-group design was employed, where seven pairs of
                 subjects used an interface with graphic representation
                 of the environment, audio connection, and haptic force
                 feedback. Seven other pairs of subjects used an
                 interface without haptic force feedback, but with
                 identical features otherwise. The PHANToM, a one-point
                 haptic device, was used for the haptic force feedback,
                 and a program especially developed for the purpose
                 provided the virtual environment. The program enables
                 for two individuals placed in different locations to
                 simultaneously feel and manipulate dynamic objects in a
                 shared desktop virtual environment. Results show that
                 haptic force feedback significantly improves task
                 performance, perceived task performance, and perceived
                 virtual presence in the collaborative distributed
                 environment. The results suggest that haptic force
                 feedback increases perceived social presence, but the
                 difference is not significant.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Human Factors; Measurement; Performance",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "distributed collaboration; haptic force feedback;
                 presence",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf Theory
                 and methods}; Information Systems --- Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2): {\bf Input devices and strategies};
                 Information Systems --- Information Systems
                 Applications --- Communications Applications (H.4.3):
                 {\bf Computer conferencing, teleconferencing, and
                 videoconferencing}; Information Systems --- Information
                 Interfaces and Presentation --- Group and Organization
                 Interfaces (H.5.3): {\bf Evaluation/methodology};
                 Information Systems --- Information Interfaces and
                 Presentation --- Group and Organization Interfaces
                 (H.5.3): {\bf Synchronous interaction}; Information
                 Systems --- Information Interfaces and Presentation ---
                 User Interfaces (H.5.2): {\bf Haptic I/O}",
}

@Article{Hindmarsh:2000:OFI,
  author =       "Jon Hindmarsh and Mike Fraser and Christian Heath and
                 Steve Benford and Chris Greenhalgh",
  title =        "Object-focused interaction in collaborative virtual
                 environments",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "4",
  pages =        "477--509",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-4/p477-hindmarsh/p477-hindmarsh.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-4/p477-hindmarsh/",
  abstract =     "This paper explores and evaluates the support for
                 object-focused interaction provided by a desktop
                 Collaborative Virtual Environment. An experimental
                 ``design'' task was conducted, and video recordings of
                 the participants' activities facilitated an
                 observational analysis of interaction in, and through,
                 the virtual world. Observations include: problems due
                 to ``fragmented'' views of embodiments in relation to
                 shared objects; participants compensating with spoken
                 accounts of their actions; and difficulties in
                 understanding others' perspectives. Implications and
                 proposals for the design of CVEs drawn from these
                 observations are: the use of semidistorted views to
                 support peripheral awareness; more explicit or
                 exaggerated representations of actions than are
                 provided by pseudohumanoid avatars; and navigation
                 techniques that are sensitive to the actions of others.
                 The paper also presents some examples of the ways in
                 which these proposals might be realized.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Experimentation; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "CSCW; embodiment; objects; shared spaces; social
                 interaction; user interface design; virtual reality",
  subject =      "Information Systems --- Information Systems
                 Applications --- Communications Applications (H.4.3):
                 {\bf Computer conferencing, teleconferencing, and
                 videoconferencing}; Information Systems --- Information
                 Interfaces and Presentation --- Multimedia Information
                 Systems (H.5.1): {\bf Artificial, augmented, and
                 virtual realities}; Information Systems --- Information
                 Interfaces and Presentation --- Group and Organization
                 Interfaces (H.5.3): {\bf Evaluation/methodology}",
}

@Article{Benford:2000:ITB,
  author =       "Steve Benford and Chris Greenhalgh and Mike Craven and
                 Graham Walker and Tim Regan and Jason Morphett and John
                 Wyver",
  title =        "Inhabited television: broadcasting interaction from
                 within collaborative virtual environments",
  journal =      j-TOCHI,
  volume =       "7",
  number =       "4",
  pages =        "510--547",
  year =         "2000",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2000-7-4/p510-benford/p510-benford.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2000-7-4/p510-benford/",
  abstract =     "Inhabited television combines collaborative virtual
                 environments (CVEs) with broadcast television so that
                 on-line audiences can participate in television shows
                 within shared virtual worlds. We describe a series of
                 experiments with inhabited television, beginning with
                 the NOWninety6 poetry performance, The Mirror, and
                 Heaven {\&} Hell--Live. These early experiments raised
                 fundamental questions for inhabited television
                 concerning the extent to which it is possible to
                 establish fast-paced social interaction within a CVE,
                 and to which it is possible to produce a coherent and
                 engaging broadcast of this action. We then present a
                 fourth more recent experiment, Out of This World, that
                 directly addressed these questions. We describe how the
                 formulation of inhabited television design principles,
                 combined with the use of dedicated production software
                 for scripting and directing a show and for controlling
                 virtual cameras, enabled us to create a fast-moving and
                 more coherent experience.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "computer-supported cooperative work; entertainment;
                 media spaces; social interaction",
  subject =      "Computer Systems Organization ---
                 Computer-Communication Networks --- Distributed Systems
                 (C.2.4): {\bf Distributed applications}; Information
                 Systems --- Models and Principles --- User/Machine
                 Systems (H.1.2): {\bf Human factors}; Information
                 Systems --- Information Interfaces and Presentation ---
                 Multimedia Information Systems (H.5.1): {\bf
                 Artificial, augmented, and virtual realities};
                 Information Systems --- Information Interfaces and
                 Presentation --- Group and Organization Interfaces
                 (H.5.3): {\bf Theory and models}; Computing
                 Methodologies --- Computer Graphics ---
                 Three-Dimensional Graphics and Realism (I.3.7): {\bf
                 Virtual reality}; Computer Applications --- Arts and
                 Humanities (J.5): {\bf Arts, fine and performing**}",
}

@Article{Inkpen:2001:DDV,
  author =       "Kori M. Inkpen",
  title =        "Drag-and-drop versus point-and-click mouse interaction
                 styles for children",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "1",
  pages =        "1--33",
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2001-8-1/p1-inkpen/",
  abstract =     "This research investigates children's use of two
                 common mouse interaction styles, drag-and-drop and
                 point-and-click, to determine whether the choice of
                 interaction style impacts children's performance in
                 interactive learning environments. The interaction
                 styles were experimentally compared to determine if
                 either method was superior to the other in terms of
                 speed, error rate, or user preference, for children.
                 The two interaction styles were also compared based on
                 children's achievement and motivation, within a
                 commercial software environment. Experiment I used an
                 interactive learning environment as children played two
                 versions of an educational puzzle-solving game, each
                 version utilizing a different mouse interaction style;
                 experiment II used a mouse-controlled software
                 environment modeled after the educational game. The
                 results were similar to previous results reported for
                 adults: the point-and-click interaction style was
                 faster; fewer errors were committed using it; and it
                 was preferred over the drag-and-drop interaction style.
                 Within the context of the puzzle-solving game, the
                 children solved significantly fewer puzzles, and they
                 were less motivated using the version that utilized a
                 drag-and-drop interaction style as compared to the
                 version that utilized a point-and-click interaction
                 style. These results were also explored through the use
                 of state-transition diagrams and GOMS models, both of
                 which supported the experimental data gathered.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Experimentation; Human Factors; Measurement;
                 Performance",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "children; computers in education; drag-and-drop;
                 electronic games; gender; input techniques; interaction
                 styles; interface design; mouse interaction;
                 point-and-click",
  subject =      "Software --- Software Engineering --- Design Tools and
                 Techniques (D.2.2): {\bf User interfaces}; Information
                 Systems --- Models and Principles --- User/Machine
                 Systems (H.1.2): {\bf Human factors}; Information
                 Systems --- Information Interfaces and Presentation ---
                 User Interfaces (H.5.2): {\bf Input devices and
                 strategies}; Information Systems --- Information
                 Interfaces and Presentation --- User Interfaces
                 (H.5.2): {\bf Interaction styles}; Information Systems
                 --- Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Evaluation/methodology};
                 Computing Methodologies --- Computer Graphics ---
                 Methodology and Techniques (I.3.6): {\bf Interaction
                 techniques}; Computing Milieux --- Computers and
                 Education --- Computer Uses in Education (K.3.1)",
}

@Article{Sedig:2001:RIM,
  author =       "Kamran Sedig and Maria Klawe and Marvin Westrom",
  title =        "Role of interface manipulation style and scaffolding
                 on cognition and concept learning in learnware",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "1",
  pages =        "34--59",
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2001-8-1/p34-sedig/p34-sedig.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2001-8-1/p34-sedig/",
  abstract =     "This research investigates the role of interface
                 manipulation style on reflective cognition and concept
                 learning through a comparison of the effectiveness of
                 three versions of a software application for learning
                 two-dimensional transformation geometry. The three
                 versions respectively utilize a Direct Object
                 Manipulation (DOM) interface in which the user
                 manipulates the visual representation of objects being
                 transformed; a Direct Concept Manipulation (DCM)
                 interface in which the user manipulates the visual
                 representation of the transformation being applied to
                 the object; and a Reflective Direct Concept
                 Manipulation (RDCM) interface in which the DCM approach
                 is extended with scaffolding. Empirical results of a
                 study showed that grade-6 students using the RDCM
                 version learned significantly more than those using the
                 DCM version, who is turn learned significantly more
                 than those using the DOM version. Students using the
                 RDCM version had to process information consciously and
                 think harder than those using the DCM and DOM versions.
                 Despite the relative difficulty when using the RDCM
                 interface style, all three groups expressed a similar
                 (positive) level of liking for the software. This
                 research suggests that some of the educational
                 deficiencies of Direct Manipulation (DM) interfaces are
                 not necessarily caused by their ``directness,'' but by
                 what they are directed at--in this case directness
                 toward objects rather than embedded educational
                 concepts being learned. This paper furthers our
                 understanding of how the DM metaphor can be used in
                 learning- and knowledge-centered software (i.e.,
                 learnware) by proposing a new DM metaphor (i.e., DCM),
                 and the incorporation of scaffolding to enhance the DCM
                 approach to promote reflective cognition and deep
                 learning.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Experimentation; Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognition; direct manipulation; education;
                 human-computer interaction; learning; learnware;
                 problem solving; reflection; transformation geometry",
  subject =      "Mathematics of Computing --- Mathematical Software
                 (G.4): {\bf User interfaces}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf User-centered design};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Interaction styles}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Theory and methods}; Computing
                 Milieux --- Computers and Education (K.3)",
}

@Article{Suhm:2001:MEC,
  author =       "Bernhard Suhm and Brad Myers and Alex Waibel",
  title =        "Multimodal error correction for speech user
                 interfaces",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "1",
  pages =        "60--98",
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2001-8-1/p60-suhm/p60-suhm.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2001-8-1/p60-suhm/",
  abstract =     "Although commercial dictation systems and
                 speech-enabled telephone voice user interfaces have
                 become readily available, speech recognition errors
                 remain a serious problem in the design and
                 implementation of speech user interfaces. Previous work
                 hypothesized that switching modality could speed up
                 interactive correction of recognition errors. This
                 article presents multimodal error correction methods
                 that allow the user to correct recognition errors
                 efficiently without keyboard input. Correction accuracy
                 is maximized by novel recognition algorithms that use
                 context information for recognizing correction input.
                 Multimodal error correction is evaluated in the context
                 of a prototype multimodal dictation system. The study
                 shows that unimodal repair is less accurate than
                 multimodal error correction. On a dictation task,
                 multimodal correction is faster than unimodal
                 correction by respeaking. The study also provides
                 empirical evidence that system-initiated error
                 correction (based on confidence measures) may not
                 expedite error correction. Furthermore, the study
                 suggests that recognition accuracy determines user
                 choice between modalities: while users initially prefer
                 speech, they learn to avoid ineffective correction
                 modalities with experience. To extrapolate results from
                 this user study, the article introduces a performance
                 model of (recognition-based) multimodal interaction
                 that predicts input speed including time needed for
                 error correction. Applied to interactive error
                 correction, the model predicts the impact of
                 improvements in recognition technology on correction
                 speeds, and the influence of recognition accuracy and
                 correction method on the productivity of dictation
                 systems. This model is a first step toward formalizing
                 multimodal interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Experimentation; Human Factors; Measurement",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "dictation systems; interactive error correction;
                 multimodal interfaces; pen input; performance model;
                 speech input; speech user interfaces",
  subject =      "Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Evaluation/methodology}; Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Input devices and strategies};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Interaction styles}; Information Systems --- Models and
                 Principles --- User/Machine Systems (H.1.2): {\bf Human
                 factors}; Information Systems --- Information
                 Interfaces and Presentation --- Group and Organization
                 Interfaces (H.5.3): {\bf Theory and models};
                 Information Systems --- Information Interfaces and
                 Presentation --- Group and Organization Interfaces
                 (H.5.3): {\bf Evaluation/methodology}; Computer
                 Applications --- Administrative Data Processing (J.1);
                 Computer Applications --- Life and Medical Sciences
                 (J.3)",
}

@Article{Thimbleby:2001:UAM,
  author =       "Harold Thimbleby and Paul Cairns and Matt Jones",
  title =        "Usability analysis with {Markov} models",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "2",
  pages =        "99--132",
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/citations/journals/tochi/2001-8-2/p99-thimbleby/",
  abstract =     "How hard to users to find interactive devices to use
                 to achieve their goals, and how can we get this
                 information early enough to influence design? We show
                 that Markov modeling can obtain suitable measures, and
                 we provide formulas that can be used for a large class
                 of systems. We analyze and consider alternative designs
                 for various real examples. We introduce a
                 ``knowledge\slash usability graph,'' which shows the
                 impact of even a smaller amount of knowledge for the
                 user, and the extent to which designers' knowledge may
                 bias their views of usability. Markov models can be
                 built into design tools, and can therefore be made very
                 convenient for designers to utilize. One would hope
                 that in the future, design tools would include such
                 mathematical analysis, and no new design skills would
                 be required to evaluate devices. A particular concern
                 of this paper is to make the approach accessible.
                 Complete program code and all the underlying
                 mathematics are provided in appendices to enable others
                 to replicate and test all results shown.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Design; Human Factors; Performance",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Markov models; usability analysis",
  subject =      "Hardware --- Performance and Reliability ---
                 Performance Analysis and Design Aids (B.8.2); Data ---
                 Coding and Information Theory (E.4): {\bf Error control
                 codes}; Information Systems --- Models and Principles
                 --- User/Machine Systems (H.1.2): {\bf Human
                 information processing}; Software --- Software
                 Engineering --- Design Tools and Techniques (D.2.2):
                 {\bf Decision tables}; Information Systems ---
                 Information Storage and Retrieval --- Information
                 Search and Retrieval (H.3.3): {\bf Selection process};
                 Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2); Information Systems ---
                 Information Interfaces and Presentation --- User
                 Interfaces (H.5.2): {\bf Theory and methods};
                 Information Systems --- Information Storage and
                 Retrieval --- Online Information Services (H.3.5);
                 Information Systems --- Information Interfaces and
                 Presentation --- Hypertext/Hypermedia (H.5.4): {\bf
                 User issues}; Computing Methodologies --- Artificial
                 Intelligence --- Miscellaneous (I.2.m); Computing
                 Methodologies --- Pattern Recognition --- Applications
                 (I.5.4): {\bf Signal processing}; Computing Milieux ---
                 Computers and Society --- Miscellaneous (K.4.m)",
}

@Article{Prechelt:2001:IMI,
  author =       "Lutz Prechelt and Rainer Typke",
  title =        "An interface for melody input",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "2",
  pages =        "133--149",
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2001-8-2/p133-prechelt/p133-prechelt.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2001-8-2/p133-prechelt/",
  abstract =     "We present a software system, called Tuneserver, which
                 recognizes a musical tune whistled by the user, finds
                 it in a database, and returns its name, composer, and
                 other information. Such a service is useful for track
                 retrieval at radio stations, music stores, etc., and is
                 also a step toward the long-term goal of communicating
                 with a computer much like one would with a human being.
                 Tuneserver is implemented as a public Java-based WWW
                 service with a database of approximately 10,000 motifs.
                 Tune recognition is based on a highly error-resistant
                 encoding, proposed by Parsons, that uses only the
                 direction of the melody, ignoring the size of intervals
                 as well as rhythm. We present the design and
                 implementation of the tune recognition core, outline
                 the design of the Web service, and describe the results
                 obtained in an empirical evaluation of the new
                 interface, including the derivation of suitable system
                 parameters, resulting performance figures, and an error
                 analysis.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Algorithms; Human Factors; Performance",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "input mode; melody; motif; recognition; theme; tune",
  subject =      "Data --- Coding and Information Theory (E.4): {\bf
                 Error control codes}; Information Systems --- Models
                 and Principles --- User/Machine Systems (H.1.2): {\bf
                 Human information processing}; Information Systems ---
                 Information Storage and Retrieval --- Information
                 Search and Retrieval (H.3.3): {\bf Selection process};
                 Information Systems --- Information Storage and
                 Retrieval --- Online Information Services (H.3.5);
                 Information Systems --- Information Interfaces and
                 Presentation --- Hypertext/Hypermedia (H.5.4);
                 Computing Methodologies --- Artificial Intelligence ---
                 Miscellaneous (I.2.m); Computing Methodologies ---
                 Pattern Recognition --- Applications (I.5.4): {\bf
                 Signal processing}; Information Systems --- Information
                 Interfaces and Presentation --- Hypertext/Hypermedia
                 (H.5.4): {\bf User issues}; Computing Milieux ---
                 Computers and Society --- Miscellaneous (K.4.m);
                 Information Systems --- Information Interfaces and
                 Presentation --- Sound and Music Computing (H.5.5)",
}

@Article{Whittaker:2001:CVM,
  author =       "Steve Whittaker and Julia Hirschberg",
  title =        "The character, value, and management of personal paper
                 archives",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "2",
  pages =        "150--170",
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Jul 14 12:07:47 MDT 2001",
  bibsource =    "http://www.acm.org/pubs/toc/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "http://www.acm.org/pubs/articles/journals/tochi/2001-8-2/p150-whittaker/p150-whittaker.pdf;
                 http://www.acm.org/pubs/citations/journals/tochi/2001-8-2/p150-whittaker/",
  abstract =     "We explored general issues concerning personal
                 information management by investigating the
                 characteristics of office workers' paper-based
                 information, in an industrial research environment. we
                 examined the reasons people collect paper, types of
                 data they collect, problems encountered in handling
                 paper, and strategies used for processing it. We tested
                 three specific hypotheses in the course of an office
                 move. The greater availability of public digital data
                 along with changes in people's jobs or interests should
                 lead to wholescale discarding of paper data, while
                 preparing for the move. Instead we found workers kept
                 large, highly valued paper archives. We also expected
                 that the major part of people's personal archives would
                 be unique documents. However, only 49\% of people's
                 archives were unique documents, the remainder being
                 copies of publicly available data and unread
                 information, and we explore reasons for this. We
                 examined the effects of paper-processing strategies on
                 archive structure. We discovered different
                 paper-processing strategies ({\em filing\/} and {\em
                 piling\/}) that were relatively independent of job
                 type. We predicated that filers' attempted to evaluate
                 and categorize incoming documents would produce smaller
                 archives that were accessed frequently. Contrary to our
                 predictions, filers amassed more information, and
                 accessed it less frequently than pilers. We argue that
                 filers may engage in {\em premature filing\/}: to clear
                 their workspace, they archives information that later
                 turns out to be of low value. Given the effort involved
                 in organizing data, they are also loath to discard
                 filed information, even when its value is uncertain. We
                 discuss the implications of this research for digital
                 personal information management.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  generalterms = "Human Factors",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "archiving; document management; filing; information
                 retrieval; paper; personal information management",
  subject =      "Information Systems --- Models and Principles ---
                 User/Machine Systems (H.1.2): {\bf Human factors};
                 Information Systems --- Information Interfaces and
                 Presentation --- User Interfaces (H.5.2): {\bf
                 Evaluation/methodology}",
}

@Article{Hornof:2001:VSM,
  author =       "Anthony J. Hornof",
  title =        "Visual search and mouse-pointing in labeled versus
                 unlabeled two-dimensional visual hierarchies",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "3",
  pages =        "171--197",
  month =        sep,
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Feb 19 15:03:28 MST 2002",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Thomas:2001:ACA,
  author =       "Bruce H. Thomas and Paul Calder",
  title =        "Applying cartoon animation techniques to graphical
                 user interfaces",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "3",
  pages =        "198--222",
  month =        sep,
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Feb 19 15:03:28 MST 2002",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{VanderZanden:2001:UMD,
  author =       "Bradley T. {Vander Zanden} and Richard Halterman",
  title =        "Using model dataflow graphs to reduce the storage
                 requirements of constraints",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "3",
  pages =        "223--265",
  month =        sep,
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Feb 19 15:03:28 MST 2002",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Badros:2001:CLA,
  author =       "Greg J. Badros and Alan Borning and Peter J. Stuckey",
  title =        "The {Cassowary} linear arithmetic constraint solving
                 algorithm",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "4",
  pages =        "267--306",
  month =        dec,
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:13 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/texbook3.bib;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Badros:2001:IPD,
  author =       "Greg J. Badros and Alan Borning and Peter J. Stuckey",
  title =        "Integrating paper and digital information on
                 {EnhancedDesk}: a method for realtime finger tracking
                 on an augmented desk system",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "4",
  pages =        "307--322",
  month =        dec,
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:13 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Perry:2001:DMU,
  author =       "Mark Perry and Kenton O'Hara and Abigail Sellen and
                 Barry Brown and Richard Harper",
  title =        "Dealing with mobility: understanding access anytime,
                 anywhere",
  journal =      j-TOCHI,
  volume =       "8",
  number =       "4",
  pages =        "323--347",
  month =        dec,
  year =         "2001",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:13 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sun:2002:CMR,
  author =       "Chengzheng Sun and David Chen",
  title =        "Consistency maintenance in real-time collaborative
                 graphics editing systems",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "1",
  pages =        "1--41",
  month =        mar,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:14 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ebling:2002:ITM,
  author =       "Maria R. Ebling and Bonnie E. John and M.
                 Satyanarayanan",
  title =        "The importance of translucence in mobile computing
                 systems",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "1",
  pages =        "42--67",
  month =        mar,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:14 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Thomas:2002:INU,
  author =       "Peter Thomas and Robert D. Macredie",
  title =        "Introduction to the new usability",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "2",
  pages =        "69--73",
  month =        jun,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:14 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Petersen:2002:UET,
  author =       "Marianne Graves Petersen and Kim Halskov Madsen and
                 Arne Kj{\ae}r",
  title =        "The usability of everyday technology: emerging and
                 fading opportunities",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "2",
  pages =        "74--105",
  month =        jun,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:14 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hallnas:2002:UPE,
  author =       "Lars Halln{\"a}s and Johan Redstr{\"o}m",
  title =        "From use to presence: on the expressions and
                 aesthetics of everyday computational things",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "2",
  pages =        "106--124",
  month =        jun,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:14 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Palen:2002:BHD,
  author =       "Leysia Palen and Marilyn Salzman",
  title =        "Beyond the handset: designing for wireless
                 communications usability",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "2",
  pages =        "125--151",
  month =        jun,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:14 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bodker:2002:DCP,
  author =       "Susanne B{\o}dker and Jacob Buur",
  title =        "The design collaboratorium: a place for usability
                 design",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "2",
  pages =        "152--169",
  month =        jun,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:14 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Quek:2002:MHD,
  author =       "Francis Quek and David McNeill and Robert Bryll and
                 Susan Duncan and Xin-Feng Ma and Cemil Kirbas and Karl
                 E. McCullough and Rashid Ansari",
  title =        "Multimodal human discourse: gesture and speech",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "3",
  pages =        "171--193",
  month =        sep,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:15 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bellini:2002:CVM,
  author =       "P. Bellini and P. Nesi and M. B. Spinu",
  title =        "Cooperative visual manipulation of music notation",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "3",
  pages =        "194--237",
  month =        sep,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:15 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Koike:2002:RIH,
  author =       "Hideki Koike and Yoichi Sato and Yoshinori Kobayashi",
  title =        "Rivalry and interference with a head-mounted display",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "3",
  pages =        "238--251",
  month =        sep,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:15 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Burnett:2002:ADS,
  author =       "Margaret Burnett and Sherry Yang and Jay Summet",
  title =        "Appendices {A--D}: a scalable method for deductive
                 generalization in the spreadsheet paradigm",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "4",
  pages =        "1--5",
  month =        dec,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:15 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Burnett:2002:SMD,
  author =       "Margaret Burnett and Sherry Yang and Jay Summet",
  title =        "A scalable method for deductive generalization in the
                 spreadsheet paradigm",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "4",
  pages =        "253--284",
  month =        dec,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:15 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ruddle:2002:SAA,
  author =       "Roy A. Ruddle and Justin C. D. Savage and Dylan M.
                 Jones",
  title =        "Symmetric and asymmetric action integration during
                 cooperative object manipulation in virtual
                 environments",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "4",
  pages =        "285--308",
  month =        dec,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:15 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sun:2002:UCI,
  author =       "Chengzheng Sun",
  title =        "Undo as concurrent inverse in group editors",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "4",
  pages =        "309--361",
  month =        dec,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:15 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hornbaek:2002:NPU,
  author =       "Kasper Hornb{\ae}k and Benjamin B. Bederson and
                 Catherine Plaisant",
  title =        "Navigation patterns and usability of zoomable user
                 interfaces with and without an overview",
  journal =      j-TOCHI,
  volume =       "9",
  number =       "4",
  pages =        "362--389",
  month =        dec,
  year =         "2002",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:15 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Irani:2003:DIS,
  author =       "Pourang Irani and Colin Ware",
  title =        "Diagramming information structures using {$3$D}
                 perceptual primitives",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "1",
  pages =        "1--19",
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:16 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pirolli:2003:EIS,
  author =       "Peter Pirolli and Stuart K. Card and Mija M. {Van Der
                 Wege}",
  title =        "The effects of information scent on visual search in
                 the hyperbolic tree browser",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "1",
  pages =        "20--53",
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:16 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Amento:2003:ESD,
  author =       "Brian Amento and Loren Terveen and Will Hill and
                 Deborah Hix and Robert Schulman",
  title =        "Experiments in social data mining: {The TopicShop}
                 system",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "1",
  pages =        "54--85",
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:16 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Staff:2003:R,
  author =       "{ACM Transactions on Computer-Human Interaction
                 staff}",
  title =        "2002 {Reviewers}",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "1",
  pages =        "86--86",
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:16 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Steriadis:2003:DHC,
  author =       "Constantine E. Steriadis and Philip Constantinou",
  title =        "Designing human-computer interfaces for quadriplegic
                 people",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "2",
  pages =        "87--118",
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:16 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hornbaek:2003:RPU,
  author =       "Kasper Hornb{\ae}k and Erik Fr{\o}kj{\ae}r",
  title =        "Reading patterns and usability in visualizations of
                 electronic documents",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "2",
  pages =        "119--149",
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:16 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sonnenwald:2003:ESC,
  author =       "Diane H. Sonnenwald and Mary C. Whitton and Kelly L.
                 Maglaughlin",
  title =        "Evaluating a scientific collaboratory: {Results} of a
                 controlled experiment",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "2",
  pages =        "150--176",
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Aug 7 09:48:16 MDT 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Olston:2003:SIB,
  author =       "Christopher Olston and Ed H. Chi",
  title =        "{ScentTrails}: {Integrating} browsing and searching on
                 the {Web}",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "3",
  pages =        "177--197",
  month =        sep,
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Oct 31 06:10:51 MST 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Katz:2003:ESB,
  author =       "Michael A. Katz and Michael D. Byrne",
  title =        "Effects of scent and breadth on use of site-specific
                 search on e-commerce {Web} sites",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "3",
  pages =        "198--220",
  month =        sep,
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Oct 31 06:10:51 MST 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Grayson:2003:YLM,
  author =       "David M. Grayson and Andrew F. Monk",
  title =        "Are you looking at me? {Eye} contact and desktop video
                 conferencing",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "3",
  pages =        "221--243",
  month =        sep,
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Oct 31 06:10:51 MST 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chok:2003:AGI,
  author =       "Sitt Sen Chok and Kim Marriott",
  title =        "Automatic generation of intelligent diagram editors",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "3",
  pages =        "244--276",
  month =        sep,
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Oct 31 06:10:51 MST 2003",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Johnson:2003:IMC,
  author =       "Peter Johnson and Jon May and Hilary Johnson",
  title =        "Introduction to multiple and collaborative tasks",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "4",
  pages =        "277--280",
  month =        dec,
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Feb 2 14:13:33 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pinelle:2003:TAG,
  author =       "David Pinelle and Carl Gutwin and Saul Greenberg",
  title =        "Task analysis for groupware usability evaluation:
                 {Modeling} shared-workspace tasks with the mechanics of
                 collaboration",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "4",
  pages =        "281--311",
  month =        dec,
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Feb 2 14:13:33 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{McCrickard:2003:MNS,
  author =       "D. Scott McCrickard and C. M. Chewar and Jacob P.
                 Somervell and Ali Ndiwalana",
  title =        "A model for notification systems
                 evaluation---assessing user goals for multitasking
                 activity",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "4",
  pages =        "312--338",
  month =        dec,
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Feb 2 14:13:33 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Johnson:2003:TMI,
  author =       "Hilary Johnson and Joanne Hyde",
  title =        "Towards modeling individual and collaborative
                 construction of jigsaws using task knowledge structures
                 {(TKS)}",
  journal =      j-TOCHI,
  volume =       "10",
  number =       "4",
  pages =        "339--387",
  month =        dec,
  year =         "2003",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Feb 2 14:13:33 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Grudin:2004:CD,
  author =       "Jonathan Grudin",
  title =        "Crossing the divide",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "1",
  pages =        "1--25",
  month =        mar,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 6 07:10:40 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Huotari:2004:IGI,
  author =       "Jouni Huotari and Kalle Lyytinen and Marketta
                 Niemel{\"a}",
  title =        "Improving graphical information system model use with
                 elision and connecting lines",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "1",
  pages =        "26--58",
  month =        mar,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 6 07:10:40 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Martin:2004:PCI,
  author =       "David Martin and Ian Sommerville",
  title =        "Patterns of cooperative interaction: {Linking}
                 ethnomethodology and design",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "1",
  pages =        "59--89",
  month =        mar,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 6 07:10:40 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bederson:2004:DFC,
  author =       "Benjamin B. Bederson and Aaron Clamage and Mary P.
                 Czerwinski and George G. Robertson",
  title =        "{DateLens}: a fisheye calendar interface for
                 {PDAs}",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "1",
  pages =        "90--119",
  month =        mar,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 6 07:10:40 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{TOCHI-staff:2004:R,
  author =       "{Transactions on Computer-Human Interaction staff}",
  title =        "2003 reviewers",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "1",
  pages =        "120--120",
  month =        mar,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 6 07:10:40 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Brotherton:2004:LLE,
  author =       "Jason A. Brotherton and Gregory D. Abowd",
  title =        "Lessons learned from {eClass}: {Assessing} automated
                 capture and access in the classroom",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "2",
  pages =        "121--155",
  month =        jun,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 4 08:26:36 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ravasio:2004:PDE,
  author =       "Pamela Ravasio and Sissel Guttormsen Sch{\"a}r and
                 Helmut Krueger",
  title =        "In pursuit of desktop evolution: {User} problems and
                 practices with modern desktop systems",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "2",
  pages =        "156--180",
  month =        jun,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 4 08:26:36 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Thimbleby:2004:UID,
  author =       "Harold Thimbleby",
  title =        "User interface design with matrix algebra",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "2",
  pages =        "181--236",
  month =        jun,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 4 08:26:36 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Oviatt:2004:IMA,
  author =       "Sharon Oviatt and Stephanie Seneff",
  title =        "Introduction to mobile and adaptive conversational
                 interfaces",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "3",
  pages =        "237--240",
  month =        sep,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 4 08:26:36 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lemon:2004:MCR,
  author =       "Oliver Lemon and Alexander Gruenstein",
  title =        "Multithreaded context for robust conversational
                 interfaces: {Context-sensitive} speech recognition and
                 interpretation of corrective fragments",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "3",
  pages =        "241--267",
  month =        sep,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 4 08:26:36 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Meng:2004:IAT,
  author =       "Helen Meng and P. C. Ching and Shuk Fong Chan and Yee
                 Fong Wong and Cheong Chat Chan",
  title =        "{ISIS}: an adaptive, trilingual conversational system
                 with interleaving interaction and delegation dialogs",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "3",
  pages =        "268--299",
  month =        sep,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 4 08:26:36 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Oviatt:2004:TAC,
  author =       "Sharon Oviatt and Courtney Darves and Rachel
                 Coulston",
  title =        "Toward adaptive conversational interfaces: {Modeling}
                 speech convergence with animated personas",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "3",
  pages =        "300--328",
  month =        sep,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 4 08:26:36 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Feng:2004:UCS,
  author =       "Jinjuan Feng and Andrew Sears",
  title =        "Using confidence scores to improve hands-free speech
                 based navigation in continuous dictation systems",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "4",
  pages =        "329--356",
  month =        dec,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Dec 1 18:56:59 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hourcade:2004:DPT,
  author =       "Juan Pablo Hourcade and Benjamin B. Bederson and
                 Allison Druin and Fran{\c{c}}ois Guimbreti{\`e}re",
  title =        "Differences in pointing task performance between
                 preschool children and adults using mice",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "4",
  pages =        "357--386",
  month =        dec,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Dec 1 18:56:59 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Becker:2004:SWU,
  author =       "Shirley Ann Becker",
  title =        "A study of {Web} usability for older adults seeking
                 online health resources",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "4",
  pages =        "387--406",
  month =        dec,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Dec 1 18:56:59 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Velez:2004:WCH,
  author =       "Maria Velez and Marilyn Mantei Tremaine and Aleksandra
                 Sarcevic and Bogdan Dorohonceanu and Allan Krebs and
                 Ivan Marsic",
  title =        "``Who's in charge here?'': Communicating across
                 unequal computer platforms",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "4",
  pages =        "407--444",
  month =        dec,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Dec 1 18:56:59 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Whittaker:2004:COC,
  author =       "Steve Whittaker and Quentin Jones and Bonnie Nardi and
                 Mike Creech and Loren Terveen and Ellen Isaacs and John
                 Hainsworth",
  title =        "{ContactMap}: {Organizing} communication in a social
                 desktop",
  journal =      j-TOCHI,
  volume =       "11",
  number =       "4",
  pages =        "445--471",
  month =        dec,
  year =         "2004",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Dec 1 18:56:59 MST 2004",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zhai:2005:ISB,
  author =       "Shumin Zhai and Victoria Bellotti",
  title =        "Introduction to sensing-based interaction",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "1",
  pages =        "1--2",
  month =        mar,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 12 07:02:49 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Benford:2005:ESD,
  author =       "Steve Benford and Holger Schn{\"a}delbach and Boriana
                 Koleva and Rob Anastasi and Chris Greenhalgh and Tom
                 Rodden and Jonathan Green and Ahmed Ghali and Tony
                 Pridmore and Bill Gaver and Andy Boucher and Brendan
                 Walker and Sarah Pennington and Albrecht Schmidt and
                 Hans Gellersen and Anthony Steed",
  title =        "Expected, sensed, and desired: a framework for
                 designing sensing-based interaction",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "1",
  pages =        "3--30",
  month =        mar,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 12 07:02:49 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2005:FBI,
  author =       "Ken Hinckley and Jeff Pierce and Eric Horvitz and Mike
                 Sinclair",
  title =        "Foreground and background interaction with
                 sensor-enhanced mobile devices",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "1",
  pages =        "31--52",
  month =        mar,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 12 07:02:49 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Dey:2005:DMC,
  author =       "Anind K. Dey and Jennifer Mankoff",
  title =        "Designing mediation for context-aware applications",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "1",
  pages =        "53--80",
  month =        mar,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 12 07:02:49 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ullmer:2005:TCS,
  author =       "Brygg Ullmer and Hiroshi Ishii and Robert J. K.
                 Jacob",
  title =        "Token $+$ constraint systems for tangible interaction
                 with digital information",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "1",
  pages =        "81--118",
  month =        mar,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 12 07:02:49 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Fogarty:2005:PHI,
  author =       "James Fogarty and Scott E. Hudson and Christopher G.
                 Atkeson and Daniel Avrahami and Jodi Forlizzi and Sara
                 Kiesler and Johnny C. Lee and Jie Yang",
  title =        "Predicting human interruptibility with sensors",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "1",
  pages =        "119--146",
  month =        mar,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 12 07:02:49 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jones:2005:I,
  author =       "Matt Jones and Bonnie Nardi and Elizabeth D. Mynatt",
  title =        "Introduction",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "2",
  pages =        "147--148",
  month =        jun,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 21 16:53:29 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bell:2005:MMS,
  author =       "Genevieve Bell and Mark Blythe and Phoebe Sengers",
  title =        "Making by making strange: {Defamiliarization} and the
                 design of domestic technologies",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "2",
  pages =        "149--173",
  month =        jun,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 21 16:53:29 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Adams:2005:SEE,
  author =       "Anne Adams and Ann Blandford and Peter Lunt",
  title =        "Social empowerment and exclusion: a case study on
                 digital libraries",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "2",
  pages =        "174--200",
  month =        jun,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 21 16:53:29 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Maloney-Krichmar:2005:MAS,
  author =       "Diane Maloney-Krichmar and Jenny Preece",
  title =        "A multilevel analysis of sociability, usability, and
                 community dynamics in an online health community",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "2",
  pages =        "201--232",
  month =        jun,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 21 16:53:29 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Carmien:2005:STE,
  author =       "Stefan Carmien and Melissa Dawe and Gerhard Fischer
                 and Andrew Gorman and Anja Kintsch and James F.
                 {Sullivan, Jr.}",
  title =        "Socio-technical environments supporting people with
                 cognitive disabilities using public transportation",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "2",
  pages =        "233--262",
  month =        jun,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 21 16:53:29 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Robertson:2005:VCD,
  author =       "Scott P. Robertson",
  title =        "Voter-centered design: {Toward} a voter decision
                 support system",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "2",
  pages =        "263--292",
  month =        jun,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 21 16:53:29 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bickmore:2005:EML,
  author =       "Timothy W. Bickmore and Rosalind W. Picard",
  title =        "Establishing and maintaining long-term human-computer
                 relationships",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "2",
  pages =        "293--327",
  month =        jun,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 21 16:53:29 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Boyle:2005:LPL,
  author =       "Michael Boyle and Saul Greenberg",
  title =        "The language of privacy: {Learning} from video media
                 space analysis and design",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "2",
  pages =        "328--370",
  month =        jun,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 21 16:53:29 MDT 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Riedl:2005:ISS,
  author =       "John Riedl and Paul Dourish",
  title =        "Introduction to the special section on recommender
                 systems",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "3",
  pages =        "371--373",
  month =        sep,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 10 07:35:56 MST 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Svensson:2005:DEK,
  author =       "Martin Svensson and Kristina H{\"o}{\"o}k and Rickard
                 C{\"o}ster",
  title =        "Designing and evaluating {Kalas}: a social
                 navigation system for food recipes",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "3",
  pages =        "374--400",
  month =        sep,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 10 07:35:56 MST 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Terveen:2005:SMF,
  author =       "Loren Terveen and David W. McDonald",
  title =        "Social matching: a framework and research agenda",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "3",
  pages =        "401--434",
  month =        sep,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 10 07:35:56 MST 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Grossman:2005:PAM,
  author =       "Tovi Grossman and Ravin Balakrishnan",
  title =        "A probabilistic approach to modeling two-dimensional
                 pointing",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "3",
  pages =        "435--459",
  month =        sep,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 10 07:35:56 MST 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Guimbretiere:2005:BMC,
  author =       "Fran{\c{c}}ois Guimbreti{\`e}re and Andrew Martin and
                 Terry Winograd",
  title =        "Benefits of merging command selection and direct
                 manipulation",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "3",
  pages =        "460--476",
  month =        sep,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Nov 10 07:35:56 MST 2005",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Qiu:2005:IET,
  author =       "Lingyun Qiu and Izak Benbasat",
  title =        "An investigation into the effects of {Text-To-Speech}
                 voice and {$3$D} avatars on the perception of presence
                 and flow of live help in electronic commerce",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "4",
  pages =        "329--355",
  month =        dec,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 25 09:10:19 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wiberg:2005:MAS,
  author =       "Mikael Wiberg and Steve Whittaker",
  title =        "Managing availability: {Supporting} lightweight
                 negotiations to handle interruptions",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "4",
  pages =        "356--387",
  month =        dec,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 25 09:10:19 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{McGuffin:2005:FLE,
  author =       "Michael J. McGuffin and Ravin Balakrishnan",
  title =        "{Fitts}' law and expanding targets: {Experimental}
                 studies and designs for user interfaces",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "4",
  pages =        "388--422",
  month =        dec,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 25 09:10:19 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Burke:2005:HCB,
  author =       "Moira Burke and Anthony Hornof and Erik Nilsen and
                 Nicholas Gorman",
  title =        "High-cost banner blindness: {Ads} increase perceived
                 workload, hinder visual search, and are forgotten",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "4",
  pages =        "423--445",
  month =        dec,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 25 09:10:19 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Edwards:2005:PCC,
  author =       "W. Keith Edwards",
  title =        "Putting computing in context: an infrastructure to
                 support extensible context-enhanced collaborative
                 applications",
  journal =      j-TOCHI,
  volume =       "12",
  number =       "4",
  pages =        "446--474",
  month =        dec,
  year =         "2005",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Mar 25 09:10:19 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Neustaedter:2006:BFF,
  author =       "Carman Neustaedter and Saul Greenberg and Michael
                 Boyle",
  title =        "Blur filtration fails to preserve privacy for
                 home-based video conferencing",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "1",
  pages =        "1--36",
  month =        mar,
  year =         "2006",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jul 21 05:25:38 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Liu:2006:QNM,
  author =       "Yili Liu and Robert Feyen and Omer Tsimhoni",
  title =        "{Queueing Network-Model Human Processor (QN-MHP)}: a
                 computational architecture for multitask performance in
                 human-machine systems",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "1",
  pages =        "37--70",
  month =        mar,
  year =         "2006",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jul 21 05:25:38 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tan:2006:PLD,
  author =       "Desney S. Tan and Darren Gergle and Peter Scupelli and
                 Randy Pausch",
  title =        "Physically large displays improve performance on
                 spatial tasks",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "1",
  pages =        "71--99",
  month =        mar,
  year =         "2006",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jul 21 05:25:38 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Benford:2006:CYS,
  author =       "Steve Benford and Andy Crabtree and Martin Flintham
                 and Adam Drozd and Rob Anastasi and Mark Paxton and
                 Nick Tandavanitj and Matt Adams and Ju Row-Farr",
  title =        "Can you see me now?",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "1",
  pages =        "100--133",
  month =        mar,
  year =         "2006",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jul 21 05:25:38 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cranor:2006:UIP,
  author =       "Lorrie Faith Cranor and Praveen Guduru and Manjula
                 Arjula",
  title =        "User interfaces for privacy agents",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "2",
  pages =        "135--178",
  month =        jun,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1165734.1165735",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Oct 7 09:34:20 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Most people do not often read privacy policies because
                 they tend to be long and difficult to understand. The
                 Platform for Privacy Preferences (P3P) addresses this
                 problem by providing a standard machine-readable format
                 for website privacy policies. P3P user agents can fetch
                 P3P privacy policies automatically, compare them with a
                 user's privacy preferences, and alert and advise the
                 user. Developing user interfaces for P3P user agents is
                 challenging for several reasons: privacy policies are
                 complex, user privacy preferences are often complex and
                 nuanced, users tend to have little experience
                 articulating their privacy preferences, users are
                 generally unfamiliar with much of the terminology used
                 by privacy experts, users often do not understand the
                 privacy-related consequences of their behavior, and
                 users have differing expectations about the type and
                 extent of privacy policy information they would like to
                 see. We developed a P3P user agent called Privacy Bird.
                 Our design was informed by privacy surveys and our
                 previous experience with prototype P3P user agents. We
                 describe our design approach, compare it with the
                 approach used in other P3P use agents, evaluate our
                 design, and make recommendations to designers of other
                 privacy agents.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Plumlee:2006:ZVM,
  author =       "Matthew D. Plumlee and Colin Ware",
  title =        "Zooming versus multiple window interfaces: {Cognitive}
                 costs of visual comparisons",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "2",
  pages =        "179--209",
  month =        jun,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1165734.1165736",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Oct 7 09:34:20 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In order to investigate large information spaces
                 effectively, it is often necessary to employ navigation
                 mechanisms that allow users to view information at
                 different scales. Some tasks require frequent movements
                 and scale changes to search for details and compare
                 them. We present a model that makes predictions about
                 user performance on such comparison tasks with
                 different interface options. A critical factor embodied
                 in this model is the limited capacity of visual working
                 memory, allowing for the cost of visits via fixating
                 eye movements to be compared to the cost of visits that
                 require user interaction with the mouse. This model is
                 tested with an experiment that compares a zooming user
                 interface with a multi-window interface for a
                 multiscale pattern matching task. The results closely
                 matched predictions in task performance times; however
                 error rates were much higher with zooming than with
                 multiple windows. We hypothesized that subjects made
                 more visits in the multi-window condition, and ran a
                 second experiment using an eye tracker to record the
                 pattern of fixations. This revealed that subjects made
                 far more visits back and forth between pattern
                 locations when able to use eye movements than they made
                 with the zooming interface. The results suggest that
                 only a single graphical object was held in visual
                 working memory for comparisons mediated by eye
                 movements, reducing errors by reducing the load on
                 visual working memory. Finally we propose a design
                 heuristic: extra windows are needed when visual
                 comparisons must be made involving patterns of a
                 greater complexity than can be held in visual working
                 memory.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ben-Bassat:2006:ESM,
  author =       "Tamar Ben-Bassat and Joachim Meyer and Noam
                 Tractinsky",
  title =        "Economic and subjective measures of the perceived
                 value of aesthetics and usability",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "2",
  pages =        "210--234",
  month =        jun,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1165734.1165737",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Oct 7 09:34:20 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The assessment of the relative value of different
                 design features for users is of great interest for
                 software designers. Users' evaluations are generally
                 measured through questionnaires. We suggest that other
                 evaluation methods, including economic measures, may
                 provide different estimates of the relative value of
                 features. In a laboratory experiment we created four
                 versions of a data-entry application by independently
                 manipulating the system's usability and aesthetics.
                 Users' evaluations of the four experimental systems
                 were obtained in a within-subjects design. In addition,
                 five between-subjects experimental conditions were
                 created, based on the evaluation method (questionnaire
                 alone or auction and questionnaire), monetary
                 incentives (present or absent), and experience in using
                 the system (present or absent). In questionnaire-based
                 responses, the systems' usability affected evaluations
                 of usability as well as aesthetics. Similarly, the
                 systems' aesthetics affected evaluations of both
                 aesthetics and usability. Questionnaire-based
                 evaluations of usability and aesthetics were not
                 affected by experience with the system or by monetary
                 performance incentives. Auction bids were only
                 influenced by the system's usability: bids corresponded
                 to the objective performance levels that could be
                 attained with the different systems. The results
                 suggest that by using economic methods, researchers and
                 practitioners can obtain system evaluations that are
                 strongly related to performance criteria and that may
                 be more valid when the evaluation context favors
                 task-oriented performance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sutcliffe:2006:IIC,
  author =       "Alistair Sutcliffe and Brian Gault and Terence
                 Fernando and Kevin Tan",
  title =        "Investigating interaction in {CAVE} virtual
                 environments",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "2",
  pages =        "235--267",
  month =        jun,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1165734.1165738",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Oct 7 09:34:20 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "An experimental comparison of interaction in the real
                 world and a CAVE virtual environment was carried out,
                 varying interaction with and without virtual hands and
                 comparing two manipulation tasks. The double-handed
                 task was possible in the real world but nearly
                 impossible in the VE, leading to changed behavior. The
                 single-handed task showed more errors in the VE but few
                 behavioral differences. Users encountered more errors
                 in the CAVE condition without the virtual hand than
                 with it, and few errors in the real world. Visual
                 feedback caused many usability problems in both tasks.
                 The implications for VE usability and virtual
                 prototyping are discussed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kong:2006:SGG,
  author =       "Jun Kong and Kang Zhang and Xiaoqin Zeng",
  title =        "Spatial graph grammars for graphical user interfaces",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "2",
  pages =        "268--307",
  month =        jun,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1165734.1165739",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Sat Oct 7 09:34:20 MDT 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In a graphical user interface, physical layout and
                 abstract structure are two important aspects of a
                 graph. This article proposes a new graph grammar
                 formalism which integrates both the spatial and
                 structural specification mechanisms in a single
                 framework. This formalism is equipped with a parser
                 that performs in polynomial time with an improved
                 parsing complexity over its nonspatial predecessor,
                 that is, the Reserved Graph Grammar. With the extended
                 expressive power, the formalism is suitable for many
                 user interface applications. The article presents its
                 application in adaptive Web design and presentation.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hiltz:2006:ISI,
  author =       "Starr Roxanne Hiltz and Sara J. Czaja",
  title =        "Introduction to the special issue on information
                 systems for an aging society",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "3",
  pages =        "309--312",
  month =        sep,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1183456.1183457",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Dec 1 16:47:34 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Plaisant:2006:SFC,
  author =       "Catherine Plaisant and Aaron Clamage and Hilary Browne
                 Hutchinson and Benjamin B. Bederson and Allison Druin",
  title =        "Shared family calendars: {Promoting} symmetry and
                 accessibility",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "3",
  pages =        "313--346",
  month =        sep,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1183456.1183458",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Dec 1 16:47:34 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Newell:2006:DPO,
  author =       "Alan F. Newell and Anna Dickinson and Mick J. Smith
                 and Peter Gregor",
  title =        "Designing a portal for older users: a case study of
                 an industrial\slash academic collaboration",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "3",
  pages =        "347--375",
  month =        sep,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1183456.1183459",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Dec 1 16:47:34 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Moloney:2006:LDC,
  author =       "Kevin P. Moloney and Julie A. Jacko and Brani
                 Vidakovic and Fran{\c{c}}ois Sainfort and V. Kathlene
                 Leonard and Bin Shi",
  title =        "Leveraging data complexity: {Pupillary} behavior of
                 older adults with visual impairment during {HCI}",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "3",
  pages =        "376--402",
  month =        sep,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1183456.1183460",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Dec 1 16:47:34 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zaphiris:2006:TSD,
  author =       "Panayiotis Zaphiris and Rifaht Sarwar",
  title =        "Trends, similarities, and differences in the usage of
                 teen and senior public online newsgroups",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "3",
  pages =        "403--422",
  month =        sep,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1183456.1183461",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Dec 1 16:47:34 MST 2006",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Grinter:2006:CTC,
  author =       "Rebecca E. Grinter and Leysia Palen and Margery
                 Eldridge",
  title =        "Chatting with teenagers: {Considering} the place of
                 chat technologies in teen life",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "4",
  pages =        "423--447",
  month =        dec,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1188816.1188817",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:32:51 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In the last few years, teenagers have been on the
                 forefront of adopting short message service (SMS), a
                 mobile phone-based text messaging system, and instant
                 messaging (IM), a computer-based text chat system.
                 However, while teenage adoption of SMS had led to a
                 series of studies examining the reasons for its
                 popularity, IM use in the teenage population remains
                 understudied. This omission becomes significant given
                 the increasing interest in domestic computing among
                 human-computer interaction (HCI) and computer-supported
                 cooperative work (CSCW) researchers. Further, because
                 of the dearth of empirical work on teenage use of IM,
                 we find that IM and SMS are sometimes incorrectly
                 assumed to share the same features of use. To address
                 these concerns, we revisit our own studies of SMS and
                 IM use and reexamine them in tandem with other
                 published studies on teenage chat. We consider
                 similarities and differences in styles of SMS and IM
                 use and how chat technologies enable the pursuit of
                 teenage independence. We examine how differences are
                 born out of technological differences and financial
                 cost structures. We discuss how SMS and IM are used in
                 concert to provide increased awareness and to
                 coordinate inter-household communications, and how
                 privacy is regulated within the individual household as
                 a means of maintaining these communications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "IMing; instant messaging; Text messaging; texting",
}

@Article{Mehra:2006:NHD,
  author =       "Sumit Mehra and Peter Werkhoven and Marcel Worring",
  title =        "Navigating on handheld displays: {Dynamic} versus
                 static peephole navigation",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "4",
  pages =        "448--457",
  month =        dec,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1188816.1188818",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:32:51 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Handheld displays leave little space for the
                 visualization and navigation of spatial layouts
                 representing rich information spaces. The most common
                 navigation method for handheld displays is static
                 peephole navigation: The peephole is static and we move
                 the spatial layout behind it (scrolling). A more
                 natural method is dynamic peephole navigation: here,
                 the spatial layout is static and we move the peephole
                 across it. In the experiment reported here, we compared
                 dynamic and static peephole navigation in otherwise
                 similar conditions. Subjects viewed a spatial layout
                 containing two lines on a static display screen. Only a
                 part of the screen---the peephole---was visible.
                 Subjects had to discriminate line length by either
                 moving a dynamic peephole across a static layout of the
                 lines or by moving a dynamic layout behind a static
                 peephole. In both conditions, they used mouse-cursor
                 control to move either the peephole or the
                 lines.Results show significant differences in
                 discrimination performance between conditions when
                 lines are larger than the size of the peephole.
                 Discrimination thresholds for static peephole
                 navigation were 50--75\% higher than for dynamic
                 peephole navigation. Furthermore, static peephole
                 navigation took 24\% more time than dynamic peephole
                 navigation.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "handheld displays; Human-computer interaction;
                 navigation; visual perception",
}

@Article{Wobbrock:2006:AIS,
  author =       "Jacob O. Wobbrock and Brad A. Myers",
  title =        "Analyzing the input stream for character-level errors
                 in unconstrained text entry evaluations",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "4",
  pages =        "458--489",
  month =        dec,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1188816.1188819",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:32:51 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Recent improvements in text entry error rate
                 measurement have enabled the running of text entry
                 experiments in which subjects are free to correct
                 errors (or not) as they transcribe a presented string.
                 In these ``unconstrained'' experiments, it is no longer
                 necessary to force subjects to unnaturally maintain
                 synchronicity with presented text for the sake of
                 performing overall error rate calculations. However,
                 the calculation of character-level error rates, which
                 can be trivial in artificially constrained evaluations,
                 is far more complicated in unconstrained text entry
                 evaluations because it is difficult to infer a
                 subject's intention at every character. For this
                 reason, prior character-level error analyses for
                 unconstrained experiments have only compared presented
                 and transcribed strings, not input streams. But input
                 streams are rich sources of character-level error
                 information, since they contain all of the text entered
                 (and erased) by a subject. The current work presents an
                 algorithm for the automated analysis of character-level
                 errors in input streams for unconstrained text entry
                 evaluations. It also presents new character-level
                 metrics that can aid method designers in refining text
                 entry methods. To exercise these metrics, we perform
                 two analyses on data from an actual text entry
                 experiment. One analysis, available from the prior
                 work, uses only presented and transcribed strings. The
                 other analysis uses input streams, as described in the
                 current work. The results confirm that input stream
                 error analysis yields richer information for the same
                 empirical data. To facilitate the use of these new
                 analyses, we offer pseudocode and downloadable software
                 for performing unconstrained text entry experiments and
                 analyzing data.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "character recognition; confusion matrix; deletion;
                 EdgeWrite; error rate; gesture; input stream;
                 insertion; minimum string distance; nonrecognition;
                 omission; optimal alignment; presented string;
                 recognizer; stream alignment; stroke; substitution;
                 Text entry; text input; transcribed string",
}

@Article{Blackwell:2006:RMD,
  author =       "Alan F. Blackwell",
  title =        "The reification of metaphor as a design tool",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "4",
  pages =        "490--530",
  month =        dec,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1188816.1188820",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:32:51 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Despite causing many debates in human-computer
                 interaction (HCI), the term ``metaphor'' remains a
                 central element of design practice. This article
                 investigates the history of ideas behind user-interface
                 (UI) metaphor, not only technical developments, but
                 also less familiar perspectives from education,
                 philosophy, and the sociology of science. The
                 historical analysis is complemented by a study of
                 attitudes toward metaphor among HCI researchers 30
                 years later. Working from these two streams of
                 evidence, we find new insights into the way that
                 theories in HCI are related to interface design, and
                 offer recommendations regarding approaches to future UI
                 design research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design research; history of HCI; UI metaphor",
}

@Article{Sun:2006:TAS,
  author =       "Chengzheng Sun and Steven Xia and David Sun and David
                 Chen and Haifeng Shen and Wentong Cai",
  title =        "Transparent adaptation of single-user applications for
                 multi-user real-time collaboration",
  journal =      j-TOCHI,
  volume =       "13",
  number =       "4",
  pages =        "531--582",
  month =        dec,
  year =         "2006",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1188816.1188821",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:32:51 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Single-user interactive computer applications are
                 pervasive in our daily lives and work. Leveraging
                 single-user applications for supporting multi-user
                 collaboration has the potential to significantly
                 increase the availability and improve the usability of
                 collaborative applications. In this article, we report
                 an innovative Transparent Adaptation (TA) approach and
                 associated supporting techniques that can be used to
                 convert existing and new single-user applications into
                 collaborative ones, without changing the source code of
                 the original application. The cornerstone of the TA
                 approach is the operational transformation (OT)
                 technique and the method of adapting the single-user
                 application programming interface to the data and
                 operation models of OT. This approach and supporting
                 techniques were developed and tested in the process of
                 transparently converting two commercial off-the-shelf
                 single-user applications (Microsoft Word and
                 PowerPoint) into real-time collaborative applications,
                 called CoWord and CoPowerPoint, respectively. CoWord
                 and CoPowerPoint not only retain the functionalities
                 and ``look-and-feel'' of their single-user
                 counterparts, but also provide advanced multi-user
                 collaboration capabilities for supporting multiple
                 interaction paradigms, ranging from concurrent and free
                 interaction to sequential and synchronized interaction,
                 and for supporting detailed workspace awareness,
                 including multi-user telepointers and radar views. The
                 TA approach and generic collaboration engine software
                 component developed from this work are potentially
                 applicable and reusable in adapting a wide range of
                 single-user applications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Application sharing; computer-supported cooperative
                 work; CoPowerPoint; CoWord; operational transformation;
                 transparent adaptation",
}

@Article{StAmant:2007:MBE,
  author =       "Robert {St. Amant} and Thomas E. Horton and Frank E.
                 Ritter",
  title =        "Model-based evaluation of expert cell phone menu
                 interaction",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "1",
  pages =        "1:1--1:??",
  month =        may,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1229855.1229856",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:13 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We describe concepts to support the analysis of cell
                 phone menu hierarchies, based on cognitive models of
                 users and easy-to-use optimization techniques. We
                 present an empirical study of user performance on five
                 simple tasks of menu traversal on an example cell
                 phone. Two of the models applied to these tasks, based
                 on GOMS and ACT-R, give good predictions of behavior.
                 We use the empirically supported models to create an
                 effective evaluation and improvement process for menu
                 hierarchies. Our work makes three main contributions: a
                 novel and timely study of a new, very common HCI task;
                 new versions of existing models for accurately
                 predicting performance; and a search procedure to
                 generate menu hierarchies that reduce traversal time,
                 in simulation studies, by about a third.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Frees:2007:PIE,
  author =       "Scott Frees and G. Drew Kessler and Edwin Kay",
  title =        "{PRISM} interaction for enhancing control in immersive
                 virtual environments",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "1",
  pages =        "2:1--2:??",
  month =        may,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1229855.1229857",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:13 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "When directly manipulating 3D objects in an immersive
                 environment we cannot normally achieve the accuracy and
                 control that we have in the real world. This reduced
                 accuracy stems from hand instability. We present PRISM,
                 which dynamically adjusts the C/D ratio between the
                 hand and the controlled object to provide increased
                 control when moving slowly and direct, unconstrained
                 interaction when moving rapidly. We describe PRISM
                 object translation and rotation and present user
                 studies demonstrating their effectiveness. In addition,
                 we describe a PRISM-enhanced version of ray casting
                 which is shown to increase the speed and accuracy of
                 object selection.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "3D object manipulation; direct object manipulation;
                 precision manipulation; virtual reality",
}

@Article{McGrenere:2007:FEA,
  author =       "Joanna McGrenere and Ronald M. Baecker and Kellogg S.
                 Booth",
  title =        "A field evaluation of an adaptable two-interface
                 design for feature-rich software",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "1",
  pages =        "3:1--3:??",
  month =        may,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1229855.1229858",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:13 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Two approaches for supporting personalization in
                 complex software are system-controlled adaptive menus
                 and user-controlled adaptable menus. We evaluate a
                 novel interface design for feature-rich productivity
                 software based on adaptable menus. The design allows
                 the user to easily customize a personalized interface,
                 and also supports quick access to the default interface
                 with all of the standard features. This design was
                 prototyped as a front-end to a commercial word
                 processor. A field experiment investigated users'
                 personalizing behavior and tested the effects of
                 different interface designs on users' satisfaction and
                 their perceived ability to navigate, control, and learn
                 the software. There were two conditions: a commercial
                 word processor with adaptive menus and our prototype
                 with adaptable menus for the same word processor. Our
                 evaluation shows: (1) when provided with a flexible,
                 easy-to-use and easy-to-understand customization
                 mechanism, the majority of users do effectively
                 personalize their interface; and (2) user-controlled
                 interface adaptation with our adaptable menus results
                 in better navigation and learnability, and allows for
                 the adoption of different personalization strategies,
                 as compared to a particular system-controlled adaptive
                 menu system that implements a single strategy. We
                 report qualitative data obtained from interviews and
                 questionnaires with participants in the evaluation in
                 addition to quantitative data.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "adaptable interfaces; adaptive interfaces; bloatware;
                 customization; featurism; field experiment;
                 Human-computer interaction; individual differences;
                 personalization",
}

@Article{VanSchaik:2007:DPR,
  author =       "Paul {Van Schaik} and Jonathan Ling",
  title =        "Design parameters of rating scales for {Web} sites",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "1",
  pages =        "4:1--4:??",
  month =        may,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1229855.1229859",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:13 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The effects of design parameters of rating scales on
                 the perceived quality of interaction with web sites
                 were investigated, using four scales (Disorientation,
                 Perceived ease of use, Perceived usefulness and Flow).
                 Overall, the scales exhibited good psychometric
                 properties. In Experiment 1, psychometric results
                 generally converged between two response formats
                 (visual analogue scale and Likert scale). However, in
                 Experiment 2, presentation of one questionnaire item
                 per page was better than all items presented on a
                 single page and direct interaction (using radio
                 buttons) was better than indirect interaction (using a
                 drop-down box). Practical implications and a framework
                 for measurement are presented.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Human-computer interaction; interaction mechanism;
                 Likert scale; online questionnaires; psychometrics;
                 questionnaire layout; response format; screen design;
                 visual analogue scale; web site",
}

@Article{Tang:2007:ALT,
  author =       "John C. Tang",
  title =        "Approaching and leave-taking: {Negotiating} contact in
                 computer-mediated communication",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "1",
  pages =        "5:1--5:??",
  month =        may,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1229855.1229860",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:13 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A major difference between face-to-face interaction
                 and computer-mediated communication is how contact
                 negotiation---the way in which people start and end
                 conversations---is managed. Contact negotiation is
                 especially problematic for distributed group members
                 who are separated by distance and thus do not share
                 many of the cues needed to help mediate interaction. An
                 understanding of what resources and cues people use to
                 negotiate making contact when face-to-face identifies
                 ways to design support for contact negotiation in new
                 technology to support remote collaboration. This
                 perspective is used to analyze the design and use
                 experiences with three communication prototypes:
                 Desktop Conferencing Prototype, Montage, and Awarenex.
                 These prototypes use text, video, and graphic
                 indicators to share the cues needed to gracefully start
                 and end conversations. Experiences with using these
                 prototypes focused on how these designs support the
                 interactional commitment of the participants---when
                 they have to commit their attention to an interaction
                 and how flexibly that can be negotiated. Reviewing what
                 we learned from these research experiences identifies
                 directions for future research in supporting contact
                 negotiation in computer-mediated communication.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "awareness; Computer-mediated communication;
                 human-computer interaction; instant messaging;
                 interaction design; user research",
}

@Article{Hornbaek:2007:UUF,
  author =       "Kasper Hornb{\ae}k and Morten Hertzum",
  title =        "Untangling the usability of fisheye menus",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "2",
  pages =        "6:1--6:??",
  month =        aug,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1275511.1275512",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:30 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Fisheye menus have become a prominent example of
                 fisheye interfaces, yet contain several nonfisheye
                 elements and have not been systematically evaluated.
                 This study investigates whether fisheye menus are
                 useful, and tries to untangle the impact on usability
                 of the following properties of fisheye menus: use of
                 distortion, index of letters for coarse navigation, and
                 the focus-lock mode for accurate movement. Twelve
                 participants took part in an experiment comparing
                 fisheye menus with three alternative menu designs
                 across known-item and browsing tasks, as well as across
                 alphabetical and categorical menu structures. The
                 results show that for finding known items, conventional
                 hierarchical menus are the most accurate and by far the
                 fastest. In addition, participants rate the
                 hierarchical menu as more satisfying than fisheye and
                 multifocus menus, but do not consistently prefer any
                 one menu. For browsing tasks, the menus neither differ
                 with respect to accuracy nor selection time.
                 Eye-movement data show that participants make little
                 use of nonfocus regions of the fisheye menu, though
                 these are a defining feature of fisheye interfaces.
                 Nonfocus regions are used more with the multifocus
                 menu, which enlarges important menu items in these
                 regions. With the hierarchical menu, participants make
                 shorter fixations and have shorter scanpaths,
                 suggesting lower requirements for mental activity and
                 visual search. We conclude by discussing why fisheye
                 menus are inferior to the hierarchical menu and how
                 both may be improved.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "context interfaces; fisheye menus; focus +
                 hierarchical menus; information visualization; menu
                 selection",
}

@Article{Corter:2007:CRS,
  author =       "James E. Corter and Jeffrey V. Nickerson and Sven K.
                 Esche and Constantin Chassapis and Seongah Im and Jing
                 Ma",
  title =        "Constructing reality: a study of remote, hands-on,
                 and simulated laboratories",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "2",
  pages =        "7:1--7:??",
  month =        aug,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1275511.1275513",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:30 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Laboratories play a crucial role in the education of
                 future scientists and engineers, yet there is
                 disagreement among science and engineering educators
                 about whether and which types of technology-enabled
                 labs should be used. This debate could be advanced by
                 large-scale randomized studies addressing the critical
                 issue of whether remotely operated or simulation-based
                 labs are as effective as the traditional hands-on lab
                 format. The present article describes the results of a
                 large-scale ($N = 306$) study comparing learning
                 outcomes and student preferences for several different
                 lab formats in an undergraduate engineering course. The
                 lab formats that were evaluated included traditional
                 hands-on labs, remotely operated labs, and simulations.
                 Learning outcomes were assessed by a test of the
                 specific concepts taught in each lab. These knowledge
                 scores were as high or higher (depending on topic)
                 after performing remote and simulated laboratories
                 versus performing hands-on laboratories. In their
                 responses to survey items, many students saw advantages
                 to technology-enabled lab formats in terms of such
                 attributes as convenience and reliability, but still
                 expressed preference for hands-on labs. Also,
                 differences in lab formats led to changes in group
                 functions across the plan-experiment-analyze process:
                 For example, students did less face-to-face work when
                 engaged in remote or simulated laboratories, as opposed
                 to hands-on laboratories.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "coordination; distance learning; experimentation;
                 remote laboratories; simulation; Tele-operation",
}

@Article{Jay:2007:MED,
  author =       "Caroline Jay and Mashhuda Glencross and Roger
                 Hubbold",
  title =        "Modeling the effects of delayed haptic and visual
                 feedback in a collaborative virtual environment",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "2",
  pages =        "8:1--8:??",
  month =        aug,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1275511.1275514",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:30 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Collaborative virtual environments (CVEs) enable two
                 or more people, separated in the real world, to share
                 the same virtual ``space.'' They can be used for many
                 purposes, from teleconferencing to training people to
                 perform assembly tasks. Unfortunately, the
                 effectiveness of CVEs is compromised by one major
                 problem: the delay that exists in the networks linking
                 users together. Whilst we have a good understanding,
                 especially in the visual modality, of how users are
                 affected by delayed feedback from their own actions,
                 little research has systematically examined how users
                 are affected by delayed feedback from other people,
                 particularly in environments that support haptic
                 (force) feedback. The current study addresses this
                 issue by quantifying how increasing levels of latency
                 affect visual and haptic feedback in a collaborative
                 target acquisition task. Our results demonstrate that
                 haptic feedback in particular is very sensitive to low
                 levels of delay. Whilst latency affects visual feedback
                 from 50 ms, it impacts on haptic task performance 25 ms
                 earlier, and causes the haptic measures of performance
                 deterioration to rise far more steeply than visual. The
                 ``impact-perceive-adapt'' model of user performance,
                 which considers the interaction between performance
                 measures, perception of latency, and the breakdown of
                 perception of immediate causality, is proposed as an
                 explanation for the observed pattern of performance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "distributed collaboration; Haptics; latency; virtual
                 environments",
}

@Article{Chan:2007:EBC,
  author =       "Hock Chuan Chan and Hock-Hai Teo",
  title =        "Evaluating the boundary conditions of the technology
                 acceptance model: an exploratory investigation",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "2",
  pages =        "9:1--9:??",
  month =        aug,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1275511.1275515",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:30 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The technology acceptance model (TAM) is very widely
                 used for studying technology acceptance. The model
                 states that an individual's behavioral intention (BI)
                 to use an information system is determined by his
                 perceived usefulness (PU) and perceived ease of use
                 (PEOU) of it. While many studies have applied the TAM,
                 none has examined the model's behavior over its entire
                 value range. We conducted two surveys to examine the
                 values of BI over the two-dimensional boundary space
                 formed by PU and PEOU. Contrary to current
                 understanding, we find that the effects of PU and PEOU
                 vary over the boundary space.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "behavioral intention; perceived ease of use; Perceived
                 usefulness; technology acceptance model",
}

@Article{Harper:2007:SSS,
  author =       "Simon Harper and Sean Bechhofer",
  title =        "{SADIe}: {Structural} semantics for accessibility and
                 device independence",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "2",
  pages =        "10:1--10:??",
  month =        aug,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1275511.1275516",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:30 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Visually impaired users are hindered in their efforts
                 to access the largest repository of electronic
                 information in the world, namely, the World Wide Web
                 (web). A visually impaired user's information and
                 presentation requirements are different from a sighted
                 user's. These requirements can become problems in that
                 the web is visually centric with regard to presentation
                 and information order/layout. Finding semantic
                 information already encoded directly into documents can
                 help to alleviate these problems. Our approach can be
                 loosely described as follows. For a particular
                 cascading stylesheet (CSS), we provide an extension to
                 an upper-level ontology which represents the interface
                 between web documents and the programmatic
                 transformation mechanism. This extension gives the
                 particular characteristics of the elements appearing in
                 that specific CSS. We can consider this extension to be
                 an annotation of the CSS elements implicitly encoded
                 into the web document. This means that one ontology can
                 be used to accurately transform every web document that
                 references the CSS used to generate that ontology.
                 Simply one ontology accurately transforms an entire
                 site using a generalized programmatic machinery able to
                 cope with all sites using CSS. Here we describe our
                 method, implementation, and technical evaluation.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "semantic web; transcoding; visual impairment; Web
                 accessibility",
}

@Article{Sears:2007:ISI,
  author =       "Andrew Sears and Vicki L. Hanson and Brad Myers",
  title =        "Introduction to special issue on computers and
                 accessibility",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "3",
  pages =        "11:1--11:??",
  month =        sep,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1279700.1279701",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:42 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sevilla:2007:WAI,
  author =       "Javier Sevilla and Gerardo Herrera and Bibiana
                 Mart{\'\i}nez and Francisco Alcantud",
  title =        "{Web} accessibility for individuals with cognitive
                 deficits: a comparative study between an existing
                 commercial {Web} and its cognitively accessible
                 equivalent",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "3",
  pages =        "12:1--12:??",
  month =        sep,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1279700.1279702",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:42 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Tim Berners-Lee claimed in 2001 that ``the power of
                 the Web is in its universality. Access by everyone
                 regardless of disability is an essential aspect''. A
                 considerable amount of work has been done to make the
                 web accessible to those with sensory or motor
                 disability, with an increasing number of government and
                 enterprise intranet webs being ``accessible'', and also
                 with some consortiums and groups seriously approaching
                 this commitment. Some authors, such as Harrysson, have
                 already highlighted the need for a cognitively
                 accessible web. However, in spite of good intentions,
                 there has been little work to date that has tackled
                 this task. At least until now, the existing WAI and NI4
                 recommendations about cognitive disability are
                 extremely difficult (if not impossible) to test, as
                 they are only general recommendations. This article
                 explains an alternative Web that has been constructed
                 and tested on a sample of participants with cognitive
                 disabilities ($N = 20$) with positive results
                 encouraging us to dedicate more effort to fine tune
                 their requirements regarding specific cognitive
                 deficits and automating the process of creating and
                 testing cognitively accessible web content. This
                 alternative web implies the use of a simplified web
                 browser and an adequate web design. Discussion of the
                 need to have several levels of cognitive accessibility,
                 equivalent (although not identical) content for this
                 collective and the need for testable protocols of
                 accessibility that support these people's needs is also
                 included. This article finishes with conclusions about
                 the potential impact of accessible pages in the daily
                 life of people suffering from cognitive deficits,
                 outlining the features to be considered within a user
                 profile specification that support cognitive
                 difficulties and with reflections about the suitability
                 of Semantic Web Technologies for future developments in
                 this field.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Accessibility; annotation; cognitive disabilities;
                 complex socio-technical systems; design for all;
                 ontology; self-determination; TEACCH; universal design;
                 visualization ontology; wrapper",
}

@Article{Takagi:2007:ANW,
  author =       "Hironobu Takagi and Shin Saito and Kentarou Fukuda and
                 Chieko Asakawa",
  title =        "Analysis of navigability of {Web} applications for
                 improving blind usability",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "3",
  pages =        "13:1--13:??",
  month =        sep,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1279700.1279703",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:42 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Various accessibility activities are improving blind
                 access to the increasingly indispensable WWW. These
                 approaches use various metrics to measure the Web's
                 accessibility. ``Ease of navigation'' (navigability) is
                 one of the crucial factors for blind usability,
                 especially for complicated webpages used in portals and
                 online shopping sites. However, it is difficult for
                 automatic checking tools to evaluate the navigation
                 capabilities even for a single webpage. Navigability
                 issues for complete Web applications are still far
                 beyond their capabilities.\par

                 This study aims at obtaining quantitative results about
                 the current accessibility status of real world Web
                 applications, and analyzes real users' behavior on such
                 websites. In Study 1, an automatic analysis method for
                 webpage navigability is introduced, and then a broad
                 survey using this method for 30 international online
                 shopping sites is described. The next study (Study 2)
                 focuses on a fine-grained analysis of real users'
                 behavior on some of these online shopping sites. We
                 modified a voice browser to record each user's actions
                 and the information presented to that user. We
                 conducted user testing on existing sites with this
                 tool. We also developed an analysis and visualization
                 method for the recorded information. The results showed
                 us that users strongly depend on scanning navigation
                 instead of logical navigation. A landmark-oriented
                 navigation model was proposed based on the results.
                 Finally, we discuss future possibilities for improving
                 navigability, including proposals for voice browsers.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Accessibility; online shopping; usability testing;
                 voice browsers; Web accessibility",
}

@Article{Yesilada:2007:EDS,
  author =       "Yeliz Yesilada and Robert Stevens and Simon Harper and
                 Carole Goble",
  title =        "Evaluating {DANTE}: {Semantic} transcoding for
                 visually disabled users",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "3",
  pages =        "14:1--14:??",
  month =        sep,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1279700.1279704",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:42 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The importance of the World Wide Web for information
                 dissemination is indisputable. However, the dominance
                 of visual design on the Web leaves visually disabled
                 people at a disadvantage. Although assistive
                 technologies, such as screen readers, usually provide
                 basic access to information, the richness of the Web
                 experience is still often lost. In particular,
                 traversing the Web becomes a complicated task since the
                 richness of visual objects presented to their sighted
                 counterparts are neither appropriate nor accessible to
                 visually disabled users. To address this problem, we
                 have proposed an approach called Dante in which Web
                 pages are annotated with semantic information to make
                 their traversal properties explicit. Dante supports
                 usage of different annotation techniques and as a
                 proof-of-concept in this article, pages are annotated
                 manually which when transcoded become rich. We first
                 introduce Dante and then present a user evaluation
                 which compares how visually disabled users perform
                 certain travel-related tasks on original and transcoded
                 versions of Web pages. We discuss the evaluation
                 methodology in detail and present our findings, which
                 provide useful insights into the transcoding process.
                 Our evaluation shows that, in tests with users,
                 document objects transcoded with Dante have a tendency
                 to be much easier for visually disabled users to
                 interact with when traversing Web pages.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "evaluation; Semantic Web; transcoding; Travel; visual
                 impairment",
}

@Article{Kennaway:2007:PSC,
  author =       "J. R. Kennaway and J. R. W. Glauert and I.
                 Zwitserlood",
  title =        "Providing signed content on the {Internet} by
                 synthesized animation",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "3",
  pages =        "15:1--15:??",
  month =        sep,
  year =         "2007",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1279700.1279705",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:42 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Written information is often of limited accessibility
                 to deaf people who use sign language. The eSign project
                 was undertaken as a response to the need for
                 technologies enabling efficient production and
                 distribution over the Internet of sign language
                 content. By using an avatar-independent scripting
                 notation for signing gestures and a client-side web
                 browser plug-in to translate this notation into motion
                 data for an avatar, we achieve highly efficient
                 delivery of signing, while avoiding the inflexibility
                 of video or motion capture. Tests with members of the
                 deaf community have indicated that the method can
                 provide an acceptable quality of signing.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Animation; avatar; deaf accessibility; HamNoSys;
                 scripting; SiGML; sign language; virtual reality",
}

@Article{McDonald:2008:PDS,
  author =       "David W. McDonald and Joseph F. McCarthy and Suzanne
                 Soroczak and David H. Nguyen and Al M. Rashid",
  title =        "Proactive displays: {Supporting} awareness in fluid
                 social environments",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "4",
  pages =        "16:1--16:??",
  month =        jan,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1314683.1314684",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:55 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Academic conferences provide a social space for people
                 to present their work and interact with one another.
                 However, opportunities for interaction are unevenly
                 distributed among the attendees. We seek to extend the
                 opportunities for interaction among attendees by using
                 technology to enable them to reveal information about
                 their background and interests in different settings.
                 We evaluate a suite of applications that augment three
                 physical social spaces at an academic conference. The
                 applications were designed to augment formal conference
                 paper sessions and informal breaks. A mixture of
                 qualitative observation and survey response data are
                 used to frame the impacts from both individual and
                 group perspectives. Respondents reported on their
                 interactions and serendipitous findings of shared
                 interests with other attendees. However, some
                 respondents also identify distracting aspects of the
                 augmentation. Our discussion relates these results to
                 existing theory of group behavior in public places and
                 how these social space augmentations relate to
                 awareness as well as the problem of shared interaction
                 models.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "augmented social spaces; Awareness; evaluation;
                 proactive display",
}

@Article{Lunzer:2008:SIE,
  author =       "Aran Lunzer and Kasper Hornb{\ae}k",
  title =        "Subjunctive interfaces: {Extending} applications to
                 support parallel setup, viewing and control of
                 alternative scenarios",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "4",
  pages =        "17:1--17:??",
  month =        jan,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1314683.1314685",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:55 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Many applications require exploration of alternative
                 scenarios; most support it poorly. Subjunctive
                 interfaces provide mechanisms for the parallel setup,
                 viewing and control of scenarios, aiming to support
                 users' thinking about and interaction with their
                 choices. We illustrate how applications for information
                 access, real-time simulation, and document design may
                 be extended with these mechanisms. To investigate the
                 usability of this form of extension, we compare a
                 simple census browser against a version with a
                 subjunctive interface. In the first of three studies,
                 subjects reported higher satisfaction with the
                 subjunctive interface, and relied less on interim marks
                 on paper. No reduction in task completion time was
                 found, however, mainly because some subjects
                 encountered problems in setting up and controlling
                 scenarios. At the end of a second, five-session study,
                 users of a redesigned interface completed tasks 27\%
                 more quickly than with the simple interface. In the
                 third study we examined how subjects reasoned about
                 multiple-scenario setups in pursuing complex,
                 open-ended data explorations. Our main observation was
                 that subjects treated scenarios as information holders,
                 using them creatively in various ways to facilitate
                 task completion.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "information exploration; multiple views; Subjunctive
                 interfaces; user study",
}

@Article{Liao:2008:PGB,
  author =       "Chunyuan Liao and Fran{\c{c}}ois Guimbreti{\`e}re and
                 Ken Hinckley and Jim Hollan",
  title =        "{PapierCraft}: a gesture-based command system for
                 interactive paper",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "4",
  pages =        "18:1--18:??",
  month =        jan,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1314683.1314686",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:55 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Paper persists as an integral component of active
                 reading and other knowledge-worker tasks because it
                 provides ease of use unmatched by digital alternatives.
                 Paper documents are light to carry, easy to annotate,
                 rapid to navigate, flexible to manipulate, and robust
                 to use in varied environments. Interactions with paper
                 documents create rich webs of annotation, cross
                 reference, and spatial organization. Unfortunately, the
                 resulting webs are confined to the physical world of
                 paper and, as they accumulate, become increasingly
                 difficult to store, search, and access. XLibris
                 [Schilit et al. 1998] and similar systems address these
                 difficulties by simulating paper with tablet PCs. While
                 this approach is promising, it suffers not only from
                 limitations of current tablet computers (e.g., limited
                 screen space) but also from loss of invaluable paper
                 affordances.\par

                 In this article, we describe PapierCraft, a
                 gesture-based command system that allows users to
                 manipulate digital documents using paper printouts as
                 proxies. Using an Anoto [Anoto 2002] digital pen, users
                 can draw command gestures on paper to tag a paragraph,
                 e-mail a selected area, copy selections to a notepad,
                 or create links to related documents. Upon pen
                 synchronization, PapierCraft executes the commands and
                 presents the results in a digital document viewer.
                 Users can then search the tagged information and
                 navigate the web of annotated digital documents
                 resulting from interactions with the paper proxies.
                 PapierCraft also supports real time interactions across
                 mix-media, for example, letting users copy information
                 from paper to a Tablet PC screen. This article presents
                 the design and implementation of the PapierCraft system
                 and describes user feedback from initial use.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "distributed systems; gesture-based interfaces; marking
                 interfaces; Paper interfaces; paper-augmented digital
                 documents; tablet computers; ubiquitous computing",
}

@Article{Wybrow:2008:CUO,
  author =       "Michael Wybrow and Kim Marriott and Linda Mciver and
                 Peter J. Stuckey",
  title =        "Comparing usability of one-way and multi-way
                 constraints for diagram editing",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "4",
  pages =        "19:1--19:??",
  month =        jan,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1314683.1314687",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:55 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We investigate the usability of constraint-based
                 alignment and distribution placement tools in diagram
                 editors. Currently one-way constraints are used to
                 provide alignment and distribution tools in many
                 commercial editors. We believe the limitations of these
                 constraints lead to serious usability issues, and thus
                 suggest that such tools be implemented using multi-way
                 constraints. We have conducted two usability studies,
                 the first studies we are aware of that examine the
                 relative usefulness of interactive graphical tools
                 based on one-way and multi-way constraints. They
                 provide strong evidence that multi-way constraint-based
                 alignment and distribution tools are more usable than
                 one-way constraint-based alignment and distribution
                 tools.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Constraints; diagram manipulation; layout tools",
}

@Article{Frokjaer:2008:MHT,
  author =       "Erik Fr{\o}kj{\ae}r and Kasper Hornb{\ae}k",
  title =        "Metaphors of human thinking for usability inspection
                 and design",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "4",
  pages =        "20:1--20:??",
  month =        jan,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1314683.1314688",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:55 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Usability inspection techniques are widely used, but
                 few focus on users' thinking and many are appropriate
                 only for particular devices and use contexts. We
                 present a new technique (MOT) that guides inspection by
                 metaphors of human thinking. The metaphors concern
                 habit, the stream of thought, awareness and
                 associations, the relation between utterances and
                 thought, and knowing. The main novelty of MOT is its
                 psychological basis combined with its use of metaphors
                 to stimulate inspection. The first of three experiments
                 shows that usability problems uncovered with MOT are
                 more serious and more complex to repair than problems
                 found with heuristic evaluation. Problems found with
                 MOT are also judged more likely to persist for expert
                 users. The second experiment shows that MOT finds more
                 problems than cognitive walkthrough, and has a wider
                 coverage of a reference collection of usability
                 problems. Participants prefer using MOT over cognitive
                 walkthrough; an important reason being the wider scope
                 of MOT. The third experiment compares MOT, cognitive
                 walkthrough, and think aloud testing, in the context of
                 nontraditional user interfaces. Participants prefer
                 using think aloud testing, but identify few problems
                 with that technique that are not found also with MOT or
                 cognitive walkthrough. MOT identifies more problems
                 than the other techniques. Across experiments and
                 measures of usability problems' utility in systems
                 design, MOT performs better than existing inspection
                 techniques and is comparable to think aloud testing.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognitive walkthrough; heuristic evaluation; metaphors
                 of human thinking; think aloud testing; Usability
                 evaluation; usability inspection",
}

@Article{Bailey:2008:UCM,
  author =       "Brian P. Bailey and Shamsi T. Iqbal",
  title =        "Understanding changes in mental workload during
                 execution of goal-directed tasks and its application
                 for interruption management",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "4",
  pages =        "21:1--21:??",
  month =        jan,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1314683.1314689",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:55 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Notifications can have reduced interruption cost if
                 delivered at moments of lower mental workload during
                 task execution. Cognitive theorists have speculated
                 that these moments occur at subtask boundaries. In this
                 article, we empirically test this speculation by
                 examining how workload changes during execution of
                 goal-directed tasks, focusing on regions between
                 adjacent chunks within the tasks, that is, the subtask
                 boundaries. In a controlled experiment, users performed
                 several interactive tasks while their pupil dilation, a
                 reliable measure of workload, was continuously measured
                 using an eye tracking system. The workload data was
                 extracted from the pupil data, precisely aligned to the
                 corresponding task models, and analyzed. Our principal
                 findings include (i) workload changes throughout the
                 execution of goal-directed tasks; (ii) workload
                 exhibits transient decreases at subtask boundaries
                 relative to the preceding subtasks; (iii) the amount of
                 decrease tends to be greater at boundaries
                 corresponding to the completion of larger chunks of the
                 task; and (iv) different types of subtasks induce
                 different amounts of workload. We situate these
                 findings within resource theories of attention and
                 discuss important implications for interruption
                 management systems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Attention; interruption; pupil size; task models; user
                 studies; workload",
}

@Article{Anonymous:2008:R,
  author =       "Anonymous",
  title =        "2007 reviewers",
  journal =      j-TOCHI,
  volume =       "14",
  number =       "4",
  pages =        "22:1--22:??",
  month =        jan,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1314683.1315744",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:33:55 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chen:2008:IAM,
  author =       "Sherry Y. Chen and Xiaohui Liu",
  title =        "An integrated approach for modeling learning patterns
                 of students in {Web}-based instruction: a cognitive
                 style perspective",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "1",
  pages =        "1:1--1:??",
  month =        may,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1352782.1352783",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:34:07 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Web-based instruction (WBI) programs, which have been
                 increasingly developed in educational settings, are
                 used by diverse learners. Therefore, individual
                 differences are key factors for the development of WBI
                 programs. Among various dimensions of individual
                 differences, the study presented in this article
                 focuses on cognitive styles. More specifically, this
                 study investigates how cognitive styles affect
                 students' learning patterns in a WBI program with an
                 integrated approach, utilizing both traditional
                 statistical and data-mining techniques. The former are
                 applied to determine whether cognitive styles
                 significantly affected students' learning patterns. The
                 latter use clustering and classification methods. In
                 terms of clustering, the K-means algorithm has been
                 employed to produce groups of students that share
                 similar learning patterns, and subsequently the
                 corresponding cognitive style for each group is
                 identified. As far as classification is concerned, the
                 students' learning patterns are analyzed using a
                 decision tree with which eight rules are produced for
                 the automatic identification of students' cognitive
                 styles based on their learning patterns. The results
                 from these techniques appear to be consistent and the
                 overall findings suggest that cognitive styles have
                 important effects on students' learning patterns within
                 WBI. The findings are applied to develop a model that
                 can support the development of WBI programs.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Cognitive style; data mining; learning patterns;
                 Web-based instruction",
}

@Article{Bhavnani:2008:SBI,
  author =       "Suresh K. Bhavnani and Frederick A. Peck and Frederick
                 Reif",
  title =        "Strategy-based instruction: {Lessons} learned in
                 teaching the effective and efficient use of computer
                 applications",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "1",
  pages =        "2:1--2:??",
  month =        may,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1352782.1352784",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:34:07 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Numerous studies have shown that many users do not
                 acquire the knowledge necessary for the effective and
                 efficient use of computer applications such as
                 spreadsheets and Web-authoring tools. While many
                 cognitive, cultural, and social reasons have been
                 offered to explain this phenomenon, there have been few
                 systematic attempts to address it. This article
                 describes how we identified a framework to organize
                 effective and efficient strategies to use computer
                 applications and used an approach called strategy-based
                 instruction to teach those strategies over five years
                 to almost 400 students. Controlled experiments
                 demonstrated that the instructional approach (1)
                 enables students to learn strategies without harming
                 command knowledge, (2) benefits students from technical
                 and nontechnical majors, and (3) is robust across
                 different instructional contexts and new applications.
                 Real-world classroom experience of teaching
                 strategy-based instruction over several instantiations
                 has enabled the approach to be disseminated to other
                 universities. The lessons learned throughout the
                 process of design, implementation, evaluation, and
                 dissemination should allow teaching a large number of
                 users in many organizations to rapidly acquire the
                 strategic knowledge to make more effective and
                 efficient use of computer applications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Strategies; strategy-based instruction; teaching;
                 training",
}

@Article{Sharit:2008:IRK,
  author =       "Joseph Sharit and Mario A. Hern{\'a}ndez and Sara J.
                 Czaja and Peter Pirolli",
  title =        "Investigating the roles of knowledge and cognitive
                 abilities in older adult information seeking on the
                 {Web}",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "1",
  pages =        "3:1--3:??",
  month =        may,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1352782.1352785",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:34:07 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This study investigated the influences of knowledge,
                 particularly Internet, Web browser, and search engine
                 knowledge, as well as cognitive abilities on older
                 adult information seeking on the Internet. The emphasis
                 on aspects of cognition was informed by a modeling
                 framework of search engine information-seeking
                 behavior. Participants from two older age groups were
                 recruited: twenty people in a younger-old group (ages
                 60-70) and twenty people in an older-old group (ages
                 71-85). Ten younger adults (ages 18-39) served as a
                 comparison group. All participants had at least some
                 Internet search experience. The experimental task
                 consisted of six realistic search problems, all
                 involving information related to health and well-being
                 and which varied in degree of complexity. The results
                 indicated that though necessary, Internet-related
                 knowledge was not sufficient in explaining
                 information-seeking performance, and suggested that a
                 combination of both knowledge and key cognitive
                 abilities is important for successful information
                 seeking. In addition, the cognitive abilities that were
                 found to be critical for task performance depended on
                 the search problem's complexity. Also, significant
                 differences in task performance between the younger and
                 the two older age groups were found on complex, but not
                 on simple problems. Overall, the results from this
                 study have implications for instructing older adults on
                 Internet information seeking and for the design of Web
                 sites.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "health information seeking; Human-computer
                 interaction; Internet; mental models; older adults;
                 Pathfinder networks; search engines",
}

@Article{Zhao:2008:DSU,
  author =       "Haixia Zhao and Catherine Plaisant and Ben Shneiderman
                 and Jonathan Lazar",
  title =        "Data Sonification for Users with Visual Impairment:
                 a Case Study with Georeferenced Data",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "1",
  pages =        "4:1--4:??",
  month =        may,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1352782.1352786",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:34:07 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We describe the development and evaluation of a tool,
                 iSonic, to assist users with visual impairment in
                 exploring georeferenced data using coordinated maps and
                 tables, augmented with nontextual sounds and speech
                 output. Our in-depth case studies with 7 blind users
                 during 42 hours of data collection, showed that iSonic
                 enabled them to find facts and discover trends in
                 georeferenced data, even in unfamiliar geographical
                 contexts, without special devices. Our design was
                 guided by an Action-by-Design-Component (ADC)
                 framework, which was also applied to scatterplots to
                 demonstrate its generalizability. Video and download is
                 available at www.cs.umd.edu/hcil/iSonic/.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "auditory user interfaces; information seeking;
                 Interactive sonification; universal usability; users
                 with visual impairment",
}

@Article{DeBruijn:2008:NFT,
  author =       "Oscar {De Bruijn} and Robert Spence",
  title =        "A New Framework for Theory-Based Interaction Design
                 Applied to Serendipitous Information Retrieval",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "1",
  pages =        "5:1--5:??",
  month =        may,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1352782.1352787",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:34:07 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The activities of opportunistic and involuntary
                 browsing offer the potential for many of a user's
                 latent problems to be resolved serendipitously, with
                 negligible cognitive effort. In this article, we
                 demonstrate how the design of two novel artifacts to
                 support such behavior was based on a set of Design
                 Actions which were derived from a model of browsing
                 behavior in combination with a cognitive model of human
                 visual information processing. We propose the concept
                 of Design Actions as a way of avoiding the need for an
                 interaction designer associated with these and similar
                 artifacts to understand the cognitive theories
                 underlying them.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognition; design actions; Human-computer interaction;
                 involuntary browsing; mobile Web browsing;
                 opportunistic browsing; rapid serial visual
                 presentation; serendipity; table-top interaction",
}

@Article{Wu:2008:QNM,
  author =       "Changxu Wu and Yili Liu",
  title =        "Queuing Network Modeling of Transcription Typing",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "1",
  pages =        "6:1--6:??",
  month =        may,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1352782.1352788",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Jun 16 11:34:07 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Transcription typing is one of the basic and common
                 activities in human-machine interaction and 34
                 transcription typing phenomena have been discovered
                 involving many aspects of human performance including
                 interkey time, typing units and spans, typing errors,
                 concurrent task performance, eye movements, and skill
                 effects. Based on the queuing network theory of human
                 performance [Liu 1996; 1997] and current discoveries in
                 cognitive and neural science, this article extends and
                 applies the Queuing Network-Model Human Processor
                 (QN-MHP [Liu et al. 2006]) to model 32 transcription
                 typing phenomena. The queuing network model of
                 transcription typing offers new insights into the
                 mechanisms of cognition and human-computer interaction.
                 Its value in proactive ergonomics design of user
                 interfaces is illustrated and discussed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognitive modeling; human performance; Queuing
                 network; typing",
}

@Article{Lim:2008:APP,
  author =       "Youn-Kyung Lim and Erik Stolterman and Josh
                 Tenenberg",
  title =        "The anatomy of prototypes: {Prototypes} as filters,
                 prototypes as manifestations of design ideas",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "2",
  pages =        "7:1--7:??",
  month =        jul,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1375761.1375762",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Jul 3 11:10:10 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The role of prototypes is well established in the
                 field of HCI and Design. A lack of knowledge, however,
                 about the fundamental nature of prototypes still
                 exists. Researchers have attempted to identify
                 different types of prototypes, such as low- vs.
                 high-fidelity prototypes, but these attempts have
                 centered on evaluation rather than support of design
                 exploration. There have also been efforts to provide
                 new ways of thinking about the activity of using
                 prototypes, such as experience prototyping and paper
                 prototyping, but these efforts do not provide a
                 discourse for understanding fundamental characteristics
                 of prototypes. In this article, we propose an anatomy
                 of prototypes as a framework for prototype
                 conceptualization. We view prototypes not only in their
                 role in evaluation but also in their generative role in
                 enabling designers to reflect on their design
                 activities in exploring a design space. We base this
                 framework on the findings of two case studies that
                 reveal two key dimensions: prototypes as filters and
                 prototypes as manifestations. We explain why these two
                 dimensions are important and how this conceptual
                 framework can benefit our field by establishing more
                 solid and systematic knowledge about prototypes and
                 prototyping.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design; design space; human-computer interaction;
                 Prototype; prototyping",
}

@Article{Iachello:2008:PMP,
  author =       "Giovanni Iachello and Gregory D. Abowd",
  title =        "From privacy methods to a privacy toolbox:
                 {Evaluation} shows that heuristics are complementary",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "2",
  pages =        "8:1--8:??",
  month =        jul,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1375761.1375763",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Jul 3 11:10:10 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We describe the two-year-long development and
                 evaluation of the Proportionality Method, a design
                 method intended to aid HCI practitioners in designing
                 advanced IT applications with complex privacy
                 implications. The method is inspired by Data Protection
                 Authorities' (DPA) and Courts' practice and proposes to
                 balance the impact on privacy of IT applications with
                 their usefulness. We discuss the results of an
                 evaluation of the design method to verify its
                 usability, usefulness and effectiveness vis-{\`a}-vis
                 other design methods proposed in the HCI literature to
                 address similar issues. Results suggest that different
                 design methods for privacy highlight different sets of
                 issues and a combination of methods should be employed
                 in a comprehensive design process. We propose to judge
                 design methods based on their overall quantitative and
                 qualitative merits, including the type of application
                 and technology for which they are most fit and their
                 methodological approach. We finally propose to develop
                 a privacy toolbox, that is, a set of heuristic methods
                 that designers can choose from with knowledge and
                 understanding of their relative advantages and
                 limitations.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "design methods; Privacy; proportionality; requirements
                 analysis; risk analysis; social issues; ubiquitous
                 computing",
}

@Article{Swan:2008:MPC,
  author =       "Laurel Swan and Alex S. Taylor and Richard Harper",
  title =        "Making place for clutter and other ideas of home",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "2",
  pages =        "9:1--9:??",
  month =        jul,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1375761.1375764",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Jul 3 11:10:10 MDT 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we examine the containment of clutter
                 in family homes and, from this, outline considerations
                 for design. Selected materials from an ethnographically
                 informed study of home life are used to detail the ways
                 in which families contain their clutter in bowls and
                 drawers. Clutter, within these containers, is found to
                 be made up of a heterogeneous collection of things
                 that, for all manner of reasons, hold an ambiguous
                 status in the home. It is shown that bowls and drawers
                 provide a ``safe'' site of containment for clutter,
                 giving the miscellany of content the ``space'' to be
                 properly dealt with and classified, or to be left
                 unresolved. The shared but idiosyncratic practices
                 families use to contain their clutter are seen to be
                 one of the ways in which the home, or at least the {\em
                 idea\/} of home, is collectively produced. It is also
                 part of the means by which families come to make their
                 homes distinct and unique. These findings are used to
                 consider what it might mean to design for the home, and
                 to do so in ways that are sensitive to the
                 idiosyncratic systems of household organization. In
                 conclusion, thought is given to how we design for
                 people's ideas of home, and how we might build sites of
                 uncertainty into homes, where physical as well as
                 digital things might coalesce.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Clutter; domestic technology; ethnography; home life;
                 sacred",
}

@Article{Petersen:2008:ISIa,
  author =       "Marianne Graves Petersen and Lars Halln{\"a}s and
                 Robert J. K. Jacob",
  title =        "Introduction to special issue on the aesthetics of
                 interaction",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "3",
  pages =        "10:1--10:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1453152.1453153",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:04 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Baljko:2008:AEC,
  author =       "Melanie Baljko and Nell Tenhaaf",
  title =        "The aesthetics of emergence: Co-constructed
                 interactions",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "3",
  pages =        "11:1--11:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1453152.1453154",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:04 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we describe the {\em aesthetics of
                 emergence}, which is our theoretical framework for an
                 aesthetics of interaction and the underpinning of {\em
                 LoFi}, an interactive A-life artwork that we are
                 developing. We provide a survey of relevant concepts
                 from the A-life and new media research communities, and
                 we establish threads of commonalities with the HCI
                 research community and especially the subset of that
                 community that emphasizes aspects of user experience
                 other than those that are characterized by
                 performance-based measures. We describe and discuss
                 several exemplar A-life artworks that are drawn from
                 the last decade of jury selections of the annual Vida
                 Art and Artificial Life Competition, conducted by
                 Fundaci{\'o}n Telefonica. We conclude with a discussion
                 of issues that are common to the A-life and HCI
                 research communities.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "A-life; Aesthetics; design; interactive art works; new
                 media",
}

@Article{Boehner:2008:IIM,
  author =       "Kirsten Boehner and Phoebe Sengers and Simeon Warner",
  title =        "Interfaces with the ineffable: Meeting aesthetic
                 experience on its own terms",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "3",
  pages =        "12:1--12:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1453152.1453155",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:04 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A variety of approaches have emerged in HCI that
                 grapple with the ineffable, ill-defined, and
                 idiosyncratic nature of aesthetic experience. The most
                 straightforward approach is to transform the ineffable
                 aspects of these experiences into precise
                 representations, producing systems that are
                 well-defined and testable but may miss the fullness of
                 the experienced phenomenon. But without formal models
                 and codified methods, how can we design and evaluate
                 for a phenomenon we aren't sure can be adequately
                 captured? In this article, we present a case study of a
                 system for reflection and awareness of emotional
                 presence that was, in a sense, lived into being.
                 Through system design, use, and evaluation we recount
                 how the system evolved into something that enhanced
                 rather than impoverished the sympathetic awareness of
                 another. In discussing the strategies and results of
                 the case study, we examine what it means for the HCI
                 community to not only design for aesthetic experiences
                 but also bring aesthetics into the practice of HCI.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "ambient displays; CSCW; experience design;
                 Human-computer interaction",
}

@Article{Dalsgaard:2008:PPS,
  author =       "Peter Dalsgaard and Lone Koefoed Hansen",
  title =        "Performing perception --- staging aesthetics of
                 interaction",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "3",
  pages =        "13:1--13:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1453152.1453156",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:04 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In interaction design for experience-oriented uses of
                 technology, a central facet of aesthetics of
                 interaction is rooted in the user's experience of
                 herself ``performing her perception.'' By drawing on
                 performance (theater) theory, phenomenology and
                 sociology and with references to recent HCI-work on the
                 relation between the system and the performer/user and
                 the spectator's relation to this dynamic, we show how
                 the user is simultaneously operator, performer and
                 spectator when interacting. By engaging with the
                 system, she continuously acts out these three roles and
                 her awareness of them is crucial in her experience. We
                 argue that this 3-in-1 is always already shaping the
                 user's understanding and perception of her interaction
                 as it is staged through her experience of the object's
                 form and expression. Through examples ranging from
                 everyday technologies utilizing performances of
                 interaction to spatial contemporary artworks, digital
                 as well as analogue, we address the notion of the
                 performative spectator and the spectating performer. We
                 demonstrate how perception is also performative and how
                 focus on this aspect seems to be crucial when designing
                 experience-oriented products, systems and services.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Aesthetics; art; experience design; human-computer
                 interaction; interaction design; performance theory",
}

@Article{Petersen:2008:ISIb,
  author =       "Marianne Graves Petersen and Lars Halln{\"a}s and
                 Robert J. K. Jacob",
  title =        "Introduction to special issue on the aesthetics of
                 interaction",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "4",
  pages =        "14:1--14:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1460355.1460356",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:06 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hartmann:2008:TTU,
  author =       "Jan Hartmann and Alistair Sutcliffe and Antonella {De
                 Angeli}",
  title =        "Towards a theory of user judgment of aesthetics and
                 user interface quality",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "4",
  pages =        "15:1--15:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1460355.1460357",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:06 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The article introduces a framework for users' design
                 quality judgments based on Adaptive Decision Making
                 theory. The framework describes judgment on quality
                 attributes (usability, content/functionality,
                 aesthetics, customisation and engagement) with
                 dependencies on decision making arising from the user's
                 background, task and context. The framework is tested
                 and refined by three experimental studies. The first
                 two assessed judgment of quality attributes of websites
                 with similar content but radically different designs
                 for aesthetics and engagement. Halo effects were
                 demonstrated whereby attribution of good quality on one
                 attribute positively influenced judgment on another,
                 even in the face of objective evidence to the contrary
                 (e.g., usability errors). Users' judgment was also
                 shown to be susceptible to framing effects of the task
                 and their background. These appear to change the
                 importance order of the quality attributes; hence,
                 quality assessment of a design appears to be very
                 context dependent. The third study assessed the
                 influence of customisation by experiments on mobile
                 services applications, and demonstrated that evaluation
                 of customisation depends on the users' needs and
                 motivation. The results are discussed in the context of
                 the literature on aesthetic judgment, user experience
                 and trade-offs between usability and hedonic/ludic
                 design qualities.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Aesthetics; interaction styles; judgment and
                 decision-making; usability",
}

@Article{Redstrom:2008:TIE,
  author =       "Johan Redstr{\"o}m",
  title =        "Tangled interaction: On the expressiveness of tangible
                 user interfaces",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "4",
  pages =        "16:1--16:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1460355.1460358",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:06 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This is an analysis and exploration of a basic
                 aesthetic issue in interaction design: how an ambition
                 to design strong and persistent relations between
                 appearance and functionality, evident in approaches
                 such as tangible user interfaces, in crucial ways in
                 which conflicts with the ways miniaturization of
                 technology have changed the relation between the
                 object's surface and its internal complexity. To
                 further investigate this issue, four conceptual design
                 experiments are presented exploring the expressiveness
                 and aesthetic potential of overloading the object's
                 surface by adding several layers of interaction, thus
                 creating a kind of tangled interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Aesthetics; design theory; interaction design;
                 tangible user interfaces",
}

@Article{Rullo:2008:SQI,
  author =       "Alessia Rullo",
  title =        "The soft qualities of interaction",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "4",
  pages =        "17:1--17:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1460355.1460359",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:06 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article provides a methodological perspective on
                 the notion of the aesthetics of interaction in ambient
                 computing systems. Aesthetics of interaction is
                 challenged by the design proposal for the soft
                 qualities of interaction, which is used as a tool to
                 complement existing design methodologies. The
                 perspective presented is based on work conducted in the
                 Neonatal Intensive Care Unit at Siena Hospital in
                 Italy, as a part of the EU PalCom project. The early
                 outcomes provide a heuristic account which questions
                 the design process by fostering the novel complexity of
                 ambient technologies in delicate and fragile
                 settings.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Aesthetics of interaction; neonatal care; noninvasive
                 and nonintrusive monitoring; soft qualities",
}

@Article{Wright:2008:AEC,
  author =       "Peter Wright and Jayne Wallace and John McCarthy",
  title =        "Aesthetics and experience-centered design",
  journal =      j-TOCHI,
  volume =       "15",
  number =       "4",
  pages =        "18:1--18:??",
  month =        nov,
  year =         "2008",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1460355.1460360",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Dec 8 14:07:06 MST 2008",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The aesthetics of human-computer interaction and
                 interaction design are conceptualized in terms of a
                 pragmatic account of human experience. We elaborate
                 this account through a framework for aesthetic
                 experience built around three themes: (1) a holistic
                 approach wherein the person with feelings, emotions,
                 and thoughts is the focus of design; (2) a
                 constructivist stance in which self is seen as
                 continuously engaged and constituted in making sense of
                 experience; and (3) a dialogical ontology in which
                 self, others, and technology are constructed as
                 multiple centers of value. We use this framework to
                 critically reflect on research into the aesthetics of
                 interaction and to suggest sensibilities for designing
                 aesthetic interaction. Finally, a digital jewelery case
                 study is described to demonstrate a design approach
                 that is open to the perspectives presented in the
                 framework and to consider how the framework and
                 sensibilities are reflected in engagement with
                 participants and approach to design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Aesthetic interaction; digital jewelery;
                 experience-centered design; wearables",
}

@Article{Lysecky:2009:ENC,
  author =       "Susan Lysecky and Frank Vahid",
  title =        "Enabling nonexpert construction of basic sensor-based
                 systems",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "1",
  pages =        "1:1--1:??",
  month =        apr,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1502800.1502801",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 21 16:34:39 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Technology trends have enabled deployment of low-cost
                 sensor-based systems, but designing customized
                 sensor-based systems to carry out specific tasks still
                 requires costly engineering by experts. We briefly
                 summarize eBlocks, a technology enabling nonexperts to
                 quickly construct basic customized sensor-based
                 systems, without requiring electronics or knowledge of
                 programming languages. We describe experiments
                 illustrating successful construction of Boolean
                 sensor-based systems by novice users, focusing on
                 intuitive logic and state block design. Additionally,
                 we present preliminary experiments demonstrating
                 usability of integer-based blocks and introduce a
                 programmable block and the corresponding configuration
                 methodology intended for nonexpert users.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Boolean logic; eBlocks; embedded computing systems;
                 Sensor networks; truth tables",
}

@Article{McLaughlin:2009:UDI,
  author =       "Anne Collins McLaughlin and Wendy A. Rogers and Arthur
                 D. Fisk",
  title =        "Using direct and indirect input devices: {Attention}
                 demands and age-related differences",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "1",
  pages =        "2:1--2:??",
  month =        apr,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1502800.1502802",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 21 16:34:39 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Researchers have suggested that attention is a key
                 moderating variable predicting performance with an
                 input device [Greenstein and Arnaut 1988], although the
                 attention demands of devices have not been directly
                 investigated. We hypothesized that the attentional
                 demands of input devices are intricately linked to
                 whether the device matches the input requirements of
                 the on-screen task. Further, matching task and device
                 should be more important for attentionally reduced
                 groups, such as older adults. Younger and older adults
                 used either a direct (touch screen) or indirect (rotary
                 encoder) input device to perform matched or mismatched
                 input tasks under a spectrum of attention allocation
                 conditions. Input devices required attention --- more
                 so for older adults, especially in a mismatch
                 situation. In addition, task performance was influenced
                 by the match between task demands and input device
                 characteristics. Though both groups benefited from a
                 match between input device and task input requirements,
                 older adults benefited more, and this benefit increased
                 as less attention was available. We offer an {\em a
                 priori\/} method to choose an input device for a task
                 by considering the overlap between device attributes
                 and input requirements. This data should affect design
                 decisions concerning input device selection across age
                 groups and task contexts.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "attentional demands; cognitive translation; direct
                 manipulation; Human-computer interaction; indirect
                 manipulation; older adults",
}

@Article{Edwards:2009:ERC,
  author =       "W. Keith Edwards and Mark W. Newman and Jana Z. Sedivy
                 and Trevor F. Smith",
  title =        "Experiences with recombinant computing: {Exploring} ad
                 hoc interoperability in evolving digital networks",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "1",
  pages =        "3:1--3:??",
  month =        apr,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1502800.1502803",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 21 16:34:39 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article describes an infrastructure that supports
                 the creation of interoperable systems while requiring
                 only limited prior agreements about the specific forms
                 of communication between these systems. Conceptually,
                 our approach uses a set of ``meta-interfaces'' ---
                 agreements on how to exchange new behaviors necessary
                 to {\em achieve compatibility at runtime}, rather than
                 requiring that communication specifics be {\em built in
                 at development time\/} --- to allow devices on the
                 network to interact with one another. While this
                 approach to interoperability can remove many of the
                 system-imposed constraints that prevent fluid, ad hoc
                 use of devices now, it imposes its own limitations on
                 the user experience of systems that use it. Most
                 importantly, since devices may be expected to work with
                 peers about which they have no detailed semantic
                 knowledge, it is impossible to achieve the sort of
                 tight semantic integration that can be obtained using
                 other approaches today, despite the fact that these
                 other approaches limit interoperability. Instead, under
                 our model, users must be tasked with performing the
                 sense-making and semantic arbitration necessary to
                 determine how any set of devices will be used together.
                 This article describes the motivation and details of
                 our infrastructure, its implications on the user
                 experience, and our experience in creating, deploying,
                 and using applications built with it over a period of
                 several years.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "discovery; infrastructure; interoperability; Mobile
                 code; Obje; recombinant computing; Speakeasy;
                 ubiquitous computing; user interfaces",
}

@Article{Dai:2009:SFA,
  author =       "Liwei Dai and Andrew Sears and Rich Goldman",
  title =        "Shifting the focus from accuracy to recallability: a
                 study of informal note-taking on mobile information
                 technologies",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "1",
  pages =        "4:1--4:??",
  month =        apr,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1502800.1502804",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 21 16:34:39 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Mobile information technologies are theoretically
                 well-suited to digitally accommodate informal
                 note-taking, with the notes often recorded quickly and
                 under less than ideal circumstances. Unfortunately,
                 user adoption of mobile support for informal
                 note-taking has been hindered in large part by slow
                 text entry techniques. Building on research confirming
                 people's ability to recognize erroneous text, this
                 study explores two simple modifications to
                 Graffiti-based text entry with the goal of increasing
                 text entry speed: disabling text correction and
                 disabling visual feedback. As expected, both
                 modifications improved text entry speed at the cost of
                 recognizability. To address the decrease in
                 recognizability, a multiapproach text-enhancement
                 algorithm is introduced with the goal of modifying the
                 erroneous note to facilitate the process of recalling
                 the event or activity that originally motivated the
                 note. A study with 75 participants confirmed that the
                 proposed approach of discouraging user-initiated error
                 correction during note-taking, enhancing the resulting
                 erroneous notes, and facilitating recall with enhanced
                 alternative lists, increased note-taking speed by 47\%
                 with no negative impact on the participants' ability to
                 recall important details about the scenarios which
                 prompted the note-taking activities. This research
                 highlights the importance and efficacy of shifting the
                 focus from accuracy to recallability when examining the
                 overall efficacy of informal notes. The proposed
                 modifications and adaptations produce significant
                 benefits and have important implications for how mobile
                 technologies are designed to support both informal
                 note-taking and text entry in general.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Informal notes; mobile device; recognition error;
                 recognition-based text entry",
}

@Article{Ruddle:2009:BUW,
  author =       "Roy A. Ruddle and Simon Lessels",
  title =        "The benefits of using a walking interface to navigate
                 virtual environments",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "1",
  pages =        "5:1--5:??",
  month =        apr,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1502800.1502805",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 21 16:34:39 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Navigation is the most common interactive task
                 performed in three-dimensional virtual environments
                 (VEs), but it is also a task that users often find
                 difficult. We investigated how body-based information
                 about the translational and rotational components of
                 movement helped participants to perform a navigational
                 search task (finding targets hidden inside boxes in a
                 room-sized space). When participants physically walked
                 around the VE while viewing it on a head-mounted
                 display (HMD), they then performed 90\% of trials
                 perfectly, comparable to participants who had performed
                 an equivalent task in the real world during a previous
                 study. By contrast, participants performed less than
                 50\% of trials perfectly if they used a tethered HMD
                 (move by physically turning but pressing a button to
                 translate) or a desktop display (no body-based
                 information). This is the most complex navigational
                 task in which a real-world level of performance has
                 been achieved in a VE. Behavioral data indicates that
                 both translational and rotational body-based
                 information are required to accurately update one's
                 position during navigation, and participants who walked
                 tended to avoid obstacles, even though collision
                 detection was not implemented and feedback not
                 provided. A walking interface would bring immediate
                 benefits to a number of VE applications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "locomotion; navigation; Virtual reality; visual
                 fidelity",
}

@Article{Neustaedter:2009:CCC,
  author =       "Carman Neustaedter and A. J. Bernheim Brush and Saul
                 Greenberg",
  title =        "The calendar is crucial: {Coordination} and awareness
                 through the family calendar",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "1",
  pages =        "6:1--6:??",
  month =        apr,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1502800.1502806",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Apr 21 16:34:39 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Everyday family life involves a myriad of mundane
                 activities that need to be planned and coordinated. We
                 describe findings from studies of 44 different
                 families' calendaring routines to understand how to
                 best design technology to support them. We outline how
                 a {\em typology of calendars\/} containing family
                 activities is used by three different types of families
                 --- {\em monocentric}, {\em pericentric}, and {\em
                 polycentric\/} --- which vary in the level of family
                 involvement in the calendaring process. We describe
                 these family types, the content of family calendars,
                 the ways in which they are extended through annotations
                 and augmentations, and the implications from these
                 findings for design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "awareness; calendars; coordination; Families",
}

@Article{Paay:2009:TSP,
  author =       "Jeni Paay and Jesper Kjeldskov and Steve Howard and
                 Bharat Dave",
  title =        "Out on the town: a socio-physical approach to the
                 design of a context-aware urban guide",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "2",
  pages =        "7:1--7:??",
  month =        jun,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1534903.1534904",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jun 12 10:37:53 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "As urban environments become increasingly hybridized,
                 mixing the social, built, and digital in interesting
                 ways, designing for computing in the city presents new
                 challenges --- how do we understand such hybridization,
                 and then respond to it as designers? Here we synthesize
                 earlier work in human-computer interaction, sociology
                 and architecture in order to deliberately influence the
                 design of digital systems with an understanding of
                 their built and social context of use. We propose,
                 illustrate, and evaluate a multidisciplinary approach
                 combining rapid ethnography, architectural analysis,
                 design sketching, and paper prototyping. Following the
                 approach we are able to provide empirically grounded
                 representations of the socio-physical context of use,
                 in this case people socializing in urban spaces. We
                 then use this understanding to influence the design of
                 a context aware system to be used while out on the
                 town. We believe that the approach is of value more
                 generally, particularly when achieving powerfully
                 situated interactions is the design ambition.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "conceptual framework; field evaluation; field study;
                 Pervasive computing; physical context; prototype
                 design; social context; urban environment",
}

@Article{Grinter:2009:IOH,
  author =       "Rebecca E. Grinter and W. Keith Edwards and Marshini
                 Chetty and Erika S. Poole and Ja-Young Sung and
                 Jeonghwa Yang and Andy Crabtree and Peter Tolmie and
                 Tom Rodden and Chris Greenhalgh and Steve Benford",
  title =        "The ins and outs of home networking: {The} case for
                 useful and usable domestic networking",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "2",
  pages =        "8:1--8:??",
  month =        jun,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1534903.1534905",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jun 12 10:37:53 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Householders are increasingly adopting home networking
                 as a solution to the demands created by the presence of
                 multiple computers, devices, and the desire to access
                 the Internet. However, current network solutions are
                 derived from the world of work (and initially the
                 military) and provide poor support for the needs of the
                 home. We present the key findings to emerge from
                 empirical studies of home networks in the UK and US.
                 The studies reveal two key kinds of work that effective
                 home networking relies upon: one, the technical work of
                 setting up and maintaining the home network, and the
                 other, the collaborative and socially organized work of
                 the home which the network is embedded in and supports.
                 The two are thoroughly intertwined and rely upon one
                 another for their realization, yet neither is
                 adequately supported by current networking technologies
                 and applications. Explication of the ``work to make the
                 home network work'' opens up the design space for the
                 continued integration of the home network in domestic
                 life and elaboration of future support. Key issues for
                 development include the development of networking
                 facilities that do not require advanced networking
                 knowledge, that are flexible and support the local
                 social order of the home and the evolution of its
                 routines, and which ultimately make the home network
                 visible and accountable to household members.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Home networking; human computer interaction",
}

@Article{Salvucci:2009:RPE,
  author =       "Dario D. Salvucci",
  title =        "Rapid prototyping and evaluation of in-vehicle
                 interfaces",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "2",
  pages =        "9:1--9:??",
  month =        jun,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1534903.1534906",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jun 12 10:37:53 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "As driver distraction from in-vehicle devices becomes
                 an increasingly critical issue, researchers have aimed
                 to establish better scientific understanding of
                 distraction along with better engineering tools to
                 build less distracting devices. This article presents a
                 new system, Distract-R, that allows designers to
                 rapidly prototype and evaluate new in-vehicle
                 interfaces. The core engine of the system relies on a
                 rigorous cognitive model of driver behavior which, when
                 integrated with models of task behavior on the
                 prototyped interfaces, generate predictions of driver
                 performance and distraction. Distract-R allows a
                 designer to prototype basic interfaces, demonstrate
                 possible tasks on these interfaces, specify relevant
                 driver characteristics and driving scenarios, and
                 finally simulate, visualize, and analyze the resulting
                 behavior as generated by the cognitive model. The
                 article includes three modeling studies that
                 demonstrate the system's ability to account for various
                 aspects of driver performance for several types of
                 in-vehicle interfaces. More generally, Distract-R
                 illustrates how cognitive models can be used as
                 internal simulation engines for design tools intended
                 for nonmodelers, with the ultimate goal of helping to
                 understand and predict user behavior in multitasking
                 environments.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognitive modeling; driver distraction; Driving",
}

@Article{Bardram:2009:ABC,
  author =       "Jakob E. Bardram",
  title =        "Activity-based computing for medical work in
                 hospitals",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "2",
  pages =        "10:1--10:??",
  month =        jun,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1534903.1534907",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jun 12 10:37:53 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Studies have revealed that people organize and think
                 of their work in terms of activities that are carried
                 out in pursuit of some overall objective, often in
                 collaboration with others. Nevertheless, modern
                 computer systems are typically single-user oriented,
                 that is, designed to support individual tasks such as
                 word processing while sitting at a desk. This article
                 presents the concept of Activity-Based Computing (ABC),
                 which seeks to create computational support for human
                 activities. The ABC approach has been designed to
                 address activity-based computing support for clinical
                 work in hospitals. In a hospital, the challenges
                 arising from the management of parallel activities and
                 interruptions are amplified because multitasking is now
                 combined with a high degree of mobility, collaboration,
                 and urgency. The article presents the empirical and
                 theoretical background for activity-based computing,
                 its principles, the Java-based implementation of the
                 ABC Framework, and an experimental evaluation together
                 with a group of hospital clinicians. The article
                 contributes to the growing research on support for
                 human activities, mobility, collaboration, and
                 context-aware computing. The ABC Framework presents a
                 unifying perspective on activity-based support for
                 human-computer interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "activity-awareness; activity-based computing;
                 architecture; cooperation; electronic patient record;
                 Framework; ubiquitous computing",
}

@Article{Tanaka-Ishii:2009:KLL,
  author =       "Kumiko Tanaka-Ishii and Julian Godon",
  title =        "{Kansuke}: a logograph look-up interface based on a
                 few modified stroke prototypes",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "2",
  pages =        "11:1--11:17",
  month =        jun,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1534903.1534908",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Jun 12 10:37:53 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We have developed a method that makes it easier for
                 language novices to look up Japanese and Chinese
                 logographs. Instead of using the arbitrary conventions
                 of logographs, this method is based on three simple
                 prototypes: horizontal, vertical, and other strokes.
                 For example, the code for the logograph [picture] ({\em
                 ta}, meaning rice field) is 3-3-0, indicating the
                 logograph consists of three horizontal strokes and
                 three vertical strokes. Such codes allow a novice to
                 look up logographs even with no knowledge of the
                 logographic conventions used by native speakers. To
                 make the search easier, a complex logograph can be
                 looked up via the components making up the logograph.
                 We conducted a user evaluation of this system and found
                 that novices could look up logographs with fewer
                 failures with our system than with conventional
                 methods.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "component tree; Logograph lookup interface",
}

@Article{Stevens:2009:CSA,
  author =       "Gunnar Stevens and Volker Wulf",
  title =        "Computer-supported access control",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "3",
  pages =        "12:1--12:??",
  month =        sep,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1592440.1592441",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Sep 21 16:11:06 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Traditionally, access control is understood as a
                 purely technical mechanism which rejects or accepts
                 access attempts automatically according to a specific
                 preconfiguration. However, such a perspective neglects
                 the practices of access control and the embeddedness of
                 technical mechanisms within situated action. In this
                 article, we reconceptualize the issue of access control
                 on a theoretical, methodological, and practical level.
                 On a theoretical level, we develop a terminology to
                 distinguish between access control practices and the
                 technical support mechanisms. We coin the term Computer
                 Supported Access Control (CSAC) to emphasize this
                 perspective. On a methodological level, we discuss
                 empirical investigations of access control behavior
                 from a situated action perspective. We discovered a
                 differentiated set of social practices around
                 traditional access control systems. By applying these
                 findings to a practical level, we enhance the design
                 space of computer supported access control mechanisms
                 by suggesting a matrix of technical mechanisms which go
                 beyond an ex-ante configuration.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Access control; computer supported cooperative work
                 field; coordination mechanism; critical design;
                 ethnomethodology; study",
}

@Article{Hundhausen:2009:CDM,
  author =       "Christopher D. Hundhausen and Sean F. Farley and
                 Jonathan L. Brown",
  title =        "Can direct manipulation lower the barriers to computer
                 programming and promote transfer of training? {An}
                 experimental study",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "3",
  pages =        "13:1--13:??",
  month =        sep,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1592440.1592442",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Sep 21 16:11:06 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Novices face many barriers when learning to program a
                 computer, including the need to learn both a new syntax
                 and a model of computation. By constraining syntax and
                 providing concrete visual representations on which to
                 operate, direct manipulation programming environments
                 can potentially lower these barriers. However, what if
                 the ultimate learning goal of the novice is to be able
                 to program in conventional textual languages, as is the
                 case for introductory computer science students? Can
                 direct manipulation programming environments lower the
                 initial barriers to programming, and, at the same time,
                 facilitate positive transfer to textual programming? To
                 address this question, we designed a new direct
                 manipulation programming interface for novices, and
                 conducted an experimental study to compare the
                 programming processes and outcomes promoted by the
                 direct manipulation interface against those promoted by
                 a textual programming interface. We found that the
                 direct manipulation interface promoted significantly
                 better initial programming outcomes, positive transfer
                 to the textual interface, and significant differences
                 in programming processes. Our results show that direct
                 manipulation interfaces can provide novices with a
                 ``way in'' to traditional textual programming.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Direct manipulation; programming education; semantic
                 components analysis; transfer of training; video
                 analysis",
}

@Article{Song:2009:MFC,
  author =       "Hyunyoung Song and Fran{\c{c}}ois Guimbreti{\`e}re and
                 Hod Lipson",
  title =        "The {ModelCraft} framework: {Capturing} freehand
                 annotations and edits to facilitate the {$3$D} model
                 design process using a digital pen",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "3",
  pages =        "14:1--14:??",
  month =        sep,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1592440.1592443",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Sep 21 16:11:06 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Recent advancements in rapid prototyping techniques
                 such as 3D printing and laser cutting are changing the
                 perception of physical 3D models in architecture and
                 industrial design. Physical models are frequently
                 created not only to finalize a project but also to
                 demonstrate an idea in early design stages. For such
                 tasks, models can easily be annotated to capture
                 comments, edits, and other forms of feedback.
                 Unfortunately, these annotations remain in the physical
                 world and cannot easily be transferred back to the
                 digital world. Our system, ModelCraft, addresses this
                 problem by augmenting the surface of a model with a
                 traceable pattern. Any sketch drawn on the surface of
                 the model using a digital pen is recovered as part of a
                 digital representation. Sketches can also be
                 interpreted as edit marks that trigger the
                 corresponding operations on the CAD model. ModelCraft
                 supports a wide range of operations on complex models,
                 from editing a model to assembling multiple models, and
                 offers physical tools to capture free-space input.
                 Several interviews and a formal study with the
                 potential users of our system proved the ModelCraft
                 system useful. Our system is inexpensive, requires no
                 tracking infrastructure or per object calibration, and
                 we show how it could be extended seamlessly to use
                 current 3D printing technology.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Pen-based interactions; rapid prototyping; tangible
                 interactions",
}

@Article{Barkhuus:2009:UTU,
  author =       "Louise Barkhuus and Barry Brown",
  title =        "Unpacking the television: {User} practices around a
                 changing technology",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "3",
  pages =        "15:1--15:??",
  month =        sep,
  year =         "2009",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1592440.1592444",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Sep 21 16:11:06 MDT 2009",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article investigates the changing television
                 watching practices amongst early adopters of personal
                 hard-disk video recorders (such as Tivo) and Internet
                 downloading of video. Through in-depth interviews with
                 21 video enthusiasts, we describe how the rhythms of
                 television watching change when decoupled from
                 broadcast TV schedules. Devices such as Tivo do not
                 simply replace videotapes; TV watching becomes more
                 active as programs are gathered from the schedules,
                 played from a stored collection and fast forwarded and
                 paused during playback. Downloads users exploit the
                 Internet to view shows and movies not broadcast, yet
                 this watching is not fundamentally different from
                 recording shows using a PVR, since both involve
                 selection of shows from a limited range and a wait
                 before the shows can be watched.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Domestic technologies; downloading; ethnography; file
                 sharing; television",
}

@Article{Shaer:2009:ISI,
  author =       "Orit Shaer and Robert J. K. Jacob and Mark Green and
                 Kris Luyten",
  title =        "Introduction to the special issue on {UIDL} for
                 next-generation user interfaces",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "4",
  pages =        "16:1--16:??",
  month =        nov,
  year =         "2009",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Mar 15 18:30:54 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Nichols:2009:CLU,
  author =       "Jeffrey Nichols and Brad A. Myers",
  title =        "Creating a lightweight user interface description
                 language: an overview and analysis of the personal
                 universal controller project",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "4",
  pages =        "17:1--17:??",
  month =        nov,
  year =         "2009",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Mar 15 18:30:54 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Navarre:2009:IMB,
  author =       "David Navarre and Philippe Palanque and Jean-Francois
                 Ladry and Eric Barboni",
  title =        "{ICOs}: a model-based user interface description
                 technique dedicated to interactive systems addressing
                 usability, reliability and scalability",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "4",
  pages =        "18:1--18:??",
  month =        nov,
  year =         "2009",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Mar 15 18:30:54 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Paterno:2009:MUD,
  author =       "Fabio Paterno' and Carmen Santoro and Lucio Davide
                 Spano",
  title =        "{MARIA}: a universal, declarative, multiple
                 abstraction-level language for service-oriented
                 applications in ubiquitous environments",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "4",
  pages =        "19:1--19:??",
  month =        nov,
  year =         "2009",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Mar 15 18:30:54 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Shaer:2009:SPD,
  author =       "Orit Shaer and Robert J. K. Jacob",
  title =        "A specification paradigm for the design and
                 implementation of tangible user interfaces",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "4",
  pages =        "20:1--20:??",
  month =        nov,
  year =         "2009",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Mar 15 18:30:54 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wingrave:2009:NTE,
  author =       "Chadwick A. Wingrave and Joseph J. {Laviola, Jr.} and
                 Doug A. Bowman",
  title =        "A natural, tiered and executable {UIDL} for {$3$D}
                 user interfaces based on {Concept-Oriented Design}",
  journal =      j-TOCHI,
  volume =       "16",
  number =       "4",
  pages =        "21:1--21:??",
  month =        nov,
  year =         "2009",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Mon Mar 15 18:30:54 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chen:2010:EDM,
  author =       "Sherry Y. Chen and Robert D. Macredie and Xiaohui Liu
                 and Alistair Sutcliffe",
  title =        "Editorial: {Data} mining for understanding user
                 needs",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "1",
  pages =        "1:1--1:??",
  month =        mar,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1721831.1721832",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Apr 2 17:06:57 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kostakos:2010:BES,
  author =       "Vassilis Kostakos and Eamonn O'Neill and Alan Penn and
                 George Roussos and Dikaios Papadongonas",
  title =        "Brief encounters: {Sensing}, modeling and visualizing
                 urban mobility and copresence networks",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "1",
  pages =        "2:1--2:??",
  month =        mar,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1721831.1721833",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Apr 2 17:06:57 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Moving human-computer interaction off the desktop and
                 into our cities requires new approaches to
                 understanding people and technologies in the built
                 environment. We approach the city as a system, with
                 human, physical and digital components and behaviours.
                 In creating effective and usable urban pervasive
                 computing systems, we need to take into account the
                 patterns of movement and encounter amongst people,
                 locations, and mobile and fixed devices in the city.
                 Advances in mobile and wireless communications have
                 enabled us to detect and record the presence and
                 movement of devices through cities. This article makes
                 a number of methodological and empirical contributions.
                 We present a toolkit of algorithms and visualization
                 techniques that we have developed to model and make
                 sense of spatial and temporal patterns of mobility,
                 presence, and encounter. Applying this toolkit, we
                 provide an analysis of urban Bluetooth data based on a
                 longitudinal dataset containing millions of records
                 associated with more than 70000 unique devices in the
                 city of Bath, UK. Through a novel application of
                 established complex network analysis techniques, we
                 demonstrate a significant finding on the relationship
                 between temporal factors and network structure.
                 Finally, we suggest how our understanding and
                 exploitation of these data may begin to inform the
                 design and use of urban pervasive systems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Bluetooth; brief encounter; complex network;
                 copresence; encounter; epidemic; information diffusion;
                 mobile interaction; mobility; Pervasive; sensing;
                 social network; trail; ubiquitous; urban computing;
                 virus; visualisation",
}

@Article{Fern:2010:MPS,
  author =       "Xiaoli Fern and Chaitanya Komireddy and Valentina
                 Grigoreanu and Margaret Burnett",
  title =        "Mining problem-solving strategies from {HCI} data",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "1",
  pages =        "3:1--3:??",
  month =        mar,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1721831.1721834",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Apr 2 17:06:57 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Can we learn about users' problem-solving strategies
                 by observing their actions? This article introduces a
                 data mining system that extracts complex behavioral
                 patterns from logged user actions to discover users'
                 high-level strategies. Our application domain is an HCI
                 study aimed at revealing users' strategies in an
                 end-user debugging task and understanding how the
                 strategies relate to gender and to success. We cast
                 this problem as a sequential pattern discovery problem,
                 where user strategies are manifested as sequential
                 behavior patterns. Problematically, we found that the
                 patterns discovered by standard data mining algorithms
                 were difficult to interpret and provided limited
                 information about high-level strategies. To help
                 interpret the patterns as strategies, we examined
                 multiple ways of clustering the patterns into
                 meaningful groups. This collectively led to interesting
                 findings about users' behavior in terms of both gender
                 differences and debugging success. These common
                 behavioral patterns were novel HCI findings about
                 differences in males' and females' behavior with
                 software, and were verified by a parallel study with an
                 independent data set on strategies. As a research
                 endeavor into the interpretability issues faced by data
                 mining techniques, our work also highlights important
                 research directions for making data mining more
                 accessible to non-data-mining experts.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Clustering; human-computer interaction; sequential
                 patterns",
}

@Article{Teevan:2010:PP,
  author =       "Jaime Teevan and Susan T. Dumais and Eric Horvitz",
  title =        "Potential for personalization",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "1",
  pages =        "4:1--4:??",
  month =        mar,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1721831.1721835",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Apr 2 17:06:57 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Current Web search tools do a good job of retrieving
                 documents that satisfy the most common intentions
                 associated with a query, but do not do a very good job
                 of discerning different individuals' unique search
                 goals. We explore the variation in what different
                 people consider relevant to the same query by mining
                 three data sources: (1) {\em explicit\/} relevance
                 judgments, (2) clicks on search results (a {\em
                 behavior-based implicit\/} measure of relevance), and
                 (3) the similarity of desktop content to search results
                 (a {\em content-based implicit\/} measure of
                 relevance). We find that people's explicit judgments
                 for the same queries differ greatly. As a result, there
                 is a large gap between how well search engines could
                 perform if they were to tailor results to the
                 individual, and how well they currently perform by
                 returning results designed to satisfy everyone. We call
                 this gap the {\em potential for personalization}. The
                 two implicit indicators we studied provide
                 complementary value for approximating this variation in
                 result relevance among people. We discuss several uses
                 of our findings, including a personalized search system
                 that takes advantage of the implicit measures by
                 ranking personally relevant results more highly and
                 improving click-through rates.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "individual differences; Personalized search; user
                 modeling; Web search",
}

@Article{Chen:2010:EPB,
  author =       "Li Chen and Pearl Pu",
  title =        "Experiments on the preference-based organization
                 interface in recommender systems",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "1",
  pages =        "5:1--5:??",
  month =        mar,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1721831.1721836",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri Apr 2 17:06:57 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "As e-commerce has evolved into its second generation,
                 where the available products are becoming more complex
                 and their abundance is almost {\em unlimited}, the task
                 of locating a desired choice has become too difficult
                 for the average user. Therefore, more effort has been
                 made in recent years to develop recommender systems
                 that recommend products or services to users so as to
                 assist in their decision-making process. In this
                 article, we describe crucial experimental results about
                 a novel recommender technology, called the {\em
                 preference-based organization\/} (Pref-ORG), which
                 generates critique suggestions in addition to
                 recommendations according to users' preferences. The
                 critique is a form of feedback (``I would like
                 something cheaper than this one'') that users can
                 provide to the currently displayed product, with which
                 the system may better predict what the user truly
                 wants. We compare the {\em preference-based
                 organization\/} technique with related approaches,
                 including the ones that also produce critique
                 candidates, but without the consideration of user
                 preferences. A simulation setup is first presented,
                 that identified Pref-ORG's significantly higher
                 algorithm accuracy in predicting critiques and choices
                 that users should intend to make, followed by a
                 real-user evaluation which practically verified its
                 significant impact on saving users' decision effort.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "association rule mining; critique suggestion;
                 preference-based organization; Recommender system;
                 simulation; user evaluation",
}

@Article{Bernstein:2010:PF,
  author =       "Michael S. Bernstein and Desney Tan and Greg Smith and
                 Mary Czerwinski and Eric Horvitz",
  title =        "Personalization via friendsourcing",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "2",
  pages =        "6:1--6:??",
  month =        may,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1746259.1746260",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri May 21 12:22:14 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "When information is known only to friends in a social
                 network, traditional crowdsourcing mechanisms struggle
                 to motivate a large enough user population and to
                 ensure accuracy of the collected information. We thus
                 introduce {\em friendsourcing,\/} a form of
                 crowdsourcing aimed at collecting accurate information
                 available only to a small, socially-connected group of
                 individuals. Our approach to friendsourcing is to
                 design socially enjoyable interactions that produce the
                 desired information as a side effect.\par

                 We focus our analysis around Collabio, a novel social
                 tagging game that we developed to encourage friends to
                 tag one another within an online social network.
                 Collabio encourages friends, family, and colleagues to
                 generate useful information about each other. We
                 describe the design space of incentives in social
                 tagging games and evaluate our choices by a combination
                 of usage log analysis and survey data. Data acquired
                 via Collabio is typically accurate and augments tags
                 that could have been found on Facebook or the Web. To
                 complete the arc from data collection to application,
                 we produce a trio of prototype applications to
                 demonstrate how Collabio tags could be utilized: an
                 aggregate tag cloud visualization, a personalized RSS
                 feed, and a question and answer system. The social data
                 powering these applications enables them to address
                 needs previously difficult to support, such as question
                 answering for topics comprehensible only to a few of a
                 user's friends.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "friendsourcing; human computation; Social computing;
                 social tagging",
}

@Article{VanVugt:2010:EFS,
  author =       "Henriette C. {Van Vugt} and Jeremy N. Bailenson and
                 Johan F. Hoorn and Elly A. Konijn",
  title =        "Effects of facial similarity on user responses to
                 embodied agents",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "2",
  pages =        "7:1--7:??",
  month =        may,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1746259.1746261",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri May 21 12:22:14 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We investigated the effects of facial similarity
                 between users and embodied agents under different
                 experimental conditions. Sixty-four undergraduates
                 interacted with two different embodied agents: in one
                 case the agent was designed to look somewhat similar to
                 the user, and in the other case the agent was designed
                 to look dissimilar. We varied between subjects how
                 helpful the agent was for a given task. Results showed
                 that the facial similarity manipulation sometimes
                 affected participants' responses, even though they did
                 not consciously detect the similarity. Specifically,
                 when the agent was helpful, facial similarity increased
                 participants' ratings of involvement. However, when
                 exposed to unhelpful agents, male participants had
                 negative responses to the similar-looking agent
                 compared to the dissimilar one. These results suggest
                 that using facially similar embodied agents has a
                 potential large downside if that embodied agent is
                 perceived to be unhelpful.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "3D morphing; engagement with embodied agents; Facial
                 similarity; I-PEFiC model; use intentions",
}

@Article{Janlert:2010:CI,
  author =       "Lars-Erik Janlert and Erik Stolterman",
  title =        "Complex interaction",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "2",
  pages =        "8:1--8:??",
  month =        may,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1746259.1746262",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri May 21 12:22:14 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "An almost explosive growth of complexity puts pressure
                 on people in their everyday doings. Digital artifacts
                 and systems are at the core of this development. How
                 should we handle complexity aspects when designing new
                 interactive devices and systems? In this article we
                 begin an analysis of {\em interaction complexity}. We
                 portray different views of complexity; we explore not
                 only negative aspects of complexity, but also positive,
                 making a case for the existence of {\em benign\/}
                 complexity. We argue that complex interaction is not
                 necessarily bad, but designers need a deeper
                 understanding of interaction complexity and need to
                 treat it in a more intentional and thoughtful way. We
                 examine interaction complexity as it relates to
                 different loci of complexity: {\em internal}, {\em
                 external}, and {\em mediated\/} complexity. Our purpose
                 with these analytical exercises is to pave the way for
                 design that is informed by a more focused and precise
                 understanding of interaction complexity.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "benign complexity; design approach; design theory;
                 Interaction complexity; interface design; product
                 design",
}

@Article{Apitz:2010:FDE,
  author =       "Georg Apitz and Fran{\c{c}}ois Guimbreti{\`e}re and
                 Shumin Zhai",
  title =        "Foundations for designing and evaluating user
                 interfaces based on the crossing paradigm",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "2",
  pages =        "9:1--9:??",
  month =        may,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1746259.1746263",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Fri May 21 12:22:14 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Traditional graphical user interfaces have been
                 designed with the desktop mouse in mind, a device well
                 characterized by Fitts' law. Yet in recent years,
                 hand-held devices and tablet personal computers using a
                 pen (or fingers) as the primary mean of interaction
                 have become more and more popular. These new
                 interaction modalities have pushed the traditional
                 focus on pointing to its limit. In this paper we
                 explore whether a different paradigm --- goal
                 crossing-based on pen strokes --- may substitute or
                 complement pointing as another fundamental interaction
                 method. First we describe a study in which we establish
                 that goal crossing is dependent on an index of
                 difficulty analogous to Fitts' law, and that in some
                 settings, goal crossing completion time is shorter or
                 comparable to pointing performance under the same index
                 of difficulty. We then demonstrate the expressiveness
                 of the crossing-based interaction paradigm by
                 implementing CrossY, an application which only uses
                 crossing for selecting commands. CrossY demonstrates
                 that crossing-based interactions can be more expressive
                 than the standard point and click approach. We also
                 show how crossing-based interactions encourage the
                 fluid composition of commands. Finally after observing
                 that users' performance could be influenced by the
                 general direction of travel, we report on the results
                 of a study characterizing this effect. These latter
                 results led us to propose a general guideline for
                 dialog box interaction. Together, these results provide
                 the foundation for the design of effective
                 crossing-based interactions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "command composition; crossing-based interfaces;
                 events; Fitts' law; fluid interaction; Goal crossing;
                 graphical widgets; input; input performance;
                 pen-computing; pointing",
}

@Article{Kirk:2010:HRV,
  author =       "David S. Kirk and Abigail Sellen",
  title =        "On human remains: {Values} and practice in the home
                 archiving of cherished objects",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "3",
  pages =        "10:1--10:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1806923.1806924",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jul 28 15:58:25 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Creating digital archives of personal and family
                 artifacts is an area of growing interest, but which
                 seemingly is often not supported by a thorough
                 understanding of current home archiving practice. In
                 this article we seek to excavate the home archive,
                 exploring those things that people choose to keep
                 rather than simply accumulate. Based on extensive field
                 research in family homes we present an investigation of
                 the kinds of sentimental objects, both physical and
                 digital, to be found in homes, and through in-depth
                 interviews with family members we explore the values
                 behind archiving practices, explaining why and how
                 sentimental artefacts are kept. In doing this we wish
                 to highlight the polysemous nature of things and to
                 argue that archiving practice in the home is not solely
                 concerned with the invocation of memory. In support of
                 this we show how sentimental artifacts are also used to
                 connect with others, to define the self and the family,
                 to fulfill obligations and, quite conversely to efforts
                 of remembering, to safely forget. Such values are
                 fundamental to family life where archiving takes place
                 and consequently we explore how home archiving is
                 achieved as a familial practice in the negotiated
                 spaces of the home. From this grounded understanding of
                 existing practices and values, in context, we derive
                 requirements and implications for the design of future
                 forms of domestic archiving technology.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "Archiving; artifacts; domestic technology; families;
                 home life",
}

@Article{Mackenzie:2010:SSA,
  author =       "I. Scott Mackenzie and Torsten Felzer",
  title =        "{SAK}: {Scanning} ambiguous keyboard for efficient
                 one-key text entry",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "3",
  pages =        "11:1--11:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1806923.1806925",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jul 28 15:58:25 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The design and evaluation of a scanning ambiguous
                 keyboard (SAK) is presented. SAK combines the most
                 demanding requirement of a scanning keyboard --- input
                 using one key or switch --- with the most appealing
                 feature of an ambiguous keyboard --- one key press per
                 letter. The optimal design requires just 1.713 scan
                 steps per character for English text entry. In a
                 provisional evaluation, 12 able-bodied participants
                 each entered 5 blocks of text with the scanning
                 interval decreasing from 1100 ms initially to 700 ms at
                 the end. The average text entry rate in the 5$^{th}$
                 block was 5.11 wpm with 99\% accuracy. One participant
                 performed an additional five blocks of trials and
                 reached an average speed of 9.28 wpm on the 10$^{th}$
                 block. Afterwards, the usefulness of the approach for
                 persons with severe physical disabilities was shown in
                 a case study with a software implementation of the idea
                 explicitly adapted for that target community.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "ambiguous keyboards; assistive technologies;
                 intentional muscle contractions; keyboards; mobile
                 computing; scanning keyboards; Text entry",
}

@Article{Fu:2010:SIS,
  author =       "Wai-Tat Fu and Thomas Kannampallil and Ruogu Kang and
                 Jibo He",
  title =        "Semantic imitation in social tagging",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "3",
  pages =        "12:1--12:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1806923.1806926",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jul 28 15:58:25 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present a semantic imitation model of social
                 tagging and exploratory search based on theories of
                 cognitive science. The model assumes that social tags
                 evoke a spontaneous {\em tag-based topic inference\/}
                 process that primes the semantic interpretation of
                 resource contents during exploratory search, and the
                 semantic priming of existing tags in turn influences
                 future tag choices. The model predicts that (1) users
                 who can see tags created by others tend to create tags
                 that are semantically similar to these existing tags,
                 demonstrating the social influence of tag choices; and
                 (2) users who have similar information goals tend to
                 create tags that are semantically similar, but this
                 effect is mediated by the semantic representation and
                 interpretation of social tags. Results from the
                 experiment comparing tagging behavior between a social
                 group (where participants can see tags created by
                 others) and a nominal group (where participants cannot
                 see tags created by others) confirmed these
                 predictions. The current results highlight the critical
                 role of human semantic representations and
                 interpretation processes in the analysis of large-scale
                 social information systems. The model implies that
                 analysis at both the individual and social levels are
                 important for understanding the active, dynamic
                 processes between human knowledge structures and
                 external folksonomies. Implications on how social
                 tagging systems can facilitate exploratory search,
                 interactive information retrievals, knowledge exchange,
                 and other higher-level cognitive and learning
                 activities are discussed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "cognitive models; human information processing;
                 multilevel models; Semantic imitation; semantic
                 representations; social tagging",
}

@Article{Cockburn:2010:MNE,
  author =       "Andy Cockburn and Carl Gutwin",
  title =        "A model of novice and expert navigation performance in
                 constrained-input interfaces",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "3",
  pages =        "13:1--13:??",
  month =        jul,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1806923.1806927",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jul 28 15:58:25 MDT 2010",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Many interactive systems require users to navigate
                 through large sets of data and commands using
                 constrained input devices --- such as scroll rings,
                 rocker switches, or specialized keypads --- that
                 provide less power and flexibility than traditional
                 input devices like mice or touch screens. While
                 performance with more traditional devices has been
                 extensively studied in human-computer interaction,
                 there has been relatively little investigation of human
                 performance with constrained input. As a result, there
                 is little understanding of what factors govern
                 performance in these situations, and how interfaces
                 should be designed to optimize interface actions such
                 as navigation and selection. Since constrained input is
                 now common in a wide variety of interactive systems
                 (such as mobile phones, audio players, in-car
                 navigation systems, and kiosk displays), it is
                 important for designers to understand what factors
                 affect performance. To aid in this understanding, we
                 present the Constrained Input Navigation (CIN) model, a
                 predictive model that allows accurate determination of
                 human navigation and selection performance in
                 constrained-input scenarios. CIN identifies three
                 factors that underlie user efficiency: the performance
                 of the interface type for single-level item selection
                 (where interface type depends on the input and output
                 devices, the interactive behavior, and the data
                 organization), the hierarchical structure of the
                 information space, and the user's experience with the
                 items to be selected. We show through experiments that,
                 after empirical calibration, the model's predictions
                 fit empirical data well, and discuss why and how each
                 of the factors affects performance. Models like CIN can
                 provide valuable theoretical and practical benefits to
                 designers of constrained-input systems, allowing them
                 to explore and compare a much wider variety of
                 alternate interface designs without the need for
                 extensive user studies.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
  keywords =     "HCI theory; Models of interaction; predictive models",
}

@Article{Kjeldskov:2010:IUM,
  author =       "Jesper Kjeldskov and Jeni Paay",
  title =        "Indexicality: {Understanding} mobile human-computer
                 interaction in context",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "4",
  pages =        "14:1--14:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1879831.1879832",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jan 12 17:05:47 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A lot of research has been done within the area of
                 mobile computing and context-awareness over the last 15
                 years, and the idea of systems adapting to their
                 context has produced promising results for overcoming
                 some of the challenges of user interaction with mobile
                 devices within various specialized domains. However,
                 today it is still the case that only a limited body of
                 theoretically grounded knowledge exists that can
                 explain the relationship between users, mobile system
                 user interfaces, and their context. Lack of such
                 knowledge limits our ability to elevate learning from
                 the mobile systems we develop and study from a concrete
                 to an abstract level.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Iqbal:2010:OFL,
  author =       "Shamsi T. Iqbal and Brian P. Bailey",
  title =        "{Oasis}: a framework for linking notification
                 delivery to the perceptual structure of goal-directed
                 tasks",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "4",
  pages =        "15:1--15:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1879831.1879833",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jan 12 17:05:47 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A notification represents the proactive delivery of
                 information to a user and reduces the need to visually
                 scan or repeatedly check an external information
                 source. At the same time, notifications often interrupt
                 user tasks at inopportune moments, decreasing
                 productivity and increasing frustration. Controlled
                 studies have shown that linking notification delivery
                 to the perceptual structure of a user's tasks can
                 reduce these interruption costs. However, in these
                 studies, the scheduling was always performed manually,
                 and it was not clear whether it would be possible for a
                 system to mimic similar techniques. This article
                 contributes the design and implementation of a novel
                 system called Oasis that aligns notification scheduling
                 with the perceptual structure of user tasks.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Olsen:2010:TWS,
  author =       "Dan R. Olsen and Brett Partridge and Stephen Lynn",
  title =        "Time warp sports for {Internet} television",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "4",
  pages =        "16:1--16:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1879831.1879834",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jan 12 17:05:47 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Internet-based video delivery offers new opportunities
                 for interactive television. The creation and usability
                 of interactive television is very different from
                 desktop or web-based interaction. The concepts of
                 frameworks and genres provides an approach to learnable
                 interaction in an entertainment rather than
                 task-oriented activity. The concept of a framework
                 defines the tools required for both producing and
                 viewing a particular style of interactive video
                 experience. An interactive framework for televised
                 sports is presented. This framework implements a sports
                 television experience that support play-by-play
                 navigation as well as viewer's interactive choice of
                 camera angles. Tools for creating and viewing
                 interactive sports are developed in parallel.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lee:2010:IDM,
  author =       "Young Eun Lee and Izak Benbasat",
  title =        "Interaction design for mobile product recommendation
                 agents: {Supporting} users' decisions in retail
                 stores",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "4",
  pages =        "17:1--17:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1879831.1879835",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jan 12 17:05:47 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Mobile product recommendation agents (RAs) are
                 software systems that operate on mobile handheld
                 devices, using wireless Internet to support users'
                 decisions en route, such as consumers' product choices
                 in retail stores. As the demand for ubiquitous access
                 to the web grows, potential benefits of mobile RAs have
                 been recognized, albeit with little supporting
                 empirical evidence. We investigate whether and how
                 mobile RAs enhance users' decisions in retail stores by
                 reducing the effort to make purchase decisions while
                 augmenting the accuracy of the decisions. In addition,
                 to identify potential design principles for mobile RAs,
                 we compare and evaluate two interaction styles of
                 mobile RAs: alternative-driven (RA-AL) versus
                 attribute-driven (RA-AT) interactions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Dow:2010:PPL,
  author =       "Steven P. Dow and Alana Glassco and Jonathan Kass and
                 Melissa Schwarz and Daniel L. Schwartz and Scott R.
                 Klemmer",
  title =        "Parallel prototyping leads to better design results,
                 more divergence, and increased self-efficacy",
  journal =      j-TOCHI,
  volume =       "17",
  number =       "4",
  pages =        "18:1--18:??",
  month =        dec,
  year =         "2010",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1879831.1879836",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Jan 12 17:05:47 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Iteration can help people improve ideas. It can also
                 give rise to fixation, continuously refining one option
                 without considering others. Does creating and receiving
                 feedback on multiple prototypes in parallel, as opposed
                 to serially, affect learning, self-efficacy, and design
                 exploration? An experiment manipulated whether
                 independent novice designers created graphic Web
                 advertisements in parallel or in series. Serial
                 participants received descriptive critique directly
                 after each prototype. Parallel participants created
                 multiple prototypes before receiving feedback. As
                 measured by click-through data and expert ratings, ads
                 created in the Parallel condition significantly
                 outperformed those from the Serial condition. Moreover,
                 independent raters found Parallel prototypes to be more
                 diverse.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lindgaard:2011:ERB,
  author =       "Gitte Lindgaard and Cathy Dudek and Devjani Sen and
                 Livia Sumegi and Patrick Noonan",
  title =        "An exploration of relations between visual appeal,
                 trustworthiness and perceived usability of homepages",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "1",
  pages =        "1:1--1:??",
  month =        apr,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1959022.1959023",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Apr 28 08:33:27 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Extremely high correlations between repeated judgments
                 of visual appeal of homepages shown for 50 milliseconds
                 have been interpreted as evidence for a mere exposure
                 effect [Lindgaard et al. 2006]. Continuing that work,
                 the present research had two objectives. First, it
                 investigated the relationship between judgments
                 differing in cognitive demands. Second, it began to
                 identify specific visual attributes that appear to
                 contribute to different judgments. Three experiments
                 are reported. All used the stimuli and viewing time as
                 before. Using a paradigm known to disrupt processing
                 beyond the stimulus offset, Experiment 1 was designed
                 to ensure that the previous findings could not be
                 attributed to such continued processing.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Medhi:2011:DMI,
  author =       "Indrani Medhi and Somani Patnaik and Emma Brunskill
                 and S. N. Nagasena Gautama and William Thies and
                 Kentaro Toyama",
  title =        "Designing mobile interfaces for novice and
                 low-literacy users",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "1",
  pages =        "2:1--2:??",
  month =        apr,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1959022.1959024",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Apr 28 08:33:27 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "While mobile phones have found broad application in
                 bringing health, financial, and other services to the
                 developing world, usability remains a major hurdle for
                 novice and low-literacy populations. In this article,
                 we take two steps to evaluate and improve the usability
                 of mobile interfaces for such users. First, we offer an
                 ethnographic study of the usability barriers facing 90
                 low-literacy subjects in India, Kenya, the Philippines,
                 and South Africa. Then, via two studies involving over
                 70 subjects in India, we quantitatively compare the
                 usability of different points in the mobile design
                 space. In addition to text interfaces such as
                 electronic forms, SMS, and USSD, we consider three
                 text-free interfaces: a spoken dialog system, a
                 graphical interface, and a live operator.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ohara:2011:BIS,
  author =       "Kenton O'Hara and Jesper Kjeldskov and Jeni Paay",
  title =        "Blended interaction spaces for distributed team
                 collaboration",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "1",
  pages =        "3:1--3:??",
  month =        apr,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1959022.1959025",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Apr 28 08:33:27 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In recent years there has been an introduction of
                 sophisticated new video conferencing technologies
                 (e.g., HP Halo, Cisco Telepresence) that have led to
                 enhancements in the collaborative user experience over
                 traditional video conferencing technologies.
                 Traditional video conferencing set-ups often distort
                 the shared spatial properties of action and
                 communication due to screen and camera orientation
                 disparities and other asymmetries. These distortions
                 affect access to the common resources used to mutually
                 organize action and communication. By contrast, new
                 systems, such as Halo, are physically configured to
                 reduce these asymmetries and orientation disparities,
                 thereby minimizing these spatial distortions. By
                 creating appropriate shared spatial geometries, the
                 distributed spaces become ``blended'' where the spatial
                 geometries of the local space continue coherently
                 across the distributed boundary into the remote site,
                 providing the illusion of a single unified space.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Obrenovic:2011:SIS,
  author =       "{\v{Z}}eljko Obrenovic and Jean-Bernard Martens",
  title =        "Sketching interactive systems with sketchify",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "1",
  pages =        "4:1--4:??",
  month =        apr,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1959022.1959026",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Thu Apr 28 08:33:27 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Recent discussions in the interaction design community
                 have called attention to sketching as an omnipresent
                 element of any disciplined activity of design, and have
                 pointed out that sketching should be extended beyond
                 the simple creation of a pencil trace on paper. More
                 specifically, the need to deal with all attributes of a
                 user experience, especially the timing, phrasing, and
                 feel of the interaction, has been identified. In this
                 article, we propose extending the concept of sketching
                 with a pencil on paper to the more generic concept of
                 fluent exploration of interactive materials. We define
                 interactive materials as any piece of software or
                 hardware that represents or simulates a part of the
                 interactive user experience, such as input from
                 sensors, output in the form of sound, video, or image,
                 or interaction with Web services or specialized
                 programs.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lindtner:2011:TFP,
  author =       "Silvia Lindtner and Judy Chen and Gillian R. Hayes and
                 Paul Dourish",
  title =        "Towards a framework of publics: Re-encountering media
                 sharing and its user",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "2",
  pages =        "5:1--5:??",
  month =        jun,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1970378.1970379",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 28 18:25:36 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Design and evaluation of user-generated media
                 production and sharing in Human-Computer Interaction
                 (HCI) often focus on formal and informal media sharing,
                 such as communication within social networks, automatic
                 notifications of activities, and the exchange of
                 digital artifacts. However, conceptual tools for
                 understanding how people relate to the audiences they
                 reach through these systems are limited. The increasing
                 interest in user-generated content in HCI demands the
                 infusion of new methods and theories that explicitly
                 engage the construction and use of media within and
                 among large groups of individuals and systems. In this
                 paper, we suggest that the notion of ``publics,'' drawn
                 from media theory, provides useful insights into
                 user-driven, social, and cultural forms of technology
                 use and digital content creation.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Li:2011:DEC,
  author =       "Wei Li and Justin Matejka and Tovi Grossman and Joseph
                 A. Konstan and George Fitzmaurice",
  title =        "Design and evaluation of a command recommendation
                 system for software applications",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "2",
  pages =        "6:1--6:??",
  month =        jun,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1970378.1970380",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 28 18:25:36 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We examine the use of modern recommender system
                 technology to aid command awareness in complex software
                 applications. We first describe our adaptation of
                 traditional recommender system algorithms to meet the
                 unique requirements presented by the domain of software
                 commands. A user study showed that our item-based
                 collaborative filtering algorithm generates 2.1 times
                 as many good suggestions as existing techniques.
                 Motivated by these positive results, we propose a
                 design space framework and its associated algorithms to
                 support both global and contextual recommendations. To
                 evaluate the algorithms, we developed the
                 CommunityCommands plug-in for AutoCAD. This plug-in
                 enabled us to perform a 6-week user study of real-time,
                 within-application command recommendations in actual
                 working environments.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Benbunan-Fich:2011:MMB,
  author =       "Raquel Benbunan-Fich and Rachel F. Adler and Tamilla
                 Mavlanova",
  title =        "Measuring multitasking behavior with activity-based
                 metrics",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "2",
  pages =        "7:1--7:??",
  month =        jun,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1970378.1970381",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 28 18:25:36 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Multitasking is the result of time allocation
                 decisions made by individuals faced with multiple
                 tasks. Multitasking research is important in order to
                 improve the design of systems and applications. Since
                 people typically use computers to perform multiple
                 tasks at the same time, insights into this type of
                 behavior can help develop better systems and ideal
                 types of computer environments for modern multitasking
                 users. In this paper, we define multitasking based on
                 the principles of task independence and performance
                 concurrency and develop a set of metrics for
                 computer-based multitasking. The theoretical foundation
                 of this metric development effort stems from an
                 application of key principles of Activity Theory and a
                 systematic analysis of computer usage from the
                 perspective of the user, the task and the technology.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Reinecke:2011:IPP,
  author =       "Katharina Reinecke and Abraham Bernstein",
  title =        "Improving performance, perceived usability, and
                 aesthetics with culturally adaptive user interfaces",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "2",
  pages =        "8:1--8:??",
  month =        jun,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1970378.1970382",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 28 18:25:36 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "When we investigate the usability and aesthetics of
                 user interfaces, we rarely take into account that what
                 users perceive as beautiful and usable strongly depends
                 on their cultural background. In this paper, we argue
                 that it is not feasible to design one interface that
                 appeals to all users of an increasingly global
                 audience. Instead, we propose to design culturally
                 adaptive systems, which automatically generate
                 personalized interfaces that correspond to cultural
                 preferences. In an evaluation of one such system, we
                 demonstrate that a majority of international
                 participants preferred their personalized versions over
                 a nonadapted interface of the same Website. Results
                 show that users were 22\% faster using the culturally
                 adapted interface, needed fewer clicks, and made fewer
                 errors, in line with subjective results demonstrating
                 that they found the adapted version significantly
                 easier to use.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sease:2011:OHM,
  author =       "Robin Sease and David W. McDonald",
  title =        "The organization of home media",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "2",
  pages =        "9:1--9:??",
  month =        jun,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1970378.1970383",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 28 18:25:36 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The growing volume of digital music, photos and video
                 challenges media management software and organizing
                 schemes alike. Through 20 in situ, two hour interviews
                 we explored the when, why and how of our participants'
                 organizational schemes. We sought and studied
                 significantly larger media collections than in previous
                 studies. For these larger media collections some common
                 assumptions like the distinction between popular and
                 classical music collectors do not hold. Our analysis
                 identifies organizing schemes commonly used on a
                 day-to-day basis. We found that participants often rely
                 on overrides or exceptions to their organizational
                 schemes that they consider idiosyncrasies. However, our
                 findings illustrate that those idiosyncratic behaviors
                 are more common than participants believe.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ruddle:2011:WIY,
  author =       "Roy A. Ruddle and Ekaterina Volkova and Heinrich H.
                 B{\"u}lthoff",
  title =        "Walking improves your cognitive map in environments
                 that are large-scale and large in extent",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "2",
  pages =        "10:1--10:??",
  month =        jun,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1970378.1970384",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Tue Jun 28 18:25:36 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This study investigated the effect of body-based
                 information (proprioception, etc.) when participants
                 navigated large-scale virtual marketplaces that were
                 either small (Experiment 1) or large in extent
                 (Experiment 2). Extent refers to the size of an
                 environment, whereas scale refers to whether people
                 have to travel through an environment to see the detail
                 necessary for navigation. Each participant was provided
                 with full body-based information (walking through the
                 virtual marketplaces in a large tracking hall or on an
                 omnidirectional treadmill), just the translational
                 component of body-based information (walking on a
                 linear treadmill, but turning with a joystick), just
                 the rotational component (physically turning but using
                 a joystick to translate) or no body-based information
                 (joysticks to translate and rotate).",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Benford:2011:CSD,
  author =       "Steve Benford and Andy Crabtree and Martin Flintham
                 and Chris Greenhalgh and Boriana Koleva and Matt Adams
                 and Nick Tandavanitj and Ju Row Farr and Gabriella
                 Giannachi and Irma Lindt",
  title =        "Creating the spectacle: Designing interactional
                 trajectories through spectator interfaces",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "3",
  pages =        "11:1--11:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1993060.1993061",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Aug 17 09:31:44 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "An ethnographic study reveals how professional artists
                 created a spectator interface for the interactive game
                 Day of the Figurines, designing the size, shape, height
                 and materials of two tabletop interfaces before
                 carefully arranging them in a local setting. We also
                 show how participants experienced this interface. We
                 consider how the artists worked with a multi-scale
                 notion of interactional trajectory that combined
                 trajectories through individual displays, trajectories
                 through a local ecology of displays, and trajectories
                 through an entire experience.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hamdy:2011:HPB,
  author =       "Omar Hamdy and Issa Traor{\'e}",
  title =        "Homogeneous physio-behavioral visual and mouse-based
                 biometric",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "3",
  pages =        "12:1--12:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1993060.1993062",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Aug 17 09:31:44 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this research, we propose a novel biometric system
                 for static user authentication that homogeneously
                 combines mouse dynamics, visual search capability and
                 short-term memory effect. The proposed system
                 introduces the visual search capability, and short-term
                 memory effect to the biometric-based security world for
                 the first time. The use of a computer mouse for its
                 dynamics, and as an input sensor for the other two
                 biometrics, means no additional hardware is required
                 than the standard mouse. Experimental evaluation showed
                 the system effectiveness using variable or one-time
                 passwords. All of these attributes qualify the proposed
                 system to be effectively deployed as a static
                 authentication mechanism.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chapuis:2011:EMS,
  author =       "Olivier Chapuis and Pierre Dragicevic",
  title =        "Effects of motor scale, visual scale, and quantization
                 on small target acquisition difficulty",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "3",
  pages =        "13:1--13:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1993060.1993063",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Aug 17 09:31:44 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Targets of only a few pixels are notoriously difficult
                 to acquire. Despite many attempts at facilitating
                 pointing, the reasons for this difficulty are poorly
                 understood. We confirm a strong departure from Fitts'
                 Law for small target acquisition using a mouse and
                 investigate three potential sources of problems: motor
                 accuracy, legibility, and quantization. We find that
                 quantization is not a problem, but both motor and
                 visual sizes are limiting factors. This suggests that
                 small targets should be magnified in both motor and
                 visual space to facilitate pointing. Since performance
                 degrades exponentially as targets get very small, we
                 further advocate the exploration of uniform,
                 target-agnostic magnification strategies.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Arthur:2011:XWT,
  author =       "Richard Arthur and Dan R. {Olsen, Jr.}",
  title =        "{XICE} windowing toolkit: Seamless display
                 annexation",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "3",
  pages =        "14:1--14:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1993060.1993064",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Aug 17 09:31:44 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Users are increasingly nomadic, carrying computing
                 power with them. To gain rich input and output, users
                 could annex displays and input devices when available,
                 but annexing via VGA cable is insufficient. This
                 article introduces XICE, which uses wireless networks
                 to connect portable devices to display servers. Network
                 connections eliminate cables, allow multiple people to
                 share a display, and ease input annexation. XICE
                 mitigates potentially malicious input, and facilitates
                 comfortable viewing on a variety of displays via
                 view-independent coordinates. The XICE-distributed
                 graphics model greatly reduces portable device CPU
                 usage and extends portable device battery life.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hayes:2011:RAR,
  author =       "Gillian R. Hayes",
  title =        "The relationship of action research to human-computer
                 interaction",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "3",
  pages =        "15:1--15:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1993060.1993065",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Aug 17 09:31:44 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Alongside the growing interest within HCI, and
                 arguably computing more generally, in conducting
                 research that has substantial societal benefits, there
                 is a need for new ways to think about and to articulate
                 the challenges of these engaged research projects as
                 well as their results. Action Research (AR) is a class
                 of methods and approaches for conducting democratic and
                 collaborative research with community partners. AR has
                 evolved over the last several decades and offers HCI
                 researchers theoretical lenses, methodological
                 approaches, and pragmatic guidance for conducting
                 socially relevant, collaborative, and engaged
                 research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kin:2011:THM,
  author =       "Kenrick Kin and Bj{\"o}rn Hartmann and Maneesh
                 Agrawala",
  title =        "Two-handed marking menus for multitouch devices",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "3",
  pages =        "16:1--16:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1993060.1993066",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Aug 17 09:31:44 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We investigate multistroke marking menus for
                 multitouch devices and we show that using two hands can
                 improve performance. We present two new two-handed
                 multistroke marking menu variants in which users either
                 draw strokes with both hands simultaneously or
                 alternate strokes between hands. In a pair of studies
                 we find that using two hands simultaneously is faster
                 than using a single, dominant-handed marking menu by
                 10--15\%. Alternating strokes between hands doubles the
                 number of accessible menu items for the same number of
                 strokes, and is similar in performance to using a
                 one-handed marking menu. We also examine how stroke
                 direction affects performance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Plimmer:2011:STL,
  author =       "Beryl Plimmer and Peter Reid and Rachel Blagojevic and
                 Andrew Crossan and Stephen Brewster",
  title =        "Signing on the tactile line: a multimodal system for
                 teaching handwriting to blind children",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "3",
  pages =        "17:1--17:??",
  month =        jul,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/1993060.1993067",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  bibdate =      "Wed Aug 17 09:31:44 MDT 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present McSig, a multimodal system for teaching
                 blind children cursive handwriting so that they can
                 create a personal signature. For blind people
                 handwriting is very difficult to learn as it is a
                 near-zero feedback activity that is needed only
                 occasionally, yet in important situations; for example,
                 to make an attractive and repeatable signature for
                 legal contracts. McSig aids the teaching of signatures
                 by translating digital ink from the teacher's stylus
                 gestures into three non-visual forms: (1) audio pan and
                 pitch represents the x and y movement of the stylus;
                 (2) kinaesthetic information is provided to the student
                 through a force-feedback haptic pen that mimics the
                 teacher's stylus movement; and (3) a physical tactile
                 line on the writing sheet is created by the haptic
                 pen.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hiltz:2011:ISM,
  author =       "Starr Roxanne Hiltz and Paloma Diaz and Gloria Mark",
  title =        "Introduction: {Social} media and collaborative systems
                 for crisis management",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "4",
  pages =        "18:1--18:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2063231.2063232",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Dec 30 17:39:15 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Grabowski:2011:HRV,
  author =       "Martha Grabowski and Karlene Roberts",
  title =        "High reliability virtual organizations: Co-adaptive
                 technology and organizational structures in tsunami
                 warning systems",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "4",
  pages =        "19:1--19:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2063231.2063233",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Dec 30 17:39:15 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Highly reliable organizations (HROs) are those
                 organizations, which by nature or design, cannot or
                 must not fail; the consequences of failure in such
                 systems are usually catastrophic. Systems that combine
                 the characteristics of highly reliable operations and
                 distributed, virtual organizations are known as highly
                 reliable virtual organizations (HRVOs)---distributed
                 and electronically linked groups of organizations that
                 excel in high-consequence settings. Tsunami warning
                 systems (TWS) are one example of virtual organizations
                 that operate under enormous expectations for
                 reliability. Adaptive structuration theory suggests
                 that, in complex systems, technology and organizational
                 structures co-evolve, and users adapt technology to
                 their needs, creating shared meaning about the role and
                 utility of technology in various settings.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kwon:2011:SCA,
  author =       "Gyu Hyun Kwon and Tonya L. Smith-Jackson and Charles
                 W. Bostian",
  title =        "Socio-cognitive aspects of interoperability:
                 Understanding communication task environments among
                 different organizations",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "4",
  pages =        "20:1--20:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2063231.2063234",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Dec 30 17:39:15 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Emergency communication systems (ECS) are a key
                 element in collaborations among different public safety
                 organizations. The need for interoperability in
                 emergency communication systems has hastened the
                 development of interoperable communication technology
                 that is an enabling technology to automatically
                 identify environmental variables including appropriate
                 radio frequencies and to connect different networks
                 used by different organizations. Even though the
                 technology has been researched from many perspectives
                 and has shown that is possible to connect different
                 organizations, there still remain many issues in terms
                 of socio-cognitive aspects. Thus, this study examines
                 the socio-cognitive dimensions of interoperability,
                 which equal the technical dimensions of the problem in
                 importance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Semaan:2011:TMS,
  author =       "Bryan Semaan and Gloria Mark",
  title =        "Technology-mediated social arrangements to resolve
                 breakdowns in infrastructure during ongoing
                 disruption",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "4",
  pages =        "21:1--21:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2063231.2063235",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Dec 30 17:39:15 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "When societies experience disruption as caused by
                 natural disasters, various official government
                 agencies, relief organizations, and emergent citizen
                 groups engage in activities that aid in the recovery
                 effort---the process that leads to the resumption of
                 normal life. In war environments however, societal
                 trust can be affected and people may develop distrust
                 of the institutions and associated individuals that
                 provide and resolve breakdowns in infrastructure. This
                 article reports on an ethnographic study of the use of
                 information and communication technologies (ICTs) by
                 citizens experiencing ongoing disruption in a conflict
                 zone. We conducted 90 semistructured interviews with
                 Iraqi civilians who experienced the 2nd Gulf War
                 beginning in March 2003.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Convertino:2011:SCG,
  author =       "Gregorio Convertino and Helena M. Mentis and
                 Aleksandra Slavkovic and Mary Beth Rosson and John M.
                 Carroll",
  title =        "Supporting common ground and awareness in emergency
                 management planning: a design research project",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "4",
  pages =        "22:1--22:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2063231.2063236",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Dec 30 17:39:15 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present a design research project on knowledge
                 sharing and activity awareness in distributed emergency
                 management planning. In three experiments we studied
                 groups using three different prototypes, respectively:
                 a paper-prototype in a collocated work setting, a first
                 software prototype in a distributed setting, and a
                 second, enhanced software prototype in a distributed
                 setting. In this series of studies we tried to better
                 understand the processes of knowledge sharing and
                 activity awareness in complex cooperative work by
                 developing and investigating new tools that can support
                 these processes. We explicate the design rationale
                 behind each prototype and report the results of each
                 experiment investigating it.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Toups:2011:TCG,
  author =       "Zachary O. Toups and Andruid Kerne and William A.
                 Hamilton",
  title =        "The team coordination game: Zero-fidelity simulation
                 abstracted from fire emergency response practice",
  journal =      j-TOCHI,
  volume =       "18",
  number =       "4",
  pages =        "23:1--23:??",
  month =        dec,
  year =         "2011",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2063231.2063237",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Dec 30 17:39:15 MST 2011",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Crisis response engenders a high-stress environment in
                 which teams gather, transform, and mutually share
                 information. Prior educational approaches have not
                 successfully addressed these critical skills. The
                 assumption has been that the highest fidelity
                 simulations result in the best learning. Deploying
                 high-fidelity simulations is expensive and dangerous;
                 they do not address team coordination. Low-fidelity
                 approaches are ineffective because they are not
                 stressful. Zero-fidelity simulation develops and
                 invokes the principle of abstraction, focusing on
                 human-information and human-human transfers of meaning,
                 to derive design from work practice. Our principal
                 hypothesis is that crisis responders will experience
                 zero-fidelity simulation as effective simulation of
                 team coordination.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Yuill:2012:MCD,
  author =       "Nicola Yuill and Yvonne Rogers",
  title =        "Mechanisms for collaboration: a design and evaluation
                 framework for multi-user interfaces",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "1",
  pages =        "1:1--1:??",
  month =        mar,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2147783.2147784",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 5 05:53:40 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Multi-user interfaces are said to provide ``natural''
                 interaction in supporting collaboration, compared to
                 individual and noncolocated technologies. We identify
                 three mechanisms accounting for the success of such
                 interfaces: high awareness of others' actions and
                 intentions, high control over the interface, and high
                 availability of background information. We challenge
                 the idea that interaction over such interfaces is
                 necessarily ``natural'' and argue that everyday
                 interaction involves constraints on awareness, control,
                 and availability. These constraints help people
                 interact more smoothly. We draw from social
                 developmental psychology to characterize the design of
                 multi-user interfaces in terms of how constraints on
                 these mechanisms can be best used to promote
                 collaboration. We use this framework of mechanisms and
                 constraints to explain the successes and failures of
                 existing designs, then apply it to three case studies
                 of design, and finally derive from them a set of
                 questions to consider when designing and analysing
                 multi-user interfaces for collaboration.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Schleyer:2012:CAR,
  author =       "Titus Schleyer and Brian S. Butler and Mei Song and
                 Heiko Spallek",
  title =        "Conceptualizing and advancing research networking
                 systems",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "1",
  pages =        "2:1--2:??",
  month =        mar,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2147783.2147785",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 5 05:53:40 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Science in general, and biomedical research in
                 particular, is becoming more collaborative. As a
                 result, collaboration with the right individuals,
                 teams, and institutions is increasingly crucial for
                 scientific progress. We propose Research Networking
                 Systems (RNS) as a new type of system designed to help
                 scientists identify and choose collaborators, and
                 suggest a corresponding research agenda. The research
                 agenda covers four areas: foundations, presentation,
                 architecture, and evaluation. Foundations includes
                 project-, institution- and discipline-specific
                 motivational factors; the role of social networks; and
                 impression formation based on information beyond
                 expertise and interests. Presentation addresses
                 representing expertise in a comprehensive and
                 up-to-date manner; the role of controlled vocabularies
                 and folksonomies; the tension between seekers' need for
                 comprehensive information and potential collaborators'
                 desire to control how they are seen by others; and the
                 need to support serendipitous discovery of
                 collaborative opportunities. Architecture considers
                 aggregation and synthesis of information from multiple
                 sources, social system interoperability, and
                 integration with the user's primary work context.
                 Lastly, evaluation focuses on assessment of
                 collaboration decisions, measurement of user-specific
                 costs and benefits, and how the large-scale impact of
                 RNS could be evaluated with longitudinal and
                 naturalistic methods. We hope that this article
                 stimulates the human-computer interaction,
                 computer-supported cooperative work, and related
                 communities to pursue a broad and comprehensive agenda
                 for developing research networking systems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Liao:2012:EUU,
  author =       "Chunyuan Liao and Fran{\c{c}}cois Guimbreti{\`e}ere",
  title =        "Evaluating and understanding the usability of a
                 pen-based command system for interactive paper",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "1",
  pages =        "3:1--3:??",
  month =        mar,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2147783.2147786",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 5 05:53:40 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "To combine the affordances of paper and computers,
                 prior research has proposed numerous interactive paper
                 systems that link specific paper document content to
                 digital operations such as multimedia playback and
                 proofreading. Yet, it remains unclear to what degree
                 these systems bridge the inherent gap between paper and
                 computers when compared to existing paper-only and
                 computer-only interfaces. In particular, given the
                 special properties of paper, such as limited dynamic
                 feedback, how well does an average new user learn to
                 master the interactive paper system? What factors
                 affect the user performance? And how does the paper
                 interface work in a typical use scenario? To answer
                 these questions, we conducted two empirical experiments
                 on a generic pen-gesture-based command system, called
                 PapierCraft [Liao et al. 2008], for paper-based
                 interfaces. With it, people can select sections of
                 printed document and issue commands such as copy and
                 paste, linking and in-text search. The first experiment
                 focused on the user performance of drawing pen gestures
                 on paper. It proves that users can learn the command
                 system in about 30 minutes and achieve a performance
                 comparable to a table PC-based interface supporting the
                 same gestures. The second experiment examined the
                 application of the command system in active reading
                 tasks. The results show promise for seamless
                 integration of paper and computers in active reading
                 for their combined affordances. In addition, our study
                 identifies some key design issues, such as the pen form
                 factor and feedback of gestures. This article
                 contributes to better understanding on pros and cons of
                 paper and computers, and sheds light on the design of
                 future interfaces for document interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Koulouri:2012:WTY,
  author =       "Theodora Koulouri and Stanislao Lauria and Robert D.
                 Macredie and Sherry Chen",
  title =        "Are we there yet?: {The} role of gender on the
                 effectiveness and efficiency of user-robot
                 communication in navigational tasks",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "1",
  pages =        "4:1--4:??",
  month =        mar,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2147783.2147787",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 5 05:53:40 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Many studies have identified gender differences in
                 communication related to spatial navigation in real and
                 virtual worlds. Most of this research has focused on
                 single-party communication (monologs), such as the way
                 in which individuals either give or follow route
                 instructions. However, very little work has been
                 reported on spatial navigation dialogs and whether
                 there are gender differences in the way that they are
                 conducted. This article will address the lack of
                 research evidence by exploring the dialogs between
                 partners of the same and of different gender in a
                 simulated Human-Robot Interaction study. In the
                 experiments discussed in this article, pairs of
                 participants communicated remotely; in each pair, one
                 participant (the instructor) was under the impression
                 that s/he was giving route instructions to a robot (the
                 follower), avoiding any perception of gendered
                 communication. To ensure the naturalness of the
                 interaction, the followers were given no guidelines on
                 what to say, however, each had to control a robot based
                 on the user's instructions. While many monolog-based
                 studies suggest male superiority in a multitude of
                 spatial activities and domains, this study of dialogs
                 highlights a more complex pattern of results. As
                 anticipated, gender influences task performance and
                 communication. However, the findings suggest that it is
                 the interaction-the combination of gender and role
                 (i.e., instructor or follower)-that has the most
                 significant impact. In particular, pairs of female
                 users/instructors and male ``robots''/followers are
                 associated with the fastest and most accurate
                 completion of the navigation tasks. Moreover,
                 dialog-based analysis illustrates how pairs of male
                 users/instructors and female ``robots''/followers
                 achieved successful communication through ``alignment''
                 of spatial descriptions. In particular, males seem to
                 adapt the content of their instructions when
                 interacting with female ``robots''/followers and employ
                 more landmark references compared to female
                 users/instructors or when addressing males (in
                 male-male pairings). This study describes the
                 differences in how males and females interact with the
                 system, and proposes that any female ``disadvantage''
                 in spatial communication can disappear through
                 interactive mechanisms. Such insights are important for
                 the design of navigation systems that are equally
                 effective for users of either gender.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Grigoreanu:2012:EUD,
  author =       "Valentina Grigoreanu and Margaret Burnett and Susan
                 Wiedenbeck and Jill Cao and Kyle Rector and Irwin
                 Kwan",
  title =        "End-user debugging strategies: a sensemaking
                 perspective",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "1",
  pages =        "5:1--5:??",
  month =        mar,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2147783.2147788",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 5 05:53:40 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Despite decades of research into how professional
                 programmers debug, only recently has work emerged about
                 how end-user programmers attempt to debug programs.
                 Without this knowledge, we cannot build tools to
                 adequately support their needs. This article reports
                 the results of a detailed qualitative empirical study
                 of end-user programmers' sensemaking about a
                 spreadsheet's correctness. Using our study's data, we
                 derived a sensemaking model for end-user debugging and
                 categorized participants' activities and verbalizations
                 according to this model, allowing us to investigate how
                 participants went about debugging. Among the results
                 are identification of the prevalence of information
                 foraging during end-user debugging, two successful
                 strategies for traversing the sensemaking model,
                 potential ties to gender differences in the literature,
                 sensemaking sequences leading to debugging progress,
                 and sequences tied with troublesome points in the
                 debugging process. The results also reveal new
                 implications for the design of spreadsheet tools to
                 support end-user programmers' sensemaking during
                 debugging.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Leong:2012:ECD,
  author =       "Tuck W. Leong and Frank Vetere and Steve Howard",
  title =        "Experiencing coincidence during digital music
                 listening",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "1",
  pages =        "6:1--6:??",
  month =        mar,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2147783.2147789",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 5 05:53:40 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "People have reported encountering coincidences when
                 using particular technologies to interact with personal
                 digital content. However, to date, there is a paucity
                 of research to understand these experiences. This
                 article applies McCarthy and Wright's [2004; 2005]
                 experiential framework to analyze these kinds of
                 technology-mediated coincidences. By focusing upon
                 encounters of coincidence during people's digital music
                 listening, we identified the elements at play,
                 elucidated the properties of the individual elements,
                 their inter-relationships, and an understanding of how
                 coincidences can arise. We also reveal how, under
                 particular conditions, such elements provide people
                 with opportunities to encounter coincidence. This
                 understanding of coincidence demonstrates how McCarthy
                 and Wright's [2004; 2005] framework can be usefully
                 applied to an empirical investigation of user
                 experience.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Li:2012:UCR,
  author =       "Ian Li and Anind K. Dey and Jodi Forlizzi",
  title =        "Using context to reveal factors that affect physical
                 activity",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "1",
  pages =        "7:1--7:??",
  month =        mar,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2147783.2147790",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 5 05:53:40 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "There are many physical activity awareness systems
                 available in today's market. These systems show
                 physical activity information (e.g., step counts,
                 energy expenditure, heart rate) which is sufficient for
                 many self-knowledge needs, but information about the
                 factors that affect physical activity may be needed for
                 deeper self-reflection and increased self-knowledge. We
                 explored the use of contextual information, such as
                 events, places, and people, to support reflection on
                 the factors that affect physical activity. We present
                 three findings from our studies. First, users make
                 associations between physical activity and contextual
                 information that help them become aware of factors that
                 affect their physical activity. Second, reflecting on
                 physical activity and context can increase people's
                 awareness of opportunities for physical activity.
                 Lastly, automated tracking of physical activity and
                 contextual information benefits long-term reflection,
                 but may have detrimental effects on immediate
                 awareness.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tashman:2012:WLL,
  author =       "Craig Tashman and W. Keith Edwards",
  title =        "{WindowScape}: {Lessons} learned from a task-centric
                 window manager",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "1",
  pages =        "8:1--8:??",
  month =        mar,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2147783.2147791",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 5 05:53:40 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "People frequently experience difficulty switching
                 between computer-mediated tasks. To help address this,
                 we created WindowScape, a zooming window manager that
                 uses implicit grouping to help users sort windows
                 according to task. WindowScape was intended to provide
                 a more flexible and intuitive grouping model than prior
                 systems. We report on the design process leading up to
                 the system, and alternative designs we explored. We
                 describe a series of formative evaluations that
                 resulted in significant modifications to our initial
                 prototype, as well as a deployment study of the final
                 version, where users lived with WindowScape on a
                 day-to-day basis. Our results from this study reveal
                 how users react to novel aspects of our system,
                 including its particular uses of miniaturization and
                 its approach to grouping. We also discuss the impact of
                 a task-oriented approach to window management on other
                 aspects of user behavior, and the implications of this
                 for future system design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cohen:2012:DCM,
  author =       "Mark A. Cohen and Frank E. Ritter and Steven R.
                 Haynes",
  title =        "Dimensions of Concern: a Method to Use Cognitive
                 Dimensions to Evaluate Interfaces",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "2",
  pages =        "9:1--9:??",
  month =        jul,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2240156.2240157",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Aug 6 13:36:58 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Producing useful and usable software often requires
                 continuous and iterative evaluation. This paper
                 introduces a novel usability evaluation method based on
                 the Cognitive Dimensions of Notations framework. The
                 target of our evaluation is Herbal a suite of tools
                 designed to simplify agent development by providing a
                 high-level language and maintenance-oriented
                 development environment. The method introduced here
                 uncovers dimensions of concern, which are used to
                 measure the usability of Herbal and to identify areas
                 for improvement in the design. In this article, we
                 demonstrate how we used dimensions of concern to
                 effectively evaluate and improve usability, and we
                 discuss ways in which our method can be adapted,
                 extended, and applied to improving the usability of
                 other interactive systems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cerrolaza:2012:SPM,
  author =       "Juan J. Cerrolaza and Arantxa Villanueva and Rafael
                 Cabeza",
  title =        "Study of Polynomial Mapping Functions in
                 Video-Oculography Eye Trackers",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "2",
  pages =        "10:1--10:??",
  month =        jul,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2240156.2240158",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Aug 6 13:36:58 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Gaze-tracking data have been used successfully in the
                 design of new input devices and as an observational
                 technique in usability studies. Polynomial-based
                 Video-Oculography (VOG) systems are one of the most
                 attractive gaze estimation methods thanks to their
                 simplicity and ease of implementation. Although the
                 functionality of these systems is generally acceptable,
                 there has been no thorough comparative study to date of
                 how the mapping equations affect the final system
                 response. After developing a taxonomic classification
                 of calibration functions, we examined over 400,000
                 models and evaluated the validity of several
                 conventional assumptions. Our rigorous experimental
                 procedure enabled us to optimize the calibration
                 process for a real VOG gaze-tracking system and halve
                 the calibration time while avoiding a detrimental
                 effect on the accuracy or tolerance to head movement.
                 Finally, a geometry-based method is implemented and
                 tested. The results and performance is compared with
                 those obtained by the general purpose expressions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{vanSchaik:2012:UEI,
  author =       "Paul van Schaik and Marc Hassenzahl and Jonathan
                 Ling",
  title =        "User-Experience from an Inference Perspective",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "2",
  pages =        "11:1--11:??",
  month =        jul,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2240156.2240159",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Aug 6 13:36:58 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In many situations, people make judgments on the basis
                 of incomplete information, inferring unavailable
                 attributes from available ones. These inference
                 processes may also well operate when judgments about a
                 product's user-experience are made. To examine this, an
                 inference model of user-experience, based on Hassenzahl
                 and Monk's [2010], was explored in three studies using
                 Web sites. All studies supported the model's
                 predictions and its stability, with hands-on
                 experience, different products, and different usage
                 modes (action mode versus goal mode). Within a unified
                 framework of judgment as inference [Kruglanski et al.
                 2007], our approach allows for the integration of the
                 effects of a wide range of information sources on
                 judgments of user-experience.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Xu:2012:MEU,
  author =       "Lingling Xu and Julian Lin and Hock Chuan Chan",
  title =        "The Moderating Effects of Utilitarian and Hedonic
                 Values on Information Technology Continuance",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "2",
  pages =        "12:1--12:??",
  month =        jul,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2240156.2240160",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Aug 6 13:36:58 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This study examines how the nature of technology
                 affects users' intention to continue using information
                 technologies. It proposes an extended technology
                 acceptance model, with perceived ease of use, perceived
                 usefulness and pleasure affecting the intention to
                 continue using a technology. We hypothesized that these
                 effects are moderated by the technology's utilitarian
                 and hedonic values. The model was validated for
                 smartphone functions. A user survey showed that
                 perceived ease of use significantly affected the
                 intention to continue using only for high-utilitarian
                 functions, whereas pleasure affected the intention to
                 continue using only for high-hedonic functions. The
                 effect of perceived ease of use on perceived usefulness
                 was stronger for high-utilitarian than for
                 low-utilitarian functions. The effect of pleasure on
                 perceived usefulness was stronger for high-hedonic than
                 for low-hedonic functions. The results suggest that
                 marketing should consider the nature of the
                 functions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sarcevic:2012:TET,
  author =       "Aleksandra Sarcevic and Ivan Marsic and Randal S.
                 Burd",
  title =        "Teamwork Errors in Trauma Resuscitation",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "2",
  pages =        "13:1--13:??",
  month =        jul,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2240156.2240161",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Aug 6 13:36:58 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Human errors in trauma resuscitation can have
                 cascading effects leading to poor patient outcomes. To
                 determine the nature of teamwork errors, we conducted
                 an observational study in a trauma center over a
                 two-year period. While eventually successful in
                 treating the patients, trauma teams had problems
                 tracking and integrating information in a longitudinal
                 trajectory, which resulted in inefficiencies and
                 near-miss errors. As an initial step in system design
                 to support trauma teams, we proposed a model of
                 teamwork and a novel classification of team errors.
                 Four types of team errors emerged from our analysis:
                 communication errors, vigilance errors, interpretation
                 errors, and management errors. Based on these findings,
                 we identified key information structures to support
                 team cognition and decision making. We believe that
                 displaying these information structures will support
                 distributed cognition of trauma teams. Our findings
                 have broader applicability to other collaborative and
                 dynamic work settings that are prone to human error.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jeon:2012:SSI,
  author =       "Myounghoon Jeon and Bruce N. Walker and Abhishek
                 Srivastava",
  title =        "{``Spindex'' (Speech Index)} Enhances Menus on Touch
                 Screen Devices with Tapping, Wheeling, and Flicking",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "2",
  pages =        "14:1--14:??",
  month =        jul,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2240156.2240162",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Aug 6 13:36:58 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Users interact with many electronic devices via menus
                 such as auditory or visual menus. Auditory menus can
                 either complement or replace visual menus. We
                 investigated how advanced auditory cues enhance
                 auditory menus on a smartphone, with tapping, wheeling,
                 and flicking input gestures. The study evaluated a
                 spindex (speech index), in which audio cues inform
                 users where they are in a menu; 122 undergraduates
                 navigated through a menu of 150 songs. Study variables
                 included auditory cue type (text-to-speech alone or TTS
                 plus spindex), visual display mode (on or off), and
                 input gesture (tapping, wheeling, or flicking). Target
                 search time and subjective workload were lower with
                 spindex than without for all input gestures regardless
                 of visual display mode. The spindex condition was rated
                 subjectively higher than plain speech. The effects of
                 input method and display mode on navigation behaviors
                 were analyzed with the two-stage navigation strategy
                 model. Results are discussed in relation to attention
                 theories and in terms of practical applications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Black:2012:SPN,
  author =       "Rolf Black and Annalu Waller and Ross Turner and Ehud
                 Reiter",
  title =        "Supporting Personal Narrative for Children with
                 Complex Communication Needs",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "2",
  pages =        "15:1--15:??",
  month =        jul,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2240156.2240163",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Aug 6 13:36:58 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Children with complex communication needs who use
                 voice output communication aids seldom engage in
                 extended conversation. The ``How was School today
                 \ldots{}?'' system has been designed to enable such
                 children to talk about their school day. The system
                 uses data-to-text technology to generate narratives
                 from sensor data. Observations, interviews and
                 prototyping were used to ensure that stakeholders were
                 involved in the design of the system. Evaluations with
                 three children showed that the prototype system, which
                 automatically generates utterances, has the potential
                 to support disabled individuals to participate better
                 in interactive conversation. Analysis of a
                 conversational transcript and observations indicate
                 that the children were able to access relevant
                 conversation and had more control in the conversation
                 in comparison to their usual interactions where control
                 lay mainly with the speaking partner. Further research
                 to develop an improved, more rugged system that
                 supports users with different levels of language
                 ability is now underway.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Akers:2012:BEI,
  author =       "David Akers and Robin Jeffries and Matthew Simpson and
                 Terry Winograd",
  title =        "Backtracking Events as Indicators of Usability
                 Problems in Creation-Oriented Applications",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "2",
  pages =        "16:1--16:??",
  month =        jul,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2240156.2240164",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Aug 6 13:36:58 MDT 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A diversity of user goals and strategies make
                 creation-oriented applications such as word processors
                 or photo-editors difficult to comprehensively test.
                 Evaluating such applications requires testing a large
                 pool of participants to capture the diversity of
                 experience, but traditional usability testing can be
                 prohibitively expensive. To address this problem, this
                 article contributes a new usability evaluation method
                 called backtracking analysis, designed to automate the
                 process of detecting and characterizing usability
                 problems in creation-oriented applications. The key
                 insight is that interaction breakdowns in
                 creation-oriented applications often manifest
                 themselves in backtracking operations that can be
                 automatically logged (e.g., undo and erase operations).
                 Backtracking analysis synchronizes these events to
                 contextual data such as screen capture video, helping
                 the evaluator to characterize specific usability
                 problems. The results from three experiments
                 demonstrate that backtracking events can be effective
                 indicators of usability problems in creation-oriented
                 applications, and can yield a cost-effective
                 alternative to traditional laboratory usability
                 testing.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Arthur:2012:WBC,
  author =       "Richard Arthur and Dan R. {Olsen, Jr.}",
  title =        "Window brokers: Collaborative display space control",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "3",
  pages =        "17:1--17:??",
  month =        oct,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2362364.2362365",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 5 18:10:11 MST 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "As users travel from place to place, they can
                 encounter display servers, that is, machines which
                 supply a collaborative content-sharing environment.
                 Users need a way to control how content is arranged on
                 these display spaces. The software for controlling
                 these display spaces should be consistent from display
                 server to display server. However, display servers
                 could be controlled by institutions which may not allow
                 for the control software to be installed. This article
                 introduces the window broker protocol which allows
                 users to carry familiar control techniques on portable
                 personal devices and use the control technique on any
                 display server without installing the control software
                 on the display server. This article also discusses how
                 the window broker protocol mitigates some security
                 risks that arise from potentially malicious display
                 servers.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chen:2012:DMS,
  author =       "Nicholas Chen and Francois Guimbretiere and Abigail
                 Sellen",
  title =        "Designing a multi-slate reading environment to support
                 active reading activities",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "3",
  pages =        "18:1--18:??",
  month =        oct,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2362364.2362366",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 5 18:10:11 MST 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Despite predictions of the paperless office, most
                 knowledge workers and students still rely heavily on
                 paper in most of their document practices. Research has
                 shown that paper's dominance can be attributed to the
                 fact that it supports a broad range of these users'
                 diverse reading requirements. Our analysis of the
                 literature suggests that a new class of reading device
                 consisting of an interconnected environment of thin and
                 lightweight electronic slates could potentially unify
                 the distinct advantages of e-books, PCs, and tabletop
                 computers to offer an electronic reading solution
                 providing functionality comparable to, or even
                 exceeding, that of paper. This article presents the
                 design and construction of such a system. In it, we
                 explain how data can be mapped to slates, detail
                 interactions for linking the slates, and describe tools
                 that leverage the connectivity between slates. A
                 preliminary study of the system indicates that such a
                 system has the potential of being an electronic
                 alternative to paper.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chuang:2012:CUW,
  author =       "Jason Chuang and Christopher D. Manning and Jeffrey
                 Heer",
  title =        "``Without the clutter of unimportant words'':
                 Descriptive keyphrases for text visualization",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "3",
  pages =        "19:1--19:??",
  month =        oct,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2362364.2362367",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 5 18:10:11 MST 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Keyphrases aid the exploration of text collections by
                 communicating salient aspects of documents and are
                 often used to create effective visualizations of text.
                 While prior work in HCI and visualization has proposed
                 a variety of ways of presenting keyphrases, less
                 attention has been paid to selecting the best
                 descriptive terms. In this article, we investigate the
                 statistical and linguistic properties of keyphrases
                 chosen by human judges and determine which features are
                 most predictive of high-quality descriptive phrases.
                 Based on 5,611 responses from 69 graduate students
                 describing a corpus of dissertation abstracts, we
                 analyze characteristics of human-generated keyphrases,
                 including phrase length, commonness, position, and part
                 of speech. Next, we systematically assess the
                 contribution of each feature within statistical models
                 of keyphrase quality. We then introduce a method for
                 grouping similar terms and varying the specificity of
                 displayed phrases so that applications can select
                 phrases dynamically based on the available screen space
                 and current context of interaction. Precision-recall
                 measures find that our technique generates keyphrases
                 that match those selected by human judges. Crowdsourced
                 ratings of tag cloud visualizations rank our approach
                 above other automatic techniques. Finally, we discuss
                 the role of HCI methods in developing new algorithmic
                 techniques suitable for user-facing applications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{DAlbis:2012:PSC,
  author =       "Tiziano D'Albis and Rossella Blatt and Roberto Tedesco
                 and Licia Sbattella and Matteo Matteucci",
  title =        "A predictive speller controlled by a brain-computer
                 interface based on motor imagery",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "3",
  pages =        "20:1--20:??",
  month =        oct,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2362364.2362368",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 5 18:10:11 MST 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/spell.bib;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Persons suffering from motor disorders have limited
                 possibilities for communicating and normally require
                 assistive technologies to fulfill this primary need.
                 Promising means of providing basic communication
                 abilities to subjects affected by severe motor
                 impairments include brain-computer interfaces (BCIs),
                 that is, systems that directly translate brain signals
                 into device commands, bypassing any muscle or nerve
                 mediation. To date, the use of BCIs for effective
                 verbal communication is yet an open issue, primarily
                 due to the low rates of information transfer that can
                 be achieved with this technology. Still, performance of
                 BCI spelling applications could be considerably
                 improved by a smart user interface design and by the
                 adoption of natural language processing (NLP)
                 techniques for text prediction. The objective of this
                 work is to suggest an approach and a user interface for
                 BCI spelling applications combining state-of-the-art
                 BCI and NLP techniques to maximize the overall
                 communication rate of the system. The BCI paradigm
                 adopted is motor imagery, that is, when the subject
                 imagines moving a certain part of the body, he/she
                 produces modifications to specific brain rhythms that
                 are detected in real-time through an
                 electroencephalogram and translated into commands for a
                 spelling application. By maximizing the overall
                 communication rate, our approach is twofold: on one
                 hand, we maximize the information transfer rate from
                 the control signal, on the other hand, we optimize the
                 way this information is employed for the purpose of
                 verbal communication. The achieved results are
                 satisfactory and comparable with the latest works
                 reported in literature on motor-imagery BCI spellers.
                 For the three subjects tested, we obtained a spelling
                 rate of respectively 3 char/min, 2.7 char/min, and 2
                 char/min.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Buechley:2012:CTR,
  author =       "Leah Buechley and Hannah Perner-Wilson",
  title =        "Crafting technology: Reimagining the processes,
                 materials, and cultures of electronics",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "3",
  pages =        "21:1--21:??",
  month =        oct,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2362364.2362369",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 5 18:10:11 MST 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article examines the practice of electronics
                 building in the context of other crafts. We compare the
                 experience of making electronics with the experiences
                 of carving, sewing, and painting. Our investigation is
                 grounded in a survey of 40 practicing craftspeople who
                 are working in each of these disciplines. We then use
                 this survey as a foundation for a discussion of hybrid
                 craft-integrations of electronics with carving, sewing,
                 and painting. We present examples of hybrid craft and
                 discuss the ways in which blended practices can enrich
                 and diversify technology.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Oviatt:2012:IIA,
  author =       "Sharon Oviatt and Adrienne Cohen and Andrea Miller and
                 Kumi Hodge and Ariana Mann",
  title =        "The impact of interface affordances on human ideation,
                 problem solving, and inferential reasoning",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "3",
  pages =        "22:1--22:??",
  month =        oct,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2362364.2362370",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 5 18:10:11 MST 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article presents two studies investigating how
                 computer interface affordances influence basic
                 cognition, including ideational fluency, problem
                 solving, and inferential reasoning. In one study
                 comparing interfaces with different input capabilities,
                 students expressed 56\% more nonlinguistic
                 representations (diagrams, symbols, numbers) when using
                 pen interfaces. A linear regression confirmed that
                 nonlinguistic communication directly mediated a
                 substantial increase (38.5\%) in students' ability to
                 produce appropriate science ideas. In contrast,
                 students expressed 41\% more linguistic content when
                 using a keyboard-based interface, which mediated a drop
                 in science ideation. A follow-up study pursued the
                 question of how interfaces that prime nonlinguistic
                 communication so effectively facilitate cognition. This
                 study examined the relation between students'
                 expression of nonlinguistic representations and their
                 inference accuracy when using analogous digital and
                 non-digital pen tools. Perhaps surprisingly, the
                 digital pen interface stimulated construction of more
                 diagrams, more correct Venn diagrams, and more accurate
                 domain inferences. Students' construction of multiple
                 diagrams to represent a problem also directly
                 suppressed overgeneralization errors, which were the
                 most common inference failure. These research results
                 reveal that computer interfaces have communications
                 affordances which elicit communication patterns that
                 can substantially stimulate or impede basic cognition.
                 Implications are discussed for designing new digital
                 tools for thinking, with an emphasis on nonlinguistic
                 and especially spatial representations that are most
                 poorly supported by current keyboard-based
                 interfaces.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hook:2012:SCI,
  author =       "Kristina H{\"o}{\"o}k and Jonas L{\"o}wgren",
  title =        "Strong concepts: Intermediate-level knowledge in
                 interaction design research",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "3",
  pages =        "23:1--23:??",
  month =        oct,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2362364.2362371",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 5 18:10:11 MST 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Design-oriented research practices create
                 opportunities for constructing knowledge that is more
                 abstracted than particular instances, without aspiring
                 to be at the scope of generalized theories. We propose
                 an intermediate design knowledge form that we name
                 strong concepts that has the following properties: is
                 generative and carries a core design idea, cutting
                 across particular use situations and even application
                 domains; concerned with interactive behavior, not
                 static appearance; is a design element and a part of an
                 artifact and, at the same time, speaks of a use
                 practice and behavior over time; and finally, resides
                 on an abstraction level above particular instances. We
                 present two strong concepts-social navigation and
                 seamfulness-and discuss how they fulfil criteria we
                 might have on knowledge, such as being contestable,
                 defensible, and substantive. Our aim is to foster an
                 academic culture of discursive knowledge construction
                 of intermediate-level knowledge and of how it can be
                 produced and assessed in design-oriented HCI
                 research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zancanaro:2012:CNC,
  author =       "Massimo Zancanaro and Oliviero Stock and Zvi
                 Eisikovits and Chaya Koren and Patrice L. Weiss",
  title =        "Co-narrating a conflict: an interactive tabletop to
                 facilitate attitudinal shifts",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "3",
  pages =        "24:1--24:??",
  month =        oct,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2362364.2362372",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 5 18:10:11 MST 2012",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A multi-user tabletop interface was designed to
                 support reconciliation of a conflict aimed at shifting
                 hostile attitudes and achieving a greater understanding
                 of another viewpoint. The interface provided a setting
                 for face-to-face shared narration and support for the
                 management of disagreements. The interface allows for
                 escalation and de-escalation of the conflict emerging
                 in the shared narration and requires that participants
                 perform joint actions when a contribution to the story
                 is to be removed from the overall narration. A
                 between-subjects experiment compared the tabletop
                 interface and a desktop multimedia interface with mixed
                 pairs (male Israeli-Jewish and Palestinian-Arab youth).
                 The results demonstrated that the experience with the
                 tabletop interface appears to be motivating and, most
                 importantly, produces at least a short-term shift of
                 attitude toward the other.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Schnadelbach:2012:EPD,
  author =       "Holger Schn{\"a}delbach and Ainojie Irune and David
                 Kirk and Kevin Glover and Patrick Brundell",
  title =        "{ExoBuilding}: Physiologically Driven Adaptive
                 Architecture",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "4",
  pages =        "25:1--25:??",
  month =        dec,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2395131.2395132",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 10 17:35:24 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Our surroundings are becoming infused with sensors
                 measuring a variety of data streams about the
                 environment, people and objects. Such data can be used
                 to make the spaces that we inhabit responsive and
                 interactive. Personal data in its different forms are
                 one important data stream that such spaces are designed
                 to respond to. In turn, one stream of personal data
                 currently attracting high levels of interest in the HCI
                 community is physiological data (e.g., heart rate,
                 electrodermal activity), but this has seen little
                 consideration in building architecture or the design of
                 responsive environments. In this context, we developed
                 a prototype mapping a single occupant's respiration to
                 its size and form, while it also sonifies their
                 heartbeat. The result is a breathing building
                 prototype, formative trials of which suggested that it
                 triggers behavioral and physiological adaptations in
                 inhabitants without giving them instructions and it is
                 perceived as a relaxing experience. In this paper, we
                 present and discuss the results of a controlled study
                 of this prototype, comparing three conditions: the
                 static prototype, regular movement and sonification and
                 a biofeedback condition, where the occupant's
                 physiological data directly drives the prototype and
                 presents this data back to them. The study confirmed
                 that the biofeedback condition does indeed trigger
                 behavioral changes and changes in participants'
                 physiology, resulting in lower respiration rates as
                 well as higher respiration amplitudes, respiration to
                 heart rate coherence and lower frequency heart rate
                 variability. Self-reported state of relaxation is more
                 dependent on inhabitant preferences, their knowledge of
                 physiological data and whether they found space to `let
                 go'. We conclude with a discussion of ExoBuilding as an
                 immersive but also sharable biofeedback training
                 interface and the wider potential of this approach to
                 making buildings adapt to their inhabitants.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hundhausen:2012:ESP,
  author =       "C. D. Hundhausen and D. Fairbrother and M. Petre",
  title =        "An Empirical Study of the ``Prototype Walkthrough'': a
                 Studio-Based Activity for {HCI} Education",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "4",
  pages =        "26:1--26:??",
  month =        dec,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2395131.2395133",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 10 17:35:24 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "For over a century, studio-based instruction has
                 served as an effective pedagogical model in
                 architecture and fine arts education. Because of its
                 design orientation, human-computer interaction (HCI)
                 education is an excellent venue for studio-based
                 instruction. In an HCI course, we have been exploring a
                 studio-based learning activity called the prototype
                 walkthrough, in which a student project team simulates
                 its evolving user interface prototype while a student
                 audience member acts as a test user. The audience is
                 encouraged to ask questions and provide feedback. We
                 have observed that prototype walkthroughs create
                 excellent conditions for learning about user interface
                 design. In order to better understand the educational
                 value of the activity, we performed a content analysis
                 of a video corpus of 16 prototype walkthroughs held in
                 two HCI courses. We found that the prototype
                 walkthrough discussions were dominated by relevant
                 design issues. Moreover, mirroring the justification
                 behavior of the expert instructor, students justified
                 over 80 percent of their design statements and
                 critiques, with nearly one-quarter of those
                 justifications having a theoretical or empirical basis.
                 Our findings suggest that PWs provide valuable
                 opportunities for students to actively learn HCI design
                 by participating in authentic practice, and provide
                 insight into how such opportunities can be best
                 promoted.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Brown:2012:BRL,
  author =       "Barry Brown",
  title =        "Beyond Recommendations: Local Review {Web} Sites and
                 Their Impact",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "4",
  pages =        "27:1--27:??",
  month =        dec,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2395131.2395134",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 10 17:35:24 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Online review Web sites have enabled new interactions
                 between companies and their customers. In this article
                 we draw on interviews with users, reviewers, and
                 establishments to explore how local review Web sites
                 can change interactions around local places. Review Web
                 sites such as Yelp and Tripadvisor allow customers to
                 ``previsit'' establishments and areas of a city before
                 an actual visit. The collection of a large numbers of
                 user-generated reviews has also created a new genre of
                 writing, with reviewers gaining considerable pleasure
                 from passing on word of mouth and influencing others'
                 choices. Reviews also offer a new channel of
                 communication between establishments, customers, and
                 competitors. We discuss how review Web sites can be
                 designed to cater for a broader range of interactions
                 around reviews beyond a focus on recommendations.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Shoemaker:2012:TPM,
  author =       "Garth Shoemaker and Takayuki Tsukitani and Yoshifumi
                 Kitamura and Kellogg S. Booth",
  title =        "Two-Part Models Capture the Impact of Gain on Pointing
                 Performance",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "4",
  pages =        "28:1--28:??",
  month =        dec,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2395131.2395135",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 10 17:35:24 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We establish that two-part models of pointing
                 performance (Welford's model) describe pointing on a
                 computer display significantly better than traditional
                 one-part models (Fitts's Law). We explore the space of
                 pointing models and describe how independent
                 contributions of movement amplitude and target width to
                 pointing time can be captured in a parameter k. Through
                 a reanalysis of data from related work we demonstrate
                 that one-part formulations are fragile in describing
                 pointing performance, and that this fragility is
                 present for various devices and techniques. We show
                 that this same data can be significantly better
                 described using two-part models. Finally, we
                 demonstrate through further analysis of previous work
                 and new experimental data that k increases linearly
                 with gain. Our primary contribution is the
                 demonstration that Fitts's Law is more limited in
                 applicability than previously appreciated, and that
                 more robust models, such as Welford's formulation,
                 should be adopted in many cases of practical
                 interest.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ardito:2012:EAP,
  author =       "Carmelo Ardito and Maria F. Costabile and Antonella
                 {De Angeli} and Rosa Lanzilotti",
  title =        "Enriching Archaeological Parks with Contextual Sounds
                 and Mobile Technology",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "4",
  pages =        "29:1--29:??",
  month =        dec,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2395131.2395136",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 10 17:35:24 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The importance of cultural heritage in forging a sense
                 of identity is becoming increasingly evident.
                 Information and communication technologies have a great
                 potential to promote a greater awareness and
                 appreciation of cultural heritage. This article
                 presents some findings on how mobile technology can be
                 used to foster a better understanding of an
                 archaeological site by reconstructing the ancient
                 environment and life. Children aged 11--13 years old
                 are the target of our research. To motivate and engage
                 them, a pervasive educational game has been developed
                 and implemented in Explore!, a system aimed at
                 supporting children exploring sites of cultural
                 interest. Special attention has been devoted to the
                 design of a soundscape that may improve players'
                 navigation in degraded physical environments and enrich
                 their overall experience. A field study indicated that
                 children judged their experience both useful and
                 entertaining: not only did they enjoy playing the game,
                 but they also learned historical notions and facts
                 related to ancient Roman life. Contextual sounds were
                 found to have a facilitating effect on space
                 navigation, reducing the need for map reading and
                 improving spatial orientation. This work provides
                 insights into the design of educational games for use
                 with cultural heritage and a model to enrich historical
                 sites through the creation of soundscapes which can
                 help visitors to navigate a site and feel its
                 historical atmosphere.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hassenzahl:2012:AYN,
  author =       "Marc Hassenzahl and Stephanie Heidecker and Kai
                 Eckoldt and Sarah Diefenbach and Uwe Hillmann",
  title =        "All You Need is Love: Current Strategies of Mediating
                 Intimate Relationships through Technology",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "4",
  pages =        "30:1--30:??",
  month =        dec,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2395131.2395137",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 10 17:35:24 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A wealth of evidence suggests that love, closeness,
                 and intimacy---in short relatedness---are important for
                 people's psychological well-being. Nowadays, however,
                 couples are often forced to live apart. Accordingly,
                 there has been a growing and flourishing interest in
                 designing technologies that mediate (and create) a
                 feeling of relatedness when being separated, beyond the
                 explicit verbal communication and simple emoticons
                 available technologies offer. This article provides a
                 review of 143 published artifacts (i.e., design
                 concepts, technologies). Based on this, we present six
                 strategies used by designers/researchers to create a
                 relatedness experience: Awareness, expressivity,
                 physicalness, gift giving, joint action, and memories.
                 We understand those strategies as starting points for
                 the experience-oriented design of technology.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gao:2012:WDT,
  author =       "Yuan Gao and Nadia Bianchi-Berthouze and Hongying
                 Meng",
  title =        "What Does Touch Tell Us about Emotions in
                 Touchscreen-Based Gameplay?",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "4",
  pages =        "31:1--31:??",
  month =        dec,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2395131.2395138",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 10 17:35:24 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The increasing number of people playing games on
                 touch-screen mobile phones raises the question of
                 whether touch behaviors reflect players' emotional
                 states. This prospect would not only be a valuable
                 evaluation indicator for game designers, but also for
                 real-time personalization of the game experience.
                 Psychology studies on acted touch behavior show the
                 existence of discriminative affective profiles. In this
                 article, finger-stroke features during gameplay on an
                 iPod were extracted and their discriminative power
                 analyzed. Machine learning algorithms were used to
                 build systems for automatically discriminating between
                 four emotional states (Excited, Relaxed, Frustrated,
                 Bored), two levels of arousal and two levels of
                 valence. Accuracy reached between 69\% and 77\% for the
                 four emotional states, and higher results
                 ($\approx$89\%) were obtained for discriminating
                 between two levels of arousal and two levels of
                 valence. We conclude by discussing the factors relevant
                 to the generalization of the results to applications
                 other than games.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Berkovsky:2012:PAM,
  author =       "Shlomo Berkovsky and Jill Freyne and Mac Coombe",
  title =        "Physical Activity Motivating Games: Be Active and Get
                 Your Own Reward",
  journal =      j-TOCHI,
  volume =       "19",
  number =       "4",
  pages =        "32:1--32:??",
  month =        dec,
  year =         "2012",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2395131.2395139",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 10 17:35:24 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "People's daily lives have become increasingly
                 sedentary, with extended periods of time being spent in
                 front of a host of electronic screens for learning,
                 work, and entertainment. We present research into the
                 use of an adaptive persuasive technology, which
                 introduces bursts of physical activity into a
                 traditionally sedentary activity: computer game
                 playing. Our game design approach leverages the
                 playfulness and addictive nature of computer games to
                 motivate players to engage in mild physical activity.
                 The design allows players to gain virtual in-game
                 rewards in return for performing real physical activity
                 captured by sensory devices. This article presents a
                 two-stage analysis of the activity-motivating game
                 design approach applied to a prototype game. Initially,
                 we detail the overall acceptance of active games
                 discovered when trialing the technology with 135 young
                 players. Results showed that players performed more
                 activity without negatively affecting their perceived
                 enjoyment of the playing experience. The analysis did
                 discover, however, a lack of balance between the
                 amounts of physical activity carried out by players
                 with various gaming skills, which prompted a subsequent
                 investigation into adaptive techniques for balancing
                 the amount of physical activity performed by players.
                 An evaluation of additional 90 players showed that
                 adaptive techniques successfully overcame the gaming
                 skills dependence and achieved more balanced activity
                 levels. Overall, this work positions
                 activity-motivating games as an approach that can
                 potentially change the way players interact with
                 computer games and lead to healthier lifestyles.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Marshall:2013:ISI,
  author =       "Paul Marshall and Alissa Antle and Elise {Van Den
                 Hoven} and Yvonne Rogers",
  title =        "Introduction to the special issue on the theory and
                 practice of embodied interaction in {HCI} and
                 interaction design",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "1",
  pages =        "1:1--1:??",
  month =        mar,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Apr 5 18:46:54 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Dourish:2013:EWA,
  author =       "Paul Dourish",
  title =        "Epilogue: Where the action was, wasn't, should have
                 been, and might yet be",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "1",
  pages =        "2:1--2:??",
  month =        mar,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Apr 5 18:46:54 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kirsh:2013:ECM,
  author =       "David Kirsh",
  title =        "Embodied cognition and the magical future of
                 interaction design",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "1",
  pages =        "3:1--3:??",
  month =        mar,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Apr 5 18:46:54 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The theory of embodied cognition can provide HCI
                 practitioners and theorists with new ideas about
                 interaction and new principles for better designs. I
                 support this claim with four ideas about cognition: (1)
                 interacting with tools changes the way we think and
                 perceive --- tools, when manipulated, are soon absorbed
                 into the body schema, and this absorption leads to
                 fundamental changes in the way we perceive and conceive
                 of our environments; (2) we think with our bodies not
                 just with our brains; (3) we know more by doing than by
                 seeing --- there are times when physically performing
                 an activity is better than watching someone else
                 perform the activity, even though our motor resonance
                 system fires strongly during other person observation;
                 (4) there are times when we literally think with
                 things. These four ideas have major implications for
                 interaction design, especially the design of tangible,
                 physical, context aware, and telepresence systems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Quek:2013:EBS,
  author =       "Francis Quek and Francisco Oliveira",
  title =        "Enabling the blind to see gestures",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "1",
  pages =        "4:1--4:??",
  month =        mar,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Apr 5 18:46:54 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Human discourse is an embodied activity emerging from
                 the embodied imagery and construction of our talk.
                 Gesture and speech are coexpressive, conveying this
                 imagery and meaning simultaneously. Mathematics
                 instruction and discourse typically involve two modes
                 of communication: speech and graphical presentation.
                 Our goal is to assist Individuals who are Blind or
                 Severely Visually Impaired (IBSVI) to access such
                 instruction/communication. We employ a haptic glove
                 interface to furnish the IBSVI with awareness of the
                 deictic gestures performed by the instructor over the
                 graphic in conjunction with speech. We present a series
                 of studies spanning two years where we show how our
                 Haptic Deictic System (HDS) can support learning in
                 inclusive classrooms where IBSVI receive instruction
                 alongside sighted students. We discuss how the
                 introduction of the HDS was advantageous to all
                 parties: IBSVI, instructor, and sighted students. The
                 HDS created more learning opportunities, increasing
                 mutual understanding and promoting greater
                 engagement.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ohara:2013:NTP,
  author =       "Kenton O'Hara and Richard Harper and Helena Mentis and
                 Abigail Sellen and Alex Taylor",
  title =        "On the naturalness of touchless: Putting the
                 ``interaction'' back into {NUI}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "1",
  pages =        "5:1--5:??",
  month =        mar,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Apr 5 18:46:54 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Luff:2013:EIA,
  author =       "Paul Luff and Marina Jirotka and Naomi Yamashita and
                 Hideaki Kuzuoka and Christian Heath and Grace Eden",
  title =        "Embedded interaction: The accomplishment of actions in
                 everyday and video-mediated environments",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "1",
  pages =        "6:1--6:??",
  month =        mar,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Apr 5 18:46:54 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A concern with ``embodied action'' has informed both
                 the analysis of everyday action through technologies
                 and also suggested ways of designing innovative
                 systems. In this article, we consider how these two
                 programs, the analysis of everyday embodied interaction
                 on the one hand, and the analysis of
                 technically-mediated embodied interaction on the other,
                 are interlinked. We draw on studies of everyday
                 interaction to reveal how embodied conduct is embedded
                 in the environment. We then consider a collaborative
                 technology that attempts to provide a coherent way of
                 presenting life-sized embodiments of participants
                 alongside particular features of the environment. These
                 analyses suggest that conceptions of embodied action
                 should take account of the interactional accomplishment
                 of activities and how these are embedded in the
                 material environment.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Loke:2013:MMS,
  author =       "Lian Loke and Toni Robertson",
  title =        "Moving and making strange: an embodied approach to
                 movement-based interaction design",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "1",
  pages =        "7:1--7:??",
  month =        mar,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Apr 5 18:46:54 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "There is growing interest in designing for
                 movement-based interactions with technology, now that
                 various sensing technologies are available enabling a
                 range of movement possibilities from gestural to
                 whole-body interactions. We present a design
                 methodology of Moving and Making Strange, an approach
                 to movement-based interaction design that recognizes
                 the central role of the body and movement in lived
                 cognition. The methodology was developed through a
                 series of empirical projects, each focusing on
                 different conceptions of movement available within
                 motion-sensing interactive, immersive spaces. The
                 methodology offers designers a set of principles,
                 perspectives, methods, and tools for exploring and
                 testing movement-related design concepts. It is
                 innovative for the inclusion of the perspective of the
                 mover, together with the traditional perspectives of
                 the observer and the machine. Making strange is put
                 forward as an important tactic for rethinking how to
                 approach the design of movement-based interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Svanaes:2013:IDL,
  author =       "Dag Svan{\ae}s",
  title =        "Interaction design for and with the lived body: Some
                 implications of {Merleau-Ponty}'s phenomenology",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "1",
  pages =        "8:1--8:??",
  month =        mar,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Apr 5 18:46:54 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In 2001, Paul Dourish proposed the term embodied
                 interaction to describe a new paradigm for interaction
                 design that focuses on the physical, bodily, and social
                 aspects of our interaction with digital technology.
                 Dourish used Merleau-Ponty's phenomenology of
                 perception as the theoretical basis for his discussion
                 of the bodily nature of embodied interaction. This
                 article extends Dourish's work to introduce the
                 human-computer interaction community to ideas related
                 to Merleau-Ponty's concept of the lived body. It also
                 provides a detailed analysis of two related topics: (1)
                 embodied perception: the active and embodied nature of
                 perception, including the body's ability to extent its
                 sensory apparatus through digital technology; and (2)
                 kinaesthetic creativity: the body's ability to relate
                 in a direct and creative fashion with the ``feel''
                 dimension of interactive products during the design
                 process.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jay:2013:PWU,
  author =       "Caroline Jay and Andy Brown and Simon Harper",
  title =        "Predicting whether users view dynamic content on the
                 {World Wide Web}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "2",
  pages =        "9:1--9:??",
  month =        may,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed May 22 16:55:50 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Dynamic micro-content-interactive or updating widgets
                 and features-is now widely used on the Web, but there
                 is little understanding of how people allocate
                 attention to it. In this article we present the results
                 of an eye-tracking investigation examining how the
                 nature of dynamic micro-content influences whether or
                 not the user views it. We propose and validate the
                 Dynamic Update Viewing-likelihood (DUV) model, a
                 CHi-squared Automatic Interaction Detector (CHAID)
                 model that predicts with around 80\% accuracy whether
                 users view dynamic updates as a function of how they
                 are initiated, their size, and their duration. The
                 model is constructed with data from live Web sites and
                 does not rely on knowledge of the user's task to make
                 its predictions, giving it a high level of external
                 validity. We discuss one example of its application:
                 informing how dynamic content should be presented in
                 audio via assistive technology for people with visual
                 impairments.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{DeOliveira:2013:IPS,
  author =       "Rodrigo {De Oliveira} and Mauro Cherubini and Nuria
                 Oliver",
  title =        "Influence of personality on satisfaction with mobile
                 phone services",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "2",
  pages =        "10:1--10:??",
  month =        may,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed May 22 16:55:50 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We propose a conceptual model that explains the
                 relationship between the users' personality profile and
                 their satisfaction with basic mobile phone services
                 (calls, messages, and simple GPRS/3G services). The
                 model captures direct and indirect effects on
                 satisfaction by means of two variables: actual mobile
                 phone usage and perceived usability of the related
                 services. We empirically validate the model with data
                 gathered from 603 customers of a telecommunication
                 operator, and find that: (1) extroversion,
                 conscientiousness, and intellect have a significant
                 impact on customer satisfaction-positively for the
                 first two traits and negatively for the latter; (2)
                 extroversion positively influences mobile phone usage;
                 and (3) extroversion and conscientiousness positively
                 influence the users' perceived usability of mobile
                 services. Interestingly, usability has the strongest
                 positive impact on satisfaction, whereas mobile phone
                 usage has a negative impact on satisfaction. We discuss
                 key findings of this model and propose several
                 implications for the design of mobile phone services.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ganglbauer:2013:NFW,
  author =       "Eva Ganglbauer and Geraldine Fitzpatrick and Rob
                 Comber",
  title =        "Negotiating food waste: Using a practice lens to
                 inform design",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "2",
  pages =        "11:1--11:??",
  month =        may,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed May 22 16:55:50 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Ecological sustainability is becoming of increasing
                 concern to the HCI community, though little focus has
                 been given yet to issues around food waste. Given the
                 environmental impact of food waste, there is potential
                 to make a significant difference. To understand
                 everyday domestic practices around food and waste, we
                 took a ``practice'' lens and carried out a study in 14
                 households that involved interviews, in-home tours and,
                 in five of the households, a FridgeCam technology
                 probe. The analysis highlights that food waste is the
                 unintended result of multiple moments of consumption
                 dispersed in space and time across other integrated
                 practices such as shopping and cooking, which are
                 themselves embedded in broader contextual factors and
                 values. We highlight the importance of respecting the
                 complex negotiations that people make within given
                 structural conditions and competing values and
                 practices, and suggest design strategies to support
                 dispersed as well as integrated food practices, rather
                 than focusing on waste itself.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Schwartz:2013:UPM,
  author =       "Tobias Schwartz and Gunnar Stevens and Leonardo
                 Ramirez and Volker Wulf",
  title =        "Uncovering practices of making energy consumption
                 accountable: a phenomenological inquiry",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "2",
  pages =        "12:1--12:??",
  month =        may,
  year =         "2013",
  CODEN =        "ATCIF4",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed May 22 16:55:50 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Reacting to the discussion on global warming, the HCI
                 community has started to explore the design of tools to
                 support responsible energy consumption. An important
                 part of this research focuses on motivating energy
                 savings by providing feedback tools which present
                 consumption metrics interactively. In this line of
                 work, the configuration of feedback has been mainly
                 discussed using cognitive or behavioral factors. This
                 narrow focus, however, misses a highly relevant
                 perspective for the design of technology that supports
                 sustainable lifestyles: to investigate the multiplicity
                 of forms in which individuals or collectives actually
                 consume energy. In this article, we broaden this focus,
                 by taking a phenomenological lens to study how people
                 use off-the-shelf eco-feedback systems in private
                 households to make energy consumption accountable and
                 explainable. By reconstructing accounting practices, we
                 delineate several constitutive elements of the
                 phenomenon of energy usage in daily life. We complement
                 these elements with a description of the sophisticated
                 methods used by people to organize their energy
                 practices and to give a meaning to their energy
                 consumption. We describe these elements and methods,
                 providing examples coming from the fieldwork and
                 uncovering observed strategies to account for
                 consumption. Based on our results, we provide a
                 critical perspective on existing eco-feedback
                 mechanisms and describe several elements for a design
                 rationale for designing support for responsible energy
                 consumption. We argue that interactive feedback systems
                 should not simply be an end, but rather a resource for
                 the construction of the artful practice of making
                 energy consumption accountable.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Crabtree:2013:ISI,
  author =       "Andy Crabtree and Alan Chamberlain and Rebecca E.
                 Grinter and Matt Jones and Tom Rodden and Yvonne
                 Rogers",
  title =        "Introduction to the Special Issue of {``The Turn to The
                 Wild''}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "3",
  pages =        "13:1--13:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2491500.2491501",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jul 17 07:29:12 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Benford:2013:PLR,
  author =       "Steve Benford and Chris Greenhalgh and Andy Crabtree
                 and Martin Flintham and Brendan Walker and Joe Marshall
                 and Boriana Koleva and Stefan Rennick Egglestone and
                 Gabriella Giannachi and Matt Adams and Nick Tandavanitj
                 and Ju Row Farr",
  title =        "Performance-Led Research in the Wild",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "3",
  pages =        "14:1--14:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2491500.2491502",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jul 17 07:29:12 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We explore the approach of performance-led research in
                 the wild in which artists drive the creation of novel
                 performances with the support of HCI researchers that
                 are then deployed and studied at public performance in
                 cultural settings such as galleries, festivals and on
                 the city streets. We motivate the approach and then
                 describe how it consists of three distinct activities
                 --- practice, studies and theory --- that are
                 interleaved in complex ways through nine different
                 relationships. We present a historical account of how
                 the approach has evolved over a fifteen-year period,
                 charting the evolution of a complex web of projects,
                 papers, and relationships between them. We articulate
                 the challenges of pursuing each activity as well as
                 overarching challenges of balancing artistic and
                 research interests, flexible management of
                 relationships, and finally ethics.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Adams:2013:CTB,
  author =       "Anne Adams and Elizabeth Fitzgerald and Gary
                 Priestnall",
  title =        "Of Catwalk Technologies and Boundary Creatures",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "3",
  pages =        "15:1--15:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2491500.2491503",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jul 17 07:29:12 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Researchers designing and deploying technologies in
                 the wild can find it difficult to balance pure
                 innovation with scalable solutions. Tensions often
                 relate to expectations around current and future roles
                 of the technology development. We propose a catwalk
                 technology metaphor where researchers as boundary
                 creatures focus on innovation whilst providing links to
                 pr{\^e}t-{\`a}-porter (ready to wear) developments.
                 Evidence from 140 participants, within three
                 ``in-the-wild'' field-based learning case studies (for
                 mobile, distributed, sensor and augmented reality
                 systems), conceptualise the researchers' ``boundary
                 creature'' role in managing design process tensions.
                 Stakeholders, including participants, expected the
                 research projects to produce ready to wear
                 (pr{\^e}t-{\`a}-porter) boundary objects for current
                 practices even when researchers sought to take catwalk
                 approaches by innovating technologies and changing
                 practices. The researcher design role (RDR) model
                 articulates researchers' narratives with the design
                 team, stakeholders and users around what is innovated
                 (e.g., technology, activities) and how the intervention
                 changes or sustains current practices.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Carroll:2013:WHN,
  author =       "John M. Carroll and Mary Beth Rosson",
  title =        "Wild at Home: The Neighborhood as a Living
                 Laboratory for {HCI}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "3",
  pages =        "16:1--16:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2491500.2491504",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jul 17 07:29:12 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "HCI can ``turn to the wild'' but still stay home.
                 Local community life presents a rich context for
                 understanding challenges and possibilities of
                 information technology. We summarize and reflect upon a
                 program of participatory design research in which we
                 facilitated activities and experiences of our neighbors
                 through developing a series of community-oriented
                 programs and information systems through the past two
                 decades. We organize these reflections around five
                 overlapping themes: visibility of community actors,
                 creation of community information infrastructures, the
                 role of place-based identity and activity in community,
                 the effectiveness of participatory relationships, and
                 the research designs and methods appropriate. We frame
                 these reflections around a conceptual model of
                 community, and the suggestion that the local community
                 can be a living laboratory for HCI in the wild.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Memarovic:2013:PLL,
  author =       "Nemanja Memarovic and Marc Langheinrich and Keith
                 Cheverst and Nick Taylor and Florian Alt",
  title =        "{P-LAYERS} --- a Layered Framework Addressing the
                 Multifaceted Issues Facing Community-Supporting Public
                 Display Deployments",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "3",
  pages =        "17:1--17:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2491500.2491505",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jul 17 07:29:12 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The proliferation of digital signage systems has
                 prompted a wealth of research that attempts to use
                 public displays for more than just advertisement or
                 transport schedules, such as their use for supporting
                 communities. However, deploying and maintaining display
                 systems ``in the wild'' that can support communities is
                 challenging. Based on the authors' experiences in
                 designing and fielding a diverse range of
                 community-supporting public display deployments, we
                 identify a large set of challenges and issues that
                 researchers working in this area are likely to
                 encounter. Grouping them into five distinct layers ---
                 (1) hardware, (2) system architecture, (3) content, (4)
                 system interaction, and (5) community interaction
                 design --- we draw up the P-LAYERS framework to enable
                 a more systematic appreciation of the diverse range of
                 issues associated with the development, the deployment,
                 and the maintenance of such systems. Using three of our
                 own deployments as illustrative examples, we will
                 describe both our experiences within each individual
                 layer, as well as point out interactions between the
                 layers. We believe our framework provides a valuable
                 aid for researchers looking to work in this space,
                 alerting them to the issues they are likely to
                 encounter during their deployments, and help them plan
                 accordingly.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bonsignore:2013:SSW,
  author =       "Elizabeth Bonsignore and Alexander J. Quinn and
                 Allison Druin and Benjamin B. Bederson",
  title =        "Sharing Stories ``in the Wild'': a Mobile Storytelling
                 Case Study Using {StoryKit}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "3",
  pages =        "18:1--18:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2491500.2491506",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jul 17 07:29:12 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Today's mobile devices are equipped with a variety of
                 tools that enable users to capture and share their
                 daily experiences. However, designing authoring tools
                 that effectively integrate the discrete media-capture
                 components of mobile devices to enable rich
                 expression---especially by children---remains a
                 challenge. Evaluating such tools authentically, as they
                 are being used in-situ, can be even more challenging.
                 We detail a long-term, multimethod study on the use of
                 StoryKit, a mobile storytelling application. By taking
                 advantage of a public distribution channel, we were
                 able to evaluate StoryKit's use on a scale beyond that
                 usually found in lab settings or limited field trials.
                 Our results show that StoryKit's simple but
                 well-integrated interface attracted a high number of
                 dedicated users in education contexts at all levels,
                 including children with special learning needs. We
                 include a discussion of the challenges and
                 opportunities that similar ``in the wild'' studies hold
                 for HCI research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rooksby:2013:WLD,
  author =       "John Rooksby",
  title =        "Wild in the Laboratory: a Discussion of Plans and
                 Situated Actions",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "3",
  pages =        "19:1--19:??",
  month =        jul,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2491500.2491507",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jul 17 07:29:12 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Suchman's book Plans and Situated Actions has been
                 influential in HCI (Human Computer Interaction). The
                 book is often discussed with reference to ethnographic
                 fieldwork, sometimes being cited as if it were a field
                 study. However, the book uses examples from a
                 laboratory study and contains criticisms of
                 ethnography. This article explores how and why Suchman
                 carried out a laboratory study. Based upon this
                 exploration, it argues that social analysis in HCI does
                 not necessitate fieldwork outside the laboratory. More
                 broadly, the paper argues that an appreciation of Plans
                 and Situated Actions can help in moving towards forms
                 of social analysis that span both the laboratory and
                 the world outside. If there is to be a ``turn to the
                 wild'' in HCI, this should not be a turn away from the
                 laboratory but a turn away from research methods that
                 ignore human practice. This is not to defend laboratory
                 experiments, but to defend laboratory-based studies
                 that explicate technology in practice.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pierce:2013:ISI,
  author =       "James Pierce and Yolande Strengers and Phoebe Sengers
                 and Susanne B{\o}dker",
  title =        "Introduction to the special issue on practice-oriented
                 approaches to sustainable {HCI}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "4",
  pages =        "20:1--20:??",
  month =        sep,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2494260",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Sep 18 17:40:15 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kuijer:2013:PUD,
  author =       "Lenneke Kuijer and Annelise de Jong and Daan van
                 Eijk",
  title =        "Practices as a unit of design: an exploration of
                 theoretical guidelines in a study on bathing",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "4",
  pages =        "21:1--21:??",
  month =        sep,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2493382",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Sep 18 17:40:15 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The sustainability challenges facing society today
                 require approaches that look beyond single product-user
                 interactions. Focusing on socially shared
                 practices-e.g. cooking, laundering-has been identified
                 as a promising direction. Building on a growing body of
                 research in sustainable HCI that takes practices as
                 unit of analysis, this article explores what it means
                 to take practices as a unit of design. Drawing on
                 theories of practice, it proposes that
                 practice-oriented design approaches should: involve
                 bodily performance, create crises of routine and
                 generate a variety of performances. These guidelines
                 were integrated into a Generative Improv Performances
                 (GIP) approach, entailing a series of performances by
                 improvisation actors with low-fidelity prototypes in a
                 lab environment. The approach was implemented in an
                 empirical study on bathing. Although the empirical
                 example does not deal with common types of interactive
                 technologies, the guidelines and GIP approach offer
                 sustainable HCI a way to think beyond immediate
                 interactions and to conceptualize change on a practice
                 level.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bidwell:2013:WSL,
  author =       "Nicola J. Bidwell and Masbulele Siya and Gary Marsden
                 and William D. Tucker and M. Tshemese and N. Gaven and
                 S. Ntlangano and Simon Robinson and Kristen Ali
                 Eglinton",
  title =        "Walking and the social life of solar charging in rural
                 {Africa}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "4",
  pages =        "22:1--22:??",
  month =        sep,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2493524",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Sep 18 17:40:15 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We consider practices that sustain social and physical
                 environments beyond those dominating sustainable HCI
                 discourse. We describe links between walking,
                 sociality, and using resources in a case study of
                 community-based, solar, cellphone charging in villages
                 in South Africa's Eastern Cape. Like 360 million rural
                 Africans, inhabitants of these villages are poor and,
                 like 25\% and 92\% of the world, respectively, do not
                 have domestic electricity or own motor vehicles. We
                 describe nine practices in using the charging stations
                 we deployed. We recorded 700 people using the stations,
                 over a year, some regularly. We suggest that the way we
                 frame practices limits insights about them, and
                 consider various routines in using and sharing local
                 resources to discover relations that might also feature
                 in charging. Specifically, walking interconnects
                 routines in using, storing, sharing and sustaining
                 resources, and contributes to knowing, feeling, wanting
                 and avoiding as well as to different aspects of
                 sociality, social order and perspectives on
                 sustainability. Along the way, bodies acquire
                 literacies that make certain relationalities legible.
                 Our study shows we cannot assert what sustainable
                 practice means a priori and, further, that detaching
                 practices from bodies and their paths limits solutions,
                 at least in rural Africa. Thus, we advocate a more
                 ``alongly'' integrated approach to data about
                 practices.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wakkary:2013:SDF,
  author =       "Ron Wakkary and Audrey Desjardins and Sabrina Hauser
                 and Leah Maestri",
  title =        "A sustainable design fiction: Green practices",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "4",
  pages =        "23:1--23:??",
  month =        sep,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2494265",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Sep 18 17:40:15 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we argue that an approach informed by
                 practice theory coupled with design fiction provides
                 useful insights into the role of interaction design
                 with respect to environmental sustainability. We argue
                 that a practice-oriented approach can help interaction
                 designers step away from models of individual behavior
                 and studies of artifacts towards seeing sustainable
                 behaviors as part of multidimensional and interrelated
                 practices and practice elements. We analyze two
                 previously conducted studies. The first study of
                 everyday repair focuses on how people repair their
                 broken objects. The second study of green-DIY examines
                 how green enthusiasts facilitate their practices of
                 making sustainable DIY (do-it-yourself) projects. We
                 describe the practices of everyday repairers and green
                 enthusiasts in terms of materials, competences, and
                 meanings, and the interrelations among those elements,
                 using the framework of Shove et al. [2012]. We argue
                 that understanding the dynamics of practice and their
                 unique configurations is a starting point to redefine
                 the roles of sustainable interaction design (SID). We
                 propose that designers design towards resources and
                 tools in ways that reflect on the challenges of
                 intelligibility of their design interventions in
                 practices. In addition to considering SID in the light
                 of practice theories, we reveal how design fictions are
                 readily incorporated into green practices in ways that
                 transform those practices and hold implications for
                 transformations of design as well. We bring forward
                 opportunities for designers to co-design with DIY
                 enthusiasts, targeted as practitioners in their own
                 right, designing toward or within a design fiction. As
                 a result, we conclude with the possibility for
                 sustainable interaction designers to become
                 practice-oriented designers who design with transparent
                 open strategies and accessible materials and
                 competences.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tomlinson:2013:CIP,
  author =       "Bill Tomlinson and Eli Blevis and Bonnie Nardi and
                 Donald J. Patterson and M. Six Silberman and Yue Pan",
  title =        "Collapse informatics and practice: Theory, method, and
                 design",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "4",
  pages =        "24:1--24:??",
  month =        sep,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2493431",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Sep 18 17:40:15 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "What happens if efforts to achieve sustainability
                 fail? Research in many fields argues that contemporary
                 global industrial civilization will not persist
                 indefinitely in its current form, and may, like many
                 past human societies, eventually collapse. Arguments in
                 environmental studies, anthropology, and other fields
                 indicate that this transformation could begin within
                 the next half-century. While imminent collapse is far
                 from certain, it is prudent to consider now how to
                 develop sociotechnical systems for use in these
                 scenarios. We introduce the notion of collapse
                 informatics-the study, design, and development of
                 sociotechnical systems in the abundant present for use
                 in a future of scarcity. We sketch the design space of
                 collapse informatics and a variety of example projects.
                 We ask how notions of practice-theorized as collective
                 activity in the ``here and now''-can shift to the
                 future since collapse has yet to occur.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pink:2013:ALS,
  author =       "Sarah Pink and Kerstin Leder Mackley and Val Mitchell
                 and Marcus Hanratty and Carolina Escobar-Tello and
                 Tracy Bhamra and Roxana Morosanu",
  title =        "Applying the lens of sensory ethnography to
                 sustainable {HCI}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "4",
  pages =        "25:1--25:??",
  month =        sep,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2494261",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Sep 18 17:40:15 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Sociological appropriations of practice theory as
                 applied to sustainable design have successfully
                 problematized overly simplistic and individualistic
                 models of consumer choice and behavior change. By
                 taking everyday practices as the principal units of
                 analysis, they move towards acknowledging the socially
                 and materially structured nature of human activity.
                 However, to inform sustainable HCI we also need to
                 understand how practices are part of wider experiential
                 environments and flows of practical activity. In this
                 article, we develop an approach rooted in
                 phenomenological anthropology and sensory ethnography.
                 This approach builds on theories of place, perception
                 and movement and enables us to situate practices, and
                 understand practical activity, as emplaced within
                 complex and shifting ecologies of things. Drawing on an
                 interdisciplinary study of domestic energy consumption
                 and digital media use, we discuss ethnographic and
                 design practice examples. We demonstrate how this
                 theoretical and methodological framework can be aligned
                 with the 3rd paradigm of HCI.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Disalvo:2013:CSI,
  author =       "Carl Disalvo and Johan Redstr{\"o}m and Matt Watson",
  title =        "Commentaries on the special issue on practice-oriented
                 approaches to sustainable {HCI}",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "4",
  pages =        "26:1--26:??",
  month =        sep,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2509404.2509408",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Sep 18 17:40:15 MDT 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kokkalis:2013:TAP,
  author =       "Nicolas Kokkalis and Thomas K{\"o}hn and Johannes
                 Huebner and Moontae Lee and Florian Schulze and Scott
                 R. Klemmer",
  title =        "{TaskGenies}: Automatically Providing Action Plans
                 Helps People Complete Tasks",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "5",
  pages =        "27:1--27:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2513560",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 8 17:05:55 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "People complete tasks more quickly when they have
                 concrete plans. However, they often fail to create such
                 action plans. (How) can systems provide these concrete
                 steps automatically? This article demonstrates that
                 these benefits can also be realized when these plans
                 are created by others or reused from similar tasks.
                 Four experiments test these approaches, finding that
                 people indeed complete more tasks when they receive
                 externally-created action plans. To automatically
                 provide plans, we introduce the Genies workflow that
                 combines benefits of crowd wisdom, collaborative
                 refinement, and automation. We demonstrate and evaluate
                 this approach through the TaskGenies system, and
                 introduce an NLP similarity algorithm for reusing
                 plans. We demonstrate that it is possible for people to
                 create action plans for others, and we show that it can
                 be cost effective.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ferres:2013:ETI,
  author =       "Leo Ferres and Gitte Lindgaard and Livia Sumegi and
                 Bruce Tsuji",
  title =        "Evaluating a Tool for Improving Accessibility to
                 Charts and Graphs",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "5",
  pages =        "28:1--28:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2533682.2533683",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 8 17:05:55 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article reports a case study of the iterative
                 design and evaluation of a natural language-driven
                 assistive technology, iGraph -Lite, providing people
                 who are blind access to line graphs. Two
                 laboratory-based usability studies involving blind and
                 sighted people are presented with a discussion of the
                 ensuing implementation of changes. Blind participants
                 were found to adopt different graph interrogation
                 strategies than sighted participants. A small field
                 study is then reported in which a blind user who works
                 with graphs took part to determine the degree to which
                 the iGraph -Lite commands would meet the needs of blind
                 graph experts. The final study invited sighted graph
                 experts and novices to visually inspect and explain a
                 set of line graphs comparable to those used in the
                 usability studies. It aimed to highlight the concepts
                 and the range of words sighted people use, to ascertain
                 the appropriateness of the iGraph -Lite lexicon. A set
                 of preliminary guidelines is presented.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Borsci:2013:REF,
  author =       "Simone Borsci and Robert D. Macredie and Julie Barnett
                 and Jennifer Martin and Jasna Kuljis and Terry Young",
  title =        "Reviewing and Extending the Five-User Assumption: a
                 Grounded Procedure for Interaction Evaluation",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "5",
  pages =        "29:1--29:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2506210",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 8 17:05:55 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The debate concerning how many participants represents
                 a sufficient number for interaction testing is
                 well-established and long-running, with prominent
                 contributions arguing that five users provide a good
                 benchmark when seeking to discover interaction
                 problems. We argue that adoption of five users in this
                 context is often done with little understanding of the
                 basis for, or implications of, the decision. We present
                 an analysis of relevant research to clarify the meaning
                 of the five-user assumption and to examine the way in
                 which the original research that suggested it has been
                 applied. This includes its blind adoption and
                 application in some studies, and complaints about its
                 inadequacies in others. We argue that the five-user
                 assumption is often misunderstood, not only in the
                 field of Human-Computer Interaction, but also in fields
                 such as medical device design, or in business and
                 information applications. The analysis that we present
                 allows us to define a systematic approach for
                 monitoring the sample discovery likelihood, in
                 formative and summative evaluations, and for gathering
                 information in order to make critical decisions during
                 the interaction testing, while respecting the aim of
                 the evaluation and allotted budget. This approach ---
                 which we call the Grounded Procedure --- is introduced
                 and its value argued.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bentley:2013:HMP,
  author =       "Frank Bentley and Konrad Tollmar and Peter Stephenson
                 and Laura Levy and Brian Jones and Scott Robertson and
                 Ed Price and Richard Catrambone and Jeff Wilson",
  title =        "Health Mashups: Presenting Statistical Patterns
                 between Wellbeing Data and Context in Natural Language
                 to Promote Behavior Change",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "5",
  pages =        "30:1--30:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2503823",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 8 17:05:55 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "People now have access to many sources of data about
                 their health and wellbeing. Yet, most people cannot
                 wade through all of this data to answer basic questions
                 about their long-term wellbeing: Do I gain weight when
                 I have busy days? Do I walk more when I work in the
                 city? Do I sleep better on nights after I work out? We
                 built the Health Mashups system to identify connections
                 that are significant over time between weight, sleep,
                 step count, calendar data, location, weather, pain,
                 food intake, and mood. These significant observations
                 are displayed in a mobile application using natural
                 language, for example, ``You are happier on days when
                 you sleep more.'' We performed a pilot study, made
                 improvements to the system, and then conducted a 90-day
                 trial with 60 diverse participants, learning that
                 interactions between wellbeing and context are highly
                 individual and that our system supported an increased
                 self-understanding that lead to focused behavior
                 changes.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Katzeff:2013:ESP,
  author =       "Cecilia Katzeff and Loove Broms and Li J{\"o}nsson and
                 Ulrika Westholm and Minna R{\"a}s{\"a}nen",
  title =        "Exploring Sustainable Practices in Workplace Settings
                 through Visualizing Electricity Consumption",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "5",
  pages =        "31:1--31:??",
  month =        nov,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2501526",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 8 17:05:55 MST 2013",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "People's domestic habits are increasingly being
                 targeted to reduce levels of CO2 emissions. Whereas
                 domestic energy consumption has received a lot of
                 attention with several reported studies on sustainable
                 practices, there are very few studies on workplace
                 practices. Nevertheless, these are considered as having
                 much potential for reducing energy consumption. This
                 article presents the findings from two field studies
                 where two different types of prototypes for visualizing
                 energy use were designed, implemented and evaluated in
                 different types of workplace settings --- factories and
                 offices. The studies used design probes to explore how
                 visual feedback for electricity use was interpreted and
                 acted upon by employees in work settings. A striking
                 observation was that it is very difficult to get people
                 to change to more pro-environmental behavior and
                 practices in a workplace environment. The article
                 discusses why this might be the case.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kulkarni:2013:PSA,
  author =       "Chinmay Kulkarni and Koh Pang Wei and Huy Le and
                 Daniel Chia and Kathryn Papadopoulos and Justin Cheng
                 and Daphne Koller and Scott R. Klemmer",
  title =        "Peer and self assessment in massive online classes",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "6",
  pages =        "33:1--33:??",
  month =        dec,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2505057",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 9 15:10:49 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Peer and self-assessment offer an opportunity to scale
                 both assessment and learning to global classrooms. This
                 article reports our experiences with two iterations of
                 the first large online class to use peer and
                 self-assessment. In this class, peer grades correlated
                 highly with staff-assigned grades. The second iteration
                 had 42.9\% of students' grades within 5\% of the staff
                 grade, and 65.5\% within 10\%. On average, students
                 assessed their work 7\% higher than staff did. Students
                 also rated peers' work from their own country 3.6\%
                 higher than those from elsewhere. We performed three
                 experiments to improve grading accuracy. We found that
                 giving students feedback about their grading bias
                 increased subsequent accuracy. We introduce short,
                 customizable feedback snippets that cover common issues
                 with assignments, providing students more qualitative
                 peer feedback. Finally, we introduce a data-driven
                 approach that highlights high-variance items for
                 improvement. We find that rubrics that use a parallel
                 sentence structure, unambiguous wording, and
                 well-specified dimensions have lower variance. After
                 revising rubrics, median grading error decreased from
                 12.4\% to 9.9\%.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gerber:2013:CMD,
  author =       "Elizabeth M. Gerber and Julie Hui",
  title =        "Crowdfunding: Motivations and deterrents for
                 participation",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "6",
  pages =        "34:1--34:??",
  month =        dec,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2530540",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 9 15:10:49 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Crowdfunding is changing how, why, and which ideas are
                 brought into existence. With the increasing number of
                 crowdfunded projects, it is important to understand
                 what drives people to either create or fund these
                 projects. To shed light on this new social phenomenon,
                 we present a grounded theory of motivation informed by
                 the first cross-platform qualitative study of the
                 crowdfunding community. By performing 83 semistructured
                 interviews, we uncover creator motivations, which
                 include the desire to raise funds, expand awareness of
                 work, connect with others, gain approval, maintain
                 control, and learn; and supporter motivations, which
                 include the desire to collect rewards, help others,
                 support causes, and be part of a community. We also
                 explore deterrents to crowdfunding participation,
                 including, among creators, fear of failure, and, for
                 supporters, lack of trust. Based on these findings, we
                 provide three emergent design principles to inform the
                 design of effective crowdfunding platforms and support
                 tools.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chen:2013:SCA,
  author =       "Zhi-Hong Chen and Sherry Y. Chen",
  title =        "A surrogate competition approach to enhancing
                 game-based learning",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "6",
  pages =        "35:1--35:??",
  month =        dec,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2524264",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 9 15:10:49 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Competition is useful in game-based learning, although
                 it can also generate negative influences. To expand the
                 potential for competition models in game-based
                 learning, this study proposes the notion of surrogate
                 competition, which eliminates direct competition
                 between students. Such surrogates could be employed as
                 buffers so that the competition between students is
                 more relaxed. To explore the possible benefits of a
                 surrogate approach to competition, the My-Pet-My-Arena
                 system has been developed and evaluated. Two empirical
                 studies were conducted to examine the effects of the
                 surrogate competition. The results revealed that
                 surrogate competition enhanced students' learning
                 achievement as well as increased their motivation.
                 Furthermore, the surrogate competition might also
                 assist students in attributing competitive failures to
                 a lack of effort. Working from the results obtained in
                 these two studies, a general model of surrogate
                 competition is proposed to help designers implement
                 forms of surrogate competition in other systems for
                 game-based learning.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Xambo:2013:LJR,
  author =       "Anna Xamb{\'o} and Eva Hornecker and Paul Marshall and
                 Sergi Jord{\`a} and Chris Dobbyn and Robin Laney",
  title =        "Let's jam the reactable: Peer learning during musical
                 improvisation with a tabletop tangible interface",
  journal =      j-TOCHI,
  volume =       "20",
  number =       "6",
  pages =        "36:1--36:??",
  month =        dec,
  year =         "2013",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2530541",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jan 9 15:10:49 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "There has been little research on how interactions
                 with tabletop and Tangible User Interfaces (TUIs) by
                 groups of users change over time. In this article, we
                 investigate the challenges and opportunities of a
                 tabletop tangible interface based on constructive
                 building blocks. We describe a long-term lab study of
                 groups of expert musicians improvising with the
                 Reactable, a commercial tabletop TUI for music
                 performance. We examine interaction, focusing on
                 interface, tangible, musical, and social phenomena. Our
                 findings reveal a practice-based learning between peers
                 in situated contexts, and new forms of participation,
                 all of which is facilitated by the Reactable's tangible
                 interface, if compared to traditional musical
                 ensembles. We summarise our findings as a set of design
                 considerations and conclude that construction processes
                 on interactive tabletops support learning by doing and
                 peer learning, which can inform constructivist
                 approaches to learning with technology.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zhai:2014:ETT,
  author =       "Shumin Zhai",
  title =        "Editorial: {TOCHI} turns twenty",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2568193",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:30:48 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Liao:2014:ADC,
  author =       "Q. Vera Liao and Wai-Tat Fu",
  title =        "Age differences in credibility judgments of online
                 health information",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2534410",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:30:48 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Older adults are a notable group among the
                 exponentially growing population of online health
                 information consumers. In order to better support older
                 adults' health-related information seeking on the
                 Internet, it is important to understand how they judge
                 the credibility of such information when compared to
                 younger users. We conducted two laboratory studies to
                 explore how the credibility cues in message contents,
                 website features, and user-generated comments
                 differentially impact younger (19 to 26 years of age)
                 and older adults' (58 to 80 years of age) credibility
                 judgments. Results from the first experiment showed
                 that older adults were less sensitive to the
                 credibility cues in message contents and those in
                 website features than younger adults. Verbal protocol
                 analysis revealed that these differences could be
                 caused by the higher tendency of older adults to
                 passively accept web information, and their lack of
                 deliberation on its quality and attention towards
                 contextual web features (e.g., design look, source
                 identity). In the second experiment, we studied how
                 credibility cues from user reviews might differentially
                 impact older and younger adults' credibility judgments
                 of online health information. Results showed that
                 consistent credibility cues in user reviews and message
                 contents could facilitate older adults' credibility
                 judgments. When the two were inconsistent, older
                 adults, as compared to younger ones, were less swayed
                 by highly appraising user reviews given to low
                 credibility information. These results provided
                 important implications for designing health information
                 technologies that better fit the older population.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Faeth:2014:EEM,
  author =       "Adam Faeth and Chris Harding",
  title =        "Emergent effects in multimodal feedback from virtual
                 buttons",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2535923",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:30:48 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The continued advancement in computer interfaces to
                 support 3D tasks requires a better understanding of how
                 users will interact with 3D user interfaces in a
                 virtual workspace. This article presents two studies
                 that investigated the effect of visual, auditory, and
                 haptic sensory feedback modalities presented by a
                 virtual button in a 3D environment on task performance
                 (time on task and task errors) and user rating.
                 Although we expected task performance to improve for
                 conditions that combined two or three feedback
                 modalities over a single modality, we instead found a
                 significant emergent behavior that decreased
                 performance in the trimodal condition. We found a
                 significant increase in the number of presses when a
                 user released the button before closing the virtual
                 switch, suggesting that the combined visual, auditory,
                 and haptic feedback led participants to prematurely
                 believe they actuated a button. This suggests that in
                 the design of virtual buttons, considering the effect
                 of each feedback modality independently is not
                 sufficient to predict performance, and unexpected
                 effects may emerge when feedback modalities are
                 combined.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Walmsley:2014:DII,
  author =       "William S. Walmsley and W. Xavier Snelgrove and Khai
                 N. Truong",
  title =        "Disambiguation of imprecise input with one-dimensional
                 rotational text entry",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2542544",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:30:48 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We introduce a distinction between disambiguation
                 supporting continuous versus discrete ambiguous text
                 entry. With continuous ambiguous text entry methods,
                 letter selections are treated as ambiguous due to
                 expected imprecision rather than due to discretized
                 letter groupings. We investigate the simple case of a
                 one-dimensional character layout to demonstrate the
                 potential of techniques designed for imprecise entry.
                 Our rotation-based sight-free technique, Rotext, maps
                 device orientation to a layout optimized for
                 disambiguation, motor efficiency, and learnability. We
                 also present an audio feedback system for efficient
                 selection of disambiguated word candidates and explore
                 the role that time spent acknowledging word-level
                 feedback plays in text entry performance. Through a
                 user study, we show that despite missing on average by
                 2.46--2.92 character positions, with the aid of a
                 maximum a posteriori (MAP) disambiguation algorithm,
                 users can average a sight-free entry speed of 12.6wpm
                 with 98.9\% accuracy within 13 sessions (4.3 hours). In
                 a second study, expert users are found to reach 21wpm
                 with 99.6\% accuracy after session 20 (6.7 hours) and
                 continue to grow in performance, with individual
                 phrases entered at up to 37wpm. A final study revisits
                 the learnability of the optimized layout. Our modeling
                 of ultimate performance indicates maximum overall
                 sight-free entry speeds of 29.0wpm with audio feedback,
                 or 40.7wpm if an expert user could operate without
                 relying on audio feedback.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lederman:2014:MOS,
  author =       "Reeva Lederman and Greg Wadley and John Gleeson and
                 Sarah Bendall and Mario {\'A}lvarez-Jim{\'e}nez",
  title =        "Moderated online social therapy: Designing and
                 evaluating technology for mental health",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2513179",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:30:48 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Although the use and prevalence of Web-based mental
                 health applications have grown over the past decade,
                 many of these services suffer high rates of attrition.
                 This is problematic, as face-to-face support for mental
                 health is limited. To determine appropriate design
                 guidelines for increasing engagement, we conducted a
                 study of First-Episode Psychosis (FEP) patients and
                 reviewed theories on the use of existing online
                 services. We produced a set of design goals, developed
                 an online application that combined social networking
                 and online therapy within a clinician-moderated site,
                 and conducted a 6-week trial with a group of young FEP
                 patients. The design goals, based on existing theory
                 including Supportive Accountability and Positive
                 Psychology, are operationalised through a model we call
                 Moderated Online Social Therapy (MOST). The trial
                 results indicate that our implementation achieved the
                 design goals and that the MOST model can inform the
                 development of more effective and engaging online
                 therapies.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Yang:2014:UUC,
  author =       "Huahai Yang and Yunyao Li and Michelle X. Zhou",
  title =        "Understand users' comprehension and preferences for
                 composing information visualizations",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2541288",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Apr 1 06:19:15 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We are developing an automated visualization system
                 that helps users combine two or more existing
                 information graphics to form an integrated view. To
                 establish empirical foundations for building such a
                 system, we designed and conducted two studies on Amazon
                 Mechanical Turk to understand users' comprehension and
                 preferences of composite visualization under different
                 conditions (e.g., data and tasks). In Study 1, we
                 collected more than 1,500 textual descriptions
                 capturing about 500 participants' insights of given
                 information graphics, which resulted in a task-oriented
                 taxonomy of visual insights. In Study 2, we asked 240
                 participants to rank composite visualizations by their
                 suitability for acquiring a given visual insight
                 identified in Study 1, which resulted in ranked user
                 preferences of visual compositions for acquiring each
                 type of insight. In this article, we report the details
                 of our two studies and discuss the broader implications
                 of our crowdsourced research methodology and results to
                 HCI-driven visualization research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Truschin:2014:DIM,
  author =       "Sergej Truschin and Michael Schermann and Suparna
                 Goswami and Helmut Krcmar",
  title =        "Designing interfaces for multiple-goal environments:
                 Experimental insights from in-vehicle speech
                 interfaces",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "1",
  pages =        "7:1--7:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2544066",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:30:48 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Designing computer-human interfaces for multiple-goal
                 environments is challenging because people pursue
                 multiple goals with conflicting priorities.
                 Safety-critical environments, such as driving,
                 aggravate the need for a more nuanced understanding of
                 interfaces that may reconcile conflicting tasks. Speech
                 interfaces are prime examples of such interfaces. In
                 this article, we investigate how design variations of
                 an in-vehicle speech interface influence performance of
                 a primary task (driving safely) and a secondary task
                 (e-mailing). In a controlled experiment, we test the
                 performance implications of using single
                 computer-generated Text-To-Speech (TTS) voice and
                 multiple matching TTS voices while users respond to
                 e-mails with varying levels of complexity during
                 driving. Our results indicate that the number of voices
                 used has a significant effect on both driving
                 performance and handling e-mail--related activities. We
                 discuss potentially unintended consequences of making
                 the interface too naturalistic and too engaging for the
                 driver and conclude with theoretical and practical
                 implications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Vertanen:2014:CTE,
  author =       "Keith Vertanen and Per Ola Kristensson",
  title =        "Complementing text entry evaluations with a
                 composition task",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "2",
  pages =        "8:1--8:??",
  month =        apr,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2555691",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:29:18 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A common methodology for evaluating text entry methods
                 is to ask participants to transcribe a predefined set
                 of memorable sentences or phrases. In this article, we
                 explore if we can complement the conventional
                 transcription task with a more externally valid
                 composition task. In a series of large-scale
                 crowdsourced experiments, we found that participants
                 could consistently and rapidly invent high quality and
                 creative compositions with only modest reductions in
                 entry rates. Based on our series of experiments, we
                 provide a best-practice procedure for using composition
                 tasks in text entry evaluations. This includes a
                 judging protocol which can be performed either by the
                 experimenters or by crowdsourced workers on a microtask
                 market. We evaluated our composition task procedure
                 using a text entry method unfamiliar to participants.
                 Our empirical results show that the composition task
                 can serve as a valid complementary text entry
                 evaluation method.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kuttal:2014:BPV,
  author =       "Sandeep K. Kuttal and Anita Sarma and Gregg
                 Rothermel",
  title =        "On the benefits of providing versioning support for
                 end users: an empirical study",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "2",
  pages =        "9:1--9:??",
  month =        apr,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2560016",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:29:18 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "End users with little formal programming background
                 are creating software in many different forms,
                 including spreadsheets, web macros, and web mashups.
                 Web mashups are particularly popular because they are
                 relatively easy to create, and because many programming
                 environments that support their creation are available.
                 These programming environments, however, provide no
                 support for tracking versions or provenance of mashups.
                 We believe that versioning support can help end users
                 create, understand, and debug mashups. To investigate
                 this belief, we have added versioning support to a
                 popular wire-oriented mashup environment, Yahoo! Pipes.
                 Our enhanced environment, which we call ``Pipes
                 Plumber,'' automatically retains versions of pipes and
                 provides an interface with which pipe programmers can
                 browse histories of pipes and retrieve specific
                 versions. We have conducted two studies of this
                 environment: an exploratory study and a larger
                 controlled experiment. Our results provide evidence
                 that versioning helps pipe programmers create and debug
                 mashups. Subsequent qualitative results provide further
                 insights into the barriers faced by pipe programmers,
                 the support for reuse provided by our approach, and the
                 support for debugging provided.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Church:2014:LSS,
  author =       "Karen Church and Mauro Cherubini and Nuria Oliver",
  title =        "A large-scale study of daily information needs
                 captured in situ",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "2",
  pages =        "10:1--10:??",
  month =        apr,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2552193",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:29:18 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The goal of this work is to provide a fundamental
                 understanding of the daily information needs of people
                 through a large-scale, in-depth, quantitative
                 investigation. To this end, we have conducted one of
                 the most comprehensive studies of information needs to
                 date, spanning a 3-month period and involving more than
                 100 users. The study employed a contextual experience
                 sampling method, a snippet-based diary technique using
                 SMS technology, and an online Web diary to gather in
                 situ insights into the types of needs that occur from
                 day to day, how those needs are addressed, and how
                 contextual, technological, and demographic factors
                 impact on those needs. Our results not only complement
                 earlier studies but also provide a new understanding of
                 the intricacies of people's daily information needs.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jakobsen:2014:CPC,
  author =       "Mikkel R. Jakobsen and Kasper Hornb{\ae}k",
  title =        "Up close and personal: Collaborative work on a
                 high-resolution multitouch wall display",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "2",
  pages =        "11:1--11:??",
  month =        apr,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2576099",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Mar 11 18:29:18 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Multitouch wall-sized displays afford new forms of
                 collaboration: They can be used up close by several
                 users simultaneously, offer high resolution, and
                 provide sufficient space for intertwining individual
                 and joint work. The difference to displays without
                 these capabilities is not well understood. To better
                 understand the collaboration of groups around
                 high-resolution multitouch wall displays, we conducted
                 an exploratory study. Pairs collaborated on a
                 problem-solving task using a 2.8m $ \times $ 1.2m
                 multitouch display with 24.8 megapixels. The study
                 examines how participants collaborate; navigate
                 relative to the display and to each other; and interact
                 with and share the display. Participants physically
                 navigated among different parts of the display,
                 switched fluidly between parallel and joint work, and
                 shared the display evenly. The results contrast earlier
                 research that suggests difficulties in sharing and
                 collaborating around wall displays. The study suggests
                 that multitouch wall displays can support different
                 collaboration styles and fluid transitions in group
                 work.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mayer:2014:UIS,
  author =       "Simon Mayer and Andreas Tschofen and Anind K. Dey and
                 Friedemann Mattern",
  title =        "User interfaces for smart things --- A generative
                 approach with semantic interaction descriptions",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "2",
  pages =        "12:1--12:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2584670",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Apr 8 06:33:35 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "With ever more everyday objects becoming ``smart'' due
                 to embedded processors and communication capabilities,
                 the provisioning of intuitive user interfaces to
                 control smart things is quickly gaining importance. We
                 present a model-based interface description scheme that
                 enables automatic, modality-independent user interface
                 generation. User interface description languages based
                 on our approach carry enough information to suggest
                 intuitive interfaces while still being easily
                 producible for developers. This is enabled by
                 describing the atomic interactive components of a
                 device and capturing the semantics of interactions with
                 the device. We propose a taxonomy of abstract sensing
                 and actuation primitives and present a smartphone
                 application that can act as a ubiquitous device
                 controller. An evaluation of the mobile application in
                 a laboratory setup, home environments, and an
                 educational setting as well as the results of a user
                 study highlight the accessibility of the proposed
                 scheme for application developers and its suitability
                 for controlling smart devices.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Dombrowski:2014:GIC,
  author =       "Lynn Dombrowski and Gillian R. Hayes and Melissa
                 Mazmanian and Amy Voida",
  title =        "{E}-government intermediaries and the challenges of
                 access and trust",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "2",
  pages =        "13:1--13:??",
  month =        feb,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2559985",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Apr 8 06:33:35 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we present the results of a study
                 examining challenges related to access and trust for
                 nutrition assistance outreach workers and suggest
                 design implications for these challenges. Outreach
                 workers are e-government intermediaries who assist
                 clients with accessing and using e-government online
                 applications, systems, and services. E-government
                 intermediaries are not typical end users; they use
                 e-government systems on behalf of clients, and as such
                 their challenges differ from those of primary users. We
                 detail social and technical aspects of these challenges
                 to develop a nuanced understanding of access and trust
                 in the ecosystems surrounding e-government systems.
                 First, we describe how the practical accomplishment of
                 access involves multiple stakeholders, actors, and
                 practices. Second, we highlight how trust emerges
                 through the e-government intermediaries' work to
                 project themselves as professional and competent
                 through their technical practice. Last, we propose
                 design implications sensitive to both the social and
                 technical aspects of these challenges.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kerne:2014:UMC,
  author =       "Andruid Kerne and Andrew M. Webb and Steven M. Smith
                 and Rhema Linder and Nic Lupfer and Yin Qu and Jon
                 Moeller and Sashikanth Damaraju",
  title =        "Using Metrics of Curation to Evaluate
                 Information-Based Ideation",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "3",
  pages =        "14:1--14:??",
  month =        jun,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2591677",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:51 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Evaluating creativity support environments is
                 challenging. Some approaches address people's
                 experiences of creativity. The present method measures
                 creativity, across conditions, in the products that
                 people make. This research introduces information-based
                 ideation (IBI), a paradigm for investigating open-ended
                 tasks and activities in which users develop new ideas.
                 IBI tasks span imagining, planning, and reflecting on a
                 weekend, vacation, outfit, makeover, paper, internship,
                 thesis, design, campaign, crisis response, career, or
                 invention. What products do people create through
                 engagement in IBI? Curation of digital media
                 incorporates conceptualization, finding and choosing
                 information objects, annotation, and synthesis. Through
                 engagement in IBI tasks, people create curation
                 products. This article formulates a quantitative
                 methodology for evaluating IBI support tools, building
                 on prior creative cognition research in engineering
                 design to derive a battery of ideation metrics of
                 curation. Elemental ideation metrics evaluate
                 creativity within curated found objects. Holistic
                 ideation metrics evaluate how a curation puts elements
                 together. IBI support environments are characterized by
                 their underlying medium of curation. Curation media
                 include lists, such as listicles, and grids, such as
                 the boards of Pinterest. An in-depth case study
                 investigates information composition, an art-based
                 medium representing a curation as a freeform visual
                 semantic connected whole. We raise two creative
                 cognition challenges for IBI. One challenge is
                 overcoming fixation-for instance, when a person gets
                 stuck in a counterproductive mental set. The other
                 challenge is to bridge information visualization's
                 synthesis gap, by providing support for connecting
                 findings. To address the challenges, we develop
                 mixed-initiative information composition (MI$^2$ C),
                 integrating human curation of information composition
                 with automated agents of information retrieval and
                 visualization. We hypothesize that MI$^2$ C generates
                 provocative stimuli that help users overcome fixation
                 to become more creative on IBI tasks. We hypothesize
                 that MI$^2$ C's integration of curation and
                 visualization bridges the synthesis gap to help users
                 become more creative. To investigate these hypotheses,
                 we apply ideation metrics of curation to interpret
                 results from experiments with 44 and 49 participants.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zoran:2014:HAC,
  author =       "Amit Zoran and Roy Shilkrot and Suranga Nanyakkara and
                 Joseph Paradiso",
  title =        "The Hybrid Artisans: a Case Study in Smart Tools",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "3",
  pages =        "15:1--15:??",
  month =        jun,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2617570",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:51 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present an approach to combining digital
                 fabrication and craft, demonstrating a hybrid
                 interaction paradigm where human and machine work in
                 synergy. The FreeD is a hand-held digital milling
                 device, monitored by a computer while preserving the
                 makers freedom to manipulate the work in many creative
                 ways. Relying on a pre-designed 3D model, the computer
                 gets into action only when the milling bit risks the
                 objects integrity, preventing damage by slowing down
                 the spindle speed, while the rest of the time it allows
                 complete gestural freedom. We present the technology
                 and explore several interaction methodologies for
                 carving. In addition, we present a user study that
                 reveals how synergetic cooperation between human and
                 machine preserves the expressiveness of manual
                 practice. This quality of the hybrid territory evolves
                 into design personalization. We conclude on the
                 creative potential of open-ended procedures within this
                 hybrid interactive territory of manual smart tools and
                 devices.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Petrelli:2014:FRP,
  author =       "Daniela Petrelli and Ann Light",
  title =        "Family Rituals and the Potential for Interaction
                 Design: a Study of {Christmas}",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "3",
  pages =        "16:1--16:??",
  month =        jun,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2617571",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:51 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Drawing on a field study with eight families in
                 northern England, we explore the traditions and rituals
                 carried out at Christmas, looking at the artifacts and
                 processes that constitute family life at this time of
                 year. In addition to individual differences, a common
                 pattern emerges: an extended preparation is carried out
                 by the hosting household over a few weeks to set up the
                 celebration and build expectations; preparation gives
                 way to a short but intense celebration shared with the
                 family or intimate friends; then decorations are stored
                 and there is a return to normal life. The celebration
                 is across generations, and everyone takes part. We note
                 examples of new and evolving rituals. Starting from the
                 three identified phases, we discuss the theoretical and
                 technical implications of our findings for the design
                 of more sympathetic technology that holds potential for
                 augmenting family rituals sensitively and possibly
                 creating new ones.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Liu:2014:MWF,
  author =       "Yong Liu and Jayant Venkatanathan and Jorge Goncalves
                 and Evangelos Karapanos and Vassilis Kostakos",
  title =        "Modeling What Friendship Patterns on {Facebook} Reveal
                 About Personality and Social Capital",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "3",
  pages =        "17:1--17:??",
  month =        jun,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2617572",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:51 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this study, we demonstrate how analysis of users'
                 social network structure-a topic that has remained
                 until recently inconspicuous within Human-Computer
                 Interaction (HCI) research on social systems-can
                 contribute to our understanding of Social Networking
                 Services (SNS) effect on users. Despite a consensus
                 that SNS enhance people's social capital, prior studies
                 on SNS have provided inconsistent evidence on this
                 process. In a multipronged study, we analyze
                 personality, social capital, and Facebook data from a
                 cohort of participants to model the extent to which
                 one's SNS reflects aspects of his or personality and
                 affects his bridging social capital. Our empirically
                 validated model shows that empathy and
                 conscientiousness influence the structural holes in
                 one's social network, which in turn affects bridging
                 social capital. These findings highlight the importance
                 of network structure as an intermediary between one's
                 personality and the social benefits one reaps from
                 using SNS. Our work demonstrates how the implicit
                 structural information embedded in users' social
                 networks can provide key insights into users'
                 personality and social capital.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Nansen:2014:RHS,
  author =       "Bjorn Nansen and Frank Vetere and Toni Robertson and
                 John Downs and Margot Brereton and Jeannette Durick",
  title =        "Reciprocal Habituation: a Study of Older People and
                 the {Kinect}",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "3",
  pages =        "18:1--18:??",
  month =        jun,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2617573",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:51 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We explore relationships between habits and technology
                 interaction by reporting on older people's experience
                 of the Kinect for Xbox. We contribute to theoretical
                 and empirical understandings of habits in the use of
                 technology to inform understanding of the habitual
                 qualities of our interactions with computing
                 technologies, particularly systems exploiting natural
                 user interfaces. We situate ideas of habit in relation
                 to user experience and usefulness in interaction
                 design, and draw on critical approaches to the concept
                 of habit from cultural theory to understand the
                 embedded, embodied, and situated contexts in our
                 interactions with technologies. We argue that
                 understanding technology habits as a process of
                 reciprocal habituation in which people and technologies
                 adapt to each other over time through design, adoption,
                 and appropriation offers opportunities for research on
                 user experience and interaction design within
                 human-computer interaction, especially as newer
                 gestural and motion control interfaces promise to
                 reshape the ways in which we interact with computers.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hayes:2014:EMC,
  author =       "Gillian R. Hayes and Karen G. Cheng and Sen H. Hirano
                 and Karen P. Tang and Marni S. Nagel and Dianne E.
                 Baker",
  title =        "{Estrellita}: a Mobile Capture and Access Tool for the
                 Support of Preterm Infants and Their Caregivers",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "3",
  pages =        "19:1--19:??",
  month =        jun,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2617574",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:51 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we describe the design process and
                 principles used in the development of Estrellita, a
                 tool to support parents of preterm infants to track
                 health data. We tested Estrellita in the homes of seven
                 families for 4 months while following seven additional
                 families without Estrellita. The feedback from this
                 trial, including in-depth interviews, surveys, and log
                 analyses, sheds light on how parents can use a mobile
                 data collection tool to enhance their problem-solving
                 processes about their own health and that of their
                 infants, as well as to share with others who support
                 them in this care. In addition to presenting the design
                 of a recording technology for preterm infants and its
                 use in a real-life setting, the results of this
                 research provide a deep understanding of how technology
                 can and should be used to support home care of at-risk
                 patients, in which data capture may be essential.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mentis:2014:MSY,
  author =       "Helena M. Mentis and Jarmo Laaksolahti and Kristina
                 H{\"o}{\"o}k",
  title =        "My Self and You: Tension in Bodily Sharing of
                 Experience",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "4",
  pages =        "20:1--20:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2617945",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:52 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "There is a growing interest in designing systems for
                 sharing experience through bodily interaction. To
                 explore this design space, we built a probe system we
                 named the Lega. In our 2-month-long research design
                 process, we noted that the users' attention was set on
                 their own reflective experience, rather than attending
                 to the person(s) with which they were sharing their
                 experience. To explain these findings, we present an
                 inductive analysis of the data through a
                 phenomenological lens to pinpoint what causes such
                 behavior. Our analysis extends our understanding of how
                 to design for social embodied interaction, pointing to
                 how we need to embrace the tension between
                 self-reflection and shared experience, making inward
                 listening and social expression visible acts,
                 accessible to social construction and understanding. It
                 entails experiencing our embodied self as others
                 experience us in order to build a dialogue.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cherry:2014:QCS,
  author =       "Erin Cherry and Celine Latulipe",
  title =        "Quantifying the Creativity Support of Digital Tools
                 through the Creativity Support Index",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "4",
  pages =        "21:1--21:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2617588",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:52 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Creativity support tools help people engage creatively
                 with the world, but measuring how well a tool supports
                 creativity is challenging since creativity is
                 ill-defined. To this end, we developed the Creativity
                 Support Index (CSI), which is a psychometric survey
                 designed for evaluating the ability of a creativity
                 support tool to assist a user engaged in creative work.
                 The CSI measures six dimensions of creativity support:
                 Exploration, Expressiveness, Immersion, Enjoyment,
                 Results Worth Effort, and Collaboration. The CSI allows
                 researchers to understand not just how well a tool
                 supports creative work overall, but what aspects of
                 creativity support may need attention. In this article,
                 we present the CSI, along with scenarios for how it can
                 be deployed in a variety of HCI research settings and
                 how the CSI scores can help target design improvements.
                 We also present the iterative, rigorous development and
                 validation process used to create the CSI.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hu:2014:CMT,
  author =       "Chang Hu and Philip Resnik and Benjamin B. Bederson",
  title =        "Crowdsourced Monolingual Translation",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "4",
  pages =        "22:1--22:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2627751",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:52 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "An enormous potential exists for solving certain
                 classes of computational problems through rich
                 collaboration among crowds of humans supported by
                 computers. Solutions to these problems used to involve
                 human professionals, who are expensive to hire or
                 difficult to find. Despite significant advances, fully
                 automatic systems still have much room for improvement.
                 Recent research has involved recruiting large crowds of
                 skilled humans (``crowdsourcing''), but crowdsourcing
                 solutions are still restricted by the availability of
                 those skilled human participants. With translation, for
                 example, professional translators incur a high cost and
                 are not always available; machine translation systems
                 have been greatly improved recently but still can only
                 provide passable translation; and crowdsourced
                 translation is limited by the availability of bilingual
                 humans. This article describes crowdsourced monolingual
                 translation, where monolingual translation is
                 translation performed by monolingual people.
                 Crowdsourced monolingual translation is a collaborative
                 form of translation performed by two crowds of people
                 who speak the source or the target language,
                 respectively, with machine translation as the mediating
                 device. This article describes a general protocol to
                 handle crowdsourced monolingual translation and
                 analyzes three systems that implemented the protocol.
                 These systems were studied in various settings and were
                 found to supply significant improvement in quality over
                 both machine translation and monolingual editing of
                 machine translation output (``postediting'').",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Huh:2014:HVS,
  author =       "Jina Huh and Leslie S. Liu and Tina Neogi and Kori
                 Inkpen and Wanda Pratt",
  title =        "Health Vlogs as Social Support for Chronic Illness
                 Management",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "4",
  pages =        "23:1--23:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2630067",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:52 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Studies have shown positive impact of video blogs
                 (vlogs) on patient education. However, we know little
                 on how patient-initiated vlogs shape the relationships
                 among vloggers and viewers. We qualitatively analyzed
                 72 vlogs on YouTube by users diagnosed with HIV,
                 diabetes, or cancer and 1,274 comments posted to the
                 vlogs to understand viewers' perspectives on the vlogs.
                 We found that the unique video medium allowed intense
                 and enriched personal and contextual disclosure to the
                 viewers, leading to strong community-building
                 activities and social support among vloggers and
                 commenters, both informationally and emotionally.
                 Furthermore, the unique communication structure of the
                 vlogs allowed ad hoc small groups to form, which showed
                 different group behavior than typical text-based social
                 media, such as online communities. We provide
                 implications to the Health Care Industry (HCI)
                 community on how future technologies for health vlogs
                 could be designed to further support chronic illness
                 management.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Li:2014:OPT,
  author =       "Yang Li and Hao Lu and Haimo Zhang",
  title =        "Optimistic Programming of Touch Interaction",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "4",
  pages =        "24:1--24:??",
  month =        aug,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2631914",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 13 13:22:52 MDT 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Touch-sensitive surfaces have become a predominant
                 input medium for computing devices. In particular,
                 multitouch capability of these devices has given rise
                 to developing rich interaction vocabularies for
                 ``real'' direct manipulation of user interfaces.
                 However, the richness and flexibility of touch
                 interaction often comes with significant complexity for
                 programming these behaviors. Particularly, finger
                 touches, though intuitive, are imprecise and lead to
                 ambiguity. Touch input often involves coordinated
                 movements of multiple fingers as opposed to the single
                 pointer of a traditional WIMP interface. It is
                 challenging in not only detecting the intended motion
                 carried out by these fingers but also in determining
                 the target objects being manipulated due to multiple
                 focus points. Currently, developers often need to build
                 touch behaviors by dealing with raw touch events that
                 is effort consuming and error-prone. In this article,
                 we present Touch, a tool that allows developers to
                 easily specify their desired touch behaviors by
                 demonstrating them live on a touch-sensitive device or
                 selecting them from a list of common behaviors.
                 Developers can then integrate these touch behaviors
                 into their application as resources and via an API
                 exposed by our runtime framework. The integrated tool
                 support enables developers to think and program
                 optimistically about how these touch interactions
                 should behave, without worrying about underlying
                 complexity and technical details in detecting target
                 behaviors and invoking application logic. We discuss
                 the design of several novel inference algorithms that
                 underlie these tool supports and evaluate them against
                 a multitouch dataset that we collected from end users.
                 We also demonstrate the usefulness of our system via an
                 example application.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Vazquez:2014:APF,
  author =       "Marynel V{\'a}zquez and Aaron Steinfeld",
  title =        "An Assisted Photography Framework to Help Visually
                 Impaired Users Properly Aim a Camera",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "5",
  pages =        "25:1--25:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2651380",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 24 15:27:38 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We propose an assisted photography framework to help
                 visually impaired users properly aim a camera and
                 evaluate our implementation in the context of
                 documenting public transportation accessibility. Our
                 framework integrates user interaction during the image
                 capturing process to help users take better pictures in
                 real time. We use an image composition model to
                 evaluate picture quality and suggest providing
                 audiovisual feedback to improve users' aiming position.
                 With our particular framework implementation, blind
                 participants were able to take pictures of similar
                 quality to those taken by low vision participants
                 without assistance. Likewise, our system helped low
                 vision participants take pictures as good as those
                 taken by fully sighted users. Our results also show a
                 positive trend in favor of spoken directions to assist
                 visually impaired users in comparison to tone and
                 silent feedback. Positive usefulness ratings provided
                 by full vision users further suggest that assisted
                 photography has universal appeal.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Reuter:2014:AHP,
  author =       "Christian Reuter and Thomas Ludwig and Volkmar Pipek",
  title =        "Ad Hoc Participation in Situation Assessment:
                 Supporting Mobile Collaboration in Emergencies",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "5",
  pages =        "26:1--26:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2651365",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 24 15:27:38 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Emergencies are characterized by high complexity and
                 unpredictability. In order to assess and manage them
                 successfully, improvisation work and informal
                 communication, even beyond local and organizational
                 boundaries, is needed. Such informal practices can
                 facilitate ad hoc participation of units in situation
                 assessment, but this may lack overall situation
                 awareness. This article presents a study on how
                 emergent ``collaboration needs'' in current work of
                 response teams located on-site and in the control
                 center could be supported by mobile geo-collaboration
                 systems. First, we present the results of an empirical
                 study about informal work and mobile collaboration
                 practices of emergency services. Then we describe the
                 concept of a mobile geo-collaboration system that
                 addresses the aspects detected in the empirical study
                 and that was implemented as an Android application
                 using web sockets, a technology enabling full-duplex ad
                 hoc communication. Finally, we outline the findings of
                 its evaluation in practice and its implications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bjorn:2014:DDS,
  author =       "Pernille Bj{\o}rn and Morten Esbensen and Rasmus
                 Eskild Jensen and Stina Matthiesen",
  title =        "Does Distance Still Matter? {Revisiting} the {CSCW}
                 Fundamentals on Distributed Collaboration",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "5",
  pages =        "27:1--27:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2670534",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 24 15:27:38 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Does distance still matter? Reporting on a comparative
                 analysis of four ethnographic studies of global
                 software development, this article analyzes the
                 fundamental aspects of distance as depicted in the
                 famous paper ``Distance Matters.'' The results suggest
                 that, although while common ground, collaboration
                 readiness, and organizational management are still
                 important aspects for distributed collaboration, the
                 arguments concerning coupling of work and collaboration
                 technology readiness need to be refined. We argue that
                 in working remotely, closely coupled work tasks
                 encourage remote workers to spend the extra effort
                 required in articulation of work to make the
                 collaboration function. Also we find that people in
                 distributed software development have already made
                 collaborative technologies part of their work, and
                 individuals are comfortable with them; thus,
                 collaboration technology readiness takes a different
                 shape in this setting.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Annett:2014:EUU,
  author =       "Michelle Annett and Anoop Gupta and Walter F.
                 Bischof",
  title =        "Exploring and Understanding Unintended Touch during
                 Direct Pen Interaction",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "5",
  pages =        "28:1--28:??",
  month =        nov,
  year =         "2014",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2674915",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Nov 24 15:27:38 MST 2014",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The user experience on tablets that support both touch
                 and styli is less than ideal, due in large part to the
                 problem of unintended touch or palm rejection. Devices
                 are often unable to distinguish between intended touch
                 (i.e., interaction on the screen intended for action)
                 and unintended touch (i.e., incidental interaction from
                 the palm, forearm, or fingers). This often results in
                 stray ink strokes and accidental navigation,
                 frustrating users. We present a data collection
                 experiment where participants performed inking tasks,
                 and where natural tablet and stylus behaviors were
                 observed and analyzed from both digitizer and
                 behavioral perspectives. An analysis and comparison of
                 novel and existing unintended touch algorithms revealed
                 that the use of stylus information can greatly reduce
                 unintended touch. Our analysis also revealed many
                 natural stylus behaviors that influence unintended
                 touch, underscoring the importance of application and
                 ecosystem demands, and providing many avenues for
                 future research and technological advancement.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{DaSilva:2015:ISI,
  author =       "Hugo Pl{\'a}cido {Da Silva} and Stephen Fairclough and
                 Andreas Holzinger and Robert Jacob and Desney Tan",
  title =        "Introduction to the Special Issue on Physiological
                 Computing for Human-Computer Interaction",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "6",
  pages =        "29:1--29:??",
  month =        jan,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2688203",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jan 21 08:08:05 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Physiological data in its different
                 dimensions-bioelectrical, biomechanical, biochemical,
                 or biophysical-and collected through existing sensors
                 or specialized biomedical devices, image capture, or
                 other sources is pushing the boundaries of
                 physiological computing for human-computer interaction
                 (HCI). Although physiological computing shows the
                 potential to enhance the way in which people interact
                 with digital content, systems remain challenging to
                 design and build. The aim of this special issue is to
                 present outstanding work related to use of
                 physiological data in HCI, setting additional bases for
                 next-generation computer interfaces and interaction
                 experiences. Topics covered in this issue include
                 methods and methodologies, human factors, the use of
                 devices, and applications for supporting the
                 development of emerging interfaces.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bachynskyi:2015:IDN,
  author =       "Myroslav Bachynskyi and Gregorio Palmas and Antti
                 Oulasvirta and Tino Weinkauf",
  title =        "Informing the Design of Novel Input Methods with
                 Muscle Coactivation Clustering",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "6",
  pages =        "30:1--30:??",
  month =        jan,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2687921",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jan 21 08:08:05 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article presents a novel summarization of
                 biomechanical and performance data for user interface
                 designers. Previously, there was no simple way for
                 designers to predict how the location, direction,
                 velocity, precision, or amplitude of users' movement
                 affects performance and fatigue. We cluster muscle
                 coactivation data from a 3D pointing task covering the
                 whole reachable space of the arm. We identify 11
                 clusters of pointing movements with distinct muscular,
                 spatio-temporal, and performance properties. We discuss
                 their use as heuristics when designing for 3D
                 pointing.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Caramiaux:2015:UGE,
  author =       "Baptiste Caramiaux and Marco Donnarumma and Atau
                 Tanaka",
  title =        "Understanding Gesture Expressivity through Muscle
                 Sensing",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "6",
  pages =        "31:1--31:??",
  month =        jan,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2687922",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jan 21 08:08:05 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Expressivity is a visceral capacity of the human body.
                 To understand what makes a gesture expressive, we need
                 to consider not only its spatial placement and
                 orientation but also its dynamics and the mechanisms
                 enacting them. We start by defining gesture and gesture
                 expressivity, and then we present fundamental aspects
                 of muscle activity and ways to capture information
                 through electromyography and mechanomyography. We
                 present pilot studies that inspect the ability of users
                 to control spatial and temporal variations of 2D shapes
                 and that use muscle sensing to assess expressive
                 information in gesture execution beyond space and time.
                 This leads us to the design of a study that explores
                 the notion of gesture power in terms of control and
                 sensing. Results give insights to interaction designers
                 to go beyond simplistic gestural interaction, towards
                 the design of interactions that draw on nuances of
                 expressive gesture.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chua:2015:CAV,
  author =       "Soon Hau Chua and Haimo Zhang and Muhammad Hammad and
                 Shengdong Zhao and Sahil Goyal and Karan Singh",
  title =        "{ColorBless}: Augmenting Visual Information for
                 Colorblind People with Binocular Luster Effect",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "6",
  pages =        "32:1--32:??",
  month =        jan,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2687923",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jan 21 08:08:05 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Binocular disparity allows interesting visual effects
                 visible only to people with stereoscopic 3D displays.
                 Here, we studied and applied one such effect, binocular
                 luster, to the application of digital colorblind aids
                 with active shutter 3D. We developed two prototype
                 techniques, ColorBless and PatternBless, to investigate
                 the effectiveness of such aids and to explore the
                 potential applications of a luster effect in
                 stereoscopic 3D beyond highlighting. User studies and
                 interviews revealed that luster-based aids were fast
                 and required lower cognitive effort than existing aids
                 and were preferred over other aids by the majority of
                 colorblind participants. We infer design implications
                 of a luster effect from the study and propose potential
                 applications in augmented visualization.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zhou:2015:MDM,
  author =       "Jianlong Zhou and Jinjun Sun and Fang Chen and Yang
                 Wang and Ronnie Taib and Ahmad Khawaji and Zhidong Li",
  title =        "Measurable Decision Making with {GSR} and Pupillary
                 Analysis for Intelligent User Interface",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "6",
  pages =        "33:1--33:??",
  month =        jan,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2687924",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jan 21 08:08:05 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article presents a framework of adaptive,
                 measurable decision making for Multiple Attribute
                 Decision Making (MADM) by varying decision factors in
                 their types, numbers, and values. Under this framework,
                 decision making is measured using physiological sensors
                 such as Galvanic Skin Response (GSR) and eye-tracking
                 while users are subjected to varying decision quality
                 and difficulty levels. Following this quantifiable
                 decision making, users are allowed to refine several
                 decision factors in order to make decisions of high
                 quality and with low difficulty levels. A case study of
                 driving route selection is used to set up an experiment
                 to test our hypotheses. In this study, GSR features
                 exhibit the best performance in indexing decision
                 quality. These results can be used to guide the design
                 of intelligent user interfaces for decision-related
                 applications in HCI that can adapt to user behavior and
                 decision-making performance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Karran:2015:FPC,
  author =       "Alexander J. Karran and Stephen H. Fairclough and Kiel
                 Gilleade",
  title =        "A Framework for Psychophysiological Classification
                 within a Cultural Heritage Context Using Interest",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "6",
  pages =        "34:1--34:??",
  month =        jan,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2687925",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jan 21 08:08:05 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article presents a psychophysiological construct
                 of interest as a knowledge emotion and illustrates the
                 importance of interest detection in a cultural heritage
                 context. The objective of this work is to measure and
                 classify psychophysiological reactivity in response to
                 cultural heritage material presented as visual and
                 audio. We present a data processing and classification
                 framework for the classification of interest. Two
                 studies are reported, adopting a subject-dependent
                 approach to classify psychophysiological signals using
                 mobile physiological sensors and the support vector
                 machine learning algorithm. The results show that it is
                 possible to reliably infer a state of interest from
                 cultural heritage material using psychophysiological
                 feature data and a machine learning approach, informing
                 future work for the development of a real-time
                 physiological computing system for use within an
                 adaptive cultural heritage experience designed to adapt
                 the provision of information to sustain the interest of
                 the visitor.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Solovey:2015:DII,
  author =       "Erin Treacy Solovey and Daniel Afergan and Evan M.
                 Peck and Samuel W. Hincks and Robert J. K. Jacob",
  title =        "Designing Implicit Interfaces for Physiological
                 Computing: Guidelines and Lessons Learned Using
                 {fNIRS}",
  journal =      j-TOCHI,
  volume =       "21",
  number =       "6",
  pages =        "35:1--35:??",
  month =        jan,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2687926",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jan 21 08:08:05 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "A growing body of recent work has shown the
                 feasibility of brain and body sensors as input to
                 interactive systems. However, the interaction
                 techniques and design decisions for their effective use
                 are not well defined. We present a conceptual framework
                 for considering implicit input from the brain, along
                 with design principles and patterns we have developed
                 from our work. We also describe a series of controlled,
                 offline studies that lay the foundation for our work
                 with functional near-infrared spectroscopy (fNIRS)
                 neuroimaging, as well as our real-time platform that
                 serves as a testbed for exploring brain-based adaptive
                 interaction techniques. Finally, we present case
                 studies illustrating the principles and patterns for
                 effective use of brain data in human--computer
                 interaction. We focus on signals coming from the brain,
                 but these principles apply broadly to other sensor data
                 and in domains such as aviation, education, medicine,
                 driving, and anything involving multitasking or varying
                 cognitive workload.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Park:2015:TOA,
  author =       "Sun Young Park and Yunan Chen and Scott Rudkin",
  title =        "Technological and Organizational Adaptation of {EMR}
                 Implementation in an Emergency Department",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "1",
  pages =        "1:1--1:??",
  month =        mar,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2656213",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Mar 5 08:49:39 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Implementation of large Health Information Technology
                 (HIT) systems is critical to healthcare organizations
                 and has seen heavy investment. However, research has
                 not fully explored the adaptation of HIT systems,
                 particularly the tensions between individual
                 flexibility and organizational needs in the adaptation
                 process. This study analyzes how Emergency Department
                 (ED) clinicians adapted to a new hospital-wide
                 Electronic Medical Records (EMR) system. We present
                 four adaptation cases revealing two interrelated types
                 of adaptations-technical and organizational-as
                 responses to the new system in use. First, individual
                 clinicians respond to the immediate alteration in
                 workflows caused by the EMR, while the organizational
                 adaptations later mitigate the changes in healthcare
                 quality control resulting from the clinicians' initial
                 adaptation. Our analysis reflects the critical nature
                 and value of both adaptation types, with an emphasis on
                 the triggers and process of organizational adaptation,
                 for the successful implementation of a
                 socio-technical-political system in a healthcare
                 organization.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Vines:2015:AOP,
  author =       "John Vines and Gary Pritchard and Peter Wright and
                 Patrick Olivier and Katie Brittain",
  title =        "An Age-Old Problem: Examining the Discourses of Ageing
                 in {HCI} and Strategies for Future Research",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "1",
  pages =        "2:1--2:??",
  month =        mar,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2696867",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Mar 5 08:49:39 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Ageing has become a significant area of interest in
                 Human-Computer Interaction (HCI) in recent years. In
                 this article we provide a critical analysis of 30 years
                 of ageing research published across the ACM Special
                 Interest Group on Computer-Human Interaction (SIGCHI)
                 community. Discourse analysis of the content of 644
                 archival papers highlights how ageing is typically
                 framed as a ``problem'' that can be managed by
                 technology. We highlight how ageing is typically
                 defined through an emphasis on the economic and
                 societal impact of health and care needs of older
                 people, concerns around socialisation as people age,
                 and declines in abilities and associated reductions in
                 performance when using technology. We draw from
                 research within the fields of social and critical
                 gerontology to highlight how these discourses in SIGCHI
                 literature represent common stereotypes around old age
                 that have also prevailed in the wider literature in
                 gerontology. We conclude by proposing strategies for
                 future research at the intersection of ageing and
                 HCI.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Neustaedter:2015:SDL,
  author =       "Carman Neustaedter and Carolyn Pang and Azadeh
                 Forghani and Erick Oduor and Serena Hillman and
                 Tejinder K. Judge and Michael Massimi and Saul
                 Greenberg",
  title =        "Sharing Domestic Life through Long-Term Video
                 Connections",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "1",
  pages =        "3:1--3:??",
  month =        mar,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2696869",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Mar 5 08:49:39 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Video chat systems such as Skype, Google+ Hangouts,
                 and FaceTime have been widely adopted by family members
                 and friends to connect with one another over distance.
                 We have conducted a corpus of studies that explore how
                 various demographics make use of such video chat
                 systems in which this usage moves beyond the paradigm
                 of conversational support to one in which aspects of
                 everyday life are shared over long periods of time,
                 sometimes in an almost passive manner. We describe and
                 reflect on studies of long-distance couples, teenagers,
                 and major life events, along with design research
                 focused on new video communication systems-the Family
                 Window, Family Portals, and Perch-that explicitly
                 support ``always-on video'' for awareness and
                 communication. Overall, our findings show that people
                 highly value long-term video connections and have
                 appropriated them in a number of different ways.
                 Designers of future video communication systems need to
                 consider: ways of supporting the sharing of everyday
                 life rather than just conversation, providing different
                 design solutions for different locations and
                 situations, providing appropriate audio control and
                 feedback, and supporting expressions of intimacy over
                 distance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Carrascal:2015:CRT,
  author =       "Juan Pablo Carrascal and Rodrigo {De Oliveira} and
                 Mauro Cherubini",
  title =        "To Call or to Recall? {That}'s the Research Question",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "1",
  pages =        "4:1--4:??",
  month =        mar,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2656211",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Mar 5 08:49:39 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present findings of a study with 62 subjects who
                 had 796 of their outgoing mobile phone calls recorded
                 and transcribed for their later annotation --- by
                 highlighting important information shared during calls.
                 We found that patterns in these calls (numbers, names,
                 interrogative adverbs), as well as some contextual
                 parameters, are better indicators of annotation needs
                 than the callers' profile or call quality. Callers
                 highlight information in both parties' turns (caller
                 and callee) more often than highlighting solely
                 information provided by the callee, which is mostly due
                 to annotating questions with contextual information for
                 the highlights in the callee's turns. We discuss how
                 this behavior changes according to call purpose.
                 Finally, we found that annotation needs change over
                 time: whereas some annotations might not be considered
                 relevant after weeks, others originally considered
                 irrelevant might become important archival notes. We
                 present implications of these findings for the design
                 of mobile phone annotation tools.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bederson:2015:IOL,
  author =       "Benjamin B. Bederson and Daniel M. Russell and Scott
                 Klemmer",
  title =        "Introduction to Online Learning at Scale",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "2",
  pages =        "5:1--5:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2737794",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 15 18:59:56 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kizilcec:2015:MLU,
  author =       "Ren{\'e} F. Kizilcec and Emily Schneider",
  title =        "Motivation as a Lens to Understand Online Learners:
                 Toward Data-Driven Design with the {OLEI} Scale",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "2",
  pages =        "6:1--6:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2699735",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 15 18:59:56 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Open online learning environments attract an audience
                 with diverse motivations who interact with structured
                 courses in several ways. To systematically describe the
                 motivations of these learners, we developed the Online
                 Learning Enrollment Intentions (OLEI) scale, a 13-item
                 questionnaire derived from open-ended responses to
                 capture learners' authentic perspectives. Although
                 motivations varied across courses, we found that each
                 motivation predicted key behavioral outcomes for
                 learners (N = 71, 475 across 14 courses). From
                 learners' motivational and behavioral patterns, we
                 infer a variety of needs that they seek to gratify by
                 engaging with the courses, such as meeting new people
                 and learning English. To meet these needs, we propose
                 multiple design directions, including virtual social
                 spaces outside any particular course, improved support
                 for local groups of learners, and modularization to
                 promote accessibility and organization of course
                 content. Motivations thus provide a lens for
                 understanding online learners and designing online
                 courses to better support their needs.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Glassman:2015:OVV,
  author =       "Elena L. Glassman and Jeremy Scott and Rishabh Singh
                 and Philip J. Guo and Robert C. Miller",
  title =        "{OverCode}: Visualizing Variation in Student Solutions
                 to Programming Problems at Scale",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "2",
  pages =        "7:1--7:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2699751",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 15 18:59:56 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In MOOCs, a single programming exercise may produce
                 thousands of solutions from learners. Understanding
                 solution variation is important for providing
                 appropriate feedback to students at scale. The wide
                 variation among these solutions can be a source of
                 pedagogically valuable examples and can be used to
                 refine the autograder for the exercise by exposing
                 corner cases. We present OverCode, a system for
                 visualizing and exploring thousands of programming
                 solutions. OverCode uses both static and dynamic
                 analysis to cluster similar solutions, and lets
                 teachers further filter and cluster solutions based on
                 different criteria. We evaluated OverCode against a
                 nonclustering baseline in a within-subjects study with
                 24 teaching assistants and found that the OverCode
                 interface allows teachers to more quickly develop a
                 high-level view of students' understanding and
                 misconceptions, and to provide feedback that is
                 relevant to more students' solutions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Liu:2015:LSE,
  author =       "Yun-En Liu and Christy Ballweber and Eleanor O'Rourke
                 and Eric Butler and Phonraphee Thummaphan and Zoran
                 Popovi{\'c}",
  title =        "Large-Scale Educational Campaigns",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "2",
  pages =        "8:1--8:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2699760",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 15 18:59:56 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Educational technology requires a delivery mechanism
                 to scale. One method that has not yet seen widespread
                 use is the educational campaign: large-scale,
                 short-term events focused on a specific educational
                 topic, such as the Hour of Code campaign. These are
                 designed to generate media coverage and lend themselves
                 nicely to collaborative or competitive goals, thus
                 potentially leveraging social effects and community
                 excitement to increase engagement and reach students
                 who otherwise would not participate. In this article,
                 we present a case study of three such campaigns that we
                 ran to encourage students to play an algebra
                 game-DragonBox Adaptive: the Washington, Norway, and
                 Minnesota Algebra Challenges. We provide several design
                 recommendations for future campaigns based on our
                 experience, including the effects of different
                 incentive schemes, the insertion of ``tests'' to
                 fast-forward students to levels of appropriate
                 difficulty, and the strengths and weaknesses of
                 campaigns as a method of collecting experimental
                 data.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{DAntoni:2015:HCA,
  author =       "Loris D'Antoni and Dileep Kini and Rajeev Alur and
                 Sumit Gulwani and Mahesh Viswanathan and Bj{\"o}rn
                  Hartmann",
  title =        "How Can Automatic Feedback Help Students Construct
                 Automata?",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "2",
  pages =        "9:1--9:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2723163",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 15 18:59:56 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In computer-aided education, the goal of automatic
                 feedback is to provide a meaningful explanation of
                 students' mistakes. We focus on providing feedback for
                 constructing a deterministic finite automaton that
                 accepts strings that match a described pattern. Natural
                 choices for feedback are binary feedback
                 (correct/wrong) and a counterexample of a string that
                 is processed incorrectly. Such feedback is easy to
                 compute but might not provide the student enough help.
                 Our first contribution is a novel way to automatically
                 compute alternative conceptual hints. Our second
                 contribution is a rigorous evaluation of feedback with
                 377 students. We find that providing either
                 counterexamples or hints is judged as helpful,
                 increases student perseverance, and can improve problem
                 completion time. However, both strategies have
                 particular strengths and weaknesses. Since our feedback
                 is completely automatic, it can be deployed at scale
                 and integrated into existing massive open online
                 courses.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Konstan:2015:TRS,
  author =       "Joseph A. Konstan and J. D. Walker and D. Christopher
                 Brooks and Keith Brown and Michael D. Ekstrand",
  title =        "Teaching Recommender Systems at Large Scale:
                 Evaluation and Lessons Learned from a Hybrid {MOOC}",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "2",
  pages =        "10:1--10:??",
  month =        apr,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2728171",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 15 18:59:56 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In the fall of 2013, we offered an open online
                 Introduction to Recommender Systems through Coursera,
                 while simultaneously offering a for-credit version of
                 the course on-campus using the Coursera platform and a
                 flipped classroom instruction model. As the goal of
                 offering this course was to experiment with this type
                 of instruction, we performed extensive evaluation
                 including surveys of demographics, self-assessed
                 skills, and learning intent; we also designed a
                 knowledge-assessment tool specifically for the subject
                 matter in this course, administering it before and
                 after the course to measure learning, and again 5
                 months later to measure retention. We also tracked
                 students through the course, including separating out
                 students enrolled for credit from those enrolled only
                 for the free, open course. Students had significant
                 knowledge gains across all levels of prior knowledge
                 and across all demographic categories. The main
                 predictor of knowledge gain was effort expended in the
                 course. Students also had significant knowledge
                 retention after the course. Both of these results are
                 limited to the sample of students who chose to complete
                 our knowledge tests. Student completion of the course
                 was hard to predict, with few factors contributing
                 predictive power; the main predictor of completion was
                 intent to complete. Students who chose a concepts-only
                 track with hand exercises achieved the same level of
                 knowledge of recommender systems concepts as those who
                 chose a programming track and its added assignments,
                 though the programming students gained additional
                 programming knowledge. Based on the limited data we
                 were able to gather, face-to-face students performed as
                 well as the online-only students or better; they
                 preferred this format to traditional lecture for
                 reasons ranging from pure convenience to the desire to
                 watch videos at a different pace (slower for English
                 language learners; faster for some native English
                 speakers). This article also includes our qualitative
                 observations, lessons learned, and future directions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Reeves:2015:CUB,
  author =       "Stuart Reeves and Sarah Martindale and Paul Tennent
                 and Steve Benford and Joe Marshall and Brendan Walker",
  title =        "The Challenges of Using Biodata in Promotional
                 Filmmaking",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "3",
  pages =        "11:1--11:??",
  month =        jun,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2699758",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 3 16:00:39 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present a study of how filmmakers collected and
                 visualized physiological data --- ``biodata'' --- to
                 construct a series of short promotional films depicting
                 people undergoing ``thrilling'' experiences. Drawing on
                 ethnographic studies of two major advertising
                 campaigns, we highlight key concerns for integrating
                 sensors and sensor data into film production. Our
                 findings address the perceived benefits of using
                 biodata within narratives; the nature of different
                 on-screen representations of biodata; and the
                 challenges presented when integrating biodata into
                 production processes. Drawing on this, we reconsider
                 the nature of information visualization in the
                 filmmaking context. Further implications from our case
                 studies provide recommendations for human--computer
                 interaction (HCI) collaborations with filmmaking and
                 broadcast industries, focusing both on the practical
                 matters of fitting sensor technologies into and
                 handling data within production workflows, as well as
                 discussing the broader implications for managing the
                 veracity of that data within professional media
                 production.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kosmyna:2015:AHL,
  author =       "Nataliya Kosmyna and Franck Tarpin-Bernard and
                 Bertrand Rivet",
  title =        "Adding Human Learning in Brain--Computer Interfaces
                 {(BCIs)}: Towards a Practical Control Modality",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "3",
  pages =        "12:1--12:??",
  month =        jun,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2723162",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 3 16:00:39 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we introduce CLBCI (Co-Learning for
                 Brain--Computer Interfaces), a BCI architecture based
                 on co-learning in which users can give explicit
                 feedback to the system rather than just receiving
                 feedback. CLBCI is based on minimum distance
                 classification with Independent Component Analysis
                 (ICA) and allows for shorter training times compared to
                 classical BCIs, as well as faster learning in users and
                 a good performance progression. We further propose a
                 new scheme for real-time two-dimensional visualization
                 of classification outcomes using Wachspress coordinate
                 interpolation. It allows us to represent classification
                 outcomes for n classes in simple regular polygons. Our
                 objective is to devise a BCI system that constitutes a
                 practical interaction modality that can be deployed
                 rapidly and used on a regular basis. We apply our
                 system to an event-based control task in the form of a
                 simple shooter game in which we evaluate the learning
                 effect induced by our architecture compared to a
                 classical approach. We also evaluate how much user
                 feedback and our visualization method contribute to the
                 performance of the system.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Leiva:2015:AIJ,
  author =       "Luis A. Leiva and Vicent Alabau",
  title =        "Automatic Internationalization for Just In Time
                 Localization of {Web}-Based User Interfaces",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "3",
  pages =        "13:1--13:??",
  month =        jun,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2701422",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 3 16:00:39 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The need to modify an application so that it can
                 support different languages and cultural settings can
                 appear once the application is finished and even in the
                 market. This may introduce serious time delays and an
                 increase in costs. We solve this problem for web-based
                 software through JITL, a post-hoc method to
                 automatically internationalize websites and web-based
                 applications, without having to modify the source code.
                 With JITL, users can pull resource strings out of an
                 arbitrary website and perform on-demand localization
                 tasks. Based on this novel capability, JITL enables a
                 complete infrastructure for collecting, storing,
                 sharing, and delivering website translations, which
                 invokes a number of exciting scenarios. Our studies
                 show that JITL leads to significant savings in terms of
                 user effort and, in consequence, money. With JITL, now
                 it is possible to localize what is needed, when it is
                 needed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{VanSchaik:2015:ACC,
  author =       "Paul {Van Schaik} and Raza Habib Muzahir and Mike
                 Lockyer",
  title =        "Automated Computational Cognitive-Modeling:
                 Goal-Specific Analysis for Large Websites",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "3",
  pages =        "14:1--14:??",
  month =        jun,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2746234",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 3 16:00:39 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The information architecture of websites is the most
                 important remaining source of usability problems.
                 Therefore, this research explores automated cognitive
                 computational analysis of the information architecture
                 of large websites as a basis for improvement. To
                 support goal-specific analysis, an enhanced model of
                 web navigation was implemented with a novel
                 database-oriented approach. Web navigation was
                 simulated on the information architecture of two large
                 sites. With the improved labeling system of the
                 information architecture, simulation results showed a
                 significant reduction in navigation problems. The
                 results of two experiments demonstrate that sites with
                 improved information architecture result in better
                 outcomes of user information retrieval. Our
                 database-oriented approach is extensible, allowing
                 non-goal-specific analysis, modeling of nontext media
                 content, and analysis of the organization- and
                 navigation systems of information architectures.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Roedl:2015:SMB,
  author =       "David Roedl and Shaowen Bardzell and Jeffrey
                 Bardzell",
  title =        "Sustainable Making? {Balancing} Optimism and Criticism
                 in {HCI} Discourse",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "3",
  pages =        "15:1--15:??",
  month =        jun,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2699742",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 3 16:00:39 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We examine the recent move from a rhetoric of
                 ``users'' toward one of ``makers,'' ``crafters,'' and
                 ``hackers'' within HCI discourse. Through our analysis,
                 we make several contributions. First, we provide a
                 general overview of the structure and common framings
                 within research on makers. We discuss how these
                 statements reconfigure themes of empowerment and
                 progress that have been central to HCI rhetoric since
                 the field's inception. In the latter part of the
                 article, we discuss the consequences of these shifts
                 for contemporary research problems. In particular, we
                 explore the problem of designed obsolescence, a core
                 issue for Sustainable Interaction Design (SID)
                 research. We show how the framing of the maker, as an
                 empowered subject, presents certain opportunities and
                 limitations for this research discourse. Finally, we
                 offer alternative framings of empowerment that can
                 expand maker discourse and its use in contemporary
                 research problems such as SID.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tuch:2015:DHN,
  author =       "Alexandre N. Tuch and Kasper Hornb{\ae}k",
  title =        "Does {Herzberg}'s Notion of Hygienes and Motivators
                 Apply to User Experience?",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "4",
  pages =        "16:1--16:??",
  month =        jul,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2724710",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Aug 7 10:31:06 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article investigates Herzberg's [1959] notion of
                 hygienes, factors contributing to dissatisfaction but
                 not to satisfaction, and motivators, factors
                 contributing to satisfaction but not to
                 dissatisfaction, in the context of user experience
                 (UX). Earlier work has theorized that the notion of
                 hygienes and motivators applies to UX but has neither
                 shown empirical evidence for this theory nor
                 exemplified what such factors would look like in UX. We
                 adapt Herzberg's methodology to analyze 303 events
                 where users felt good or bad about their smartphone and
                 derive factors that may work as hygienes or motivators.
                 We identified technical quality and price as hygienes,
                 and utility and convenience as motivators. These
                 factors do not correspond to those mentioned as typical
                 examples of hygienes and motivators in the UX
                 literature (i.e., instrumental qualities such as
                 usability for hygienes and non-instrumental qualities
                 such as beauty for motivators). We discuss this
                 discrepancy in the context of pragmatic and hedonic
                 quality and psychological need fulfillment.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ludwig:2015:SHD,
  author =       "Thomas Ludwig and Christian Reuter and Volkmar Pipek",
  title =        "{Social Haystack}: Dynamic Quality Assessment of
                 Citizen-Generated Content during Emergencies",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "4",
  pages =        "17:1--17:??",
  month =        jul,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2749461",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Aug 7 10:31:06 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "People all over the world are regularly affected by
                 disasters and emergencies. Besides official emergency
                 services, ordinary citizens are getting increasingly
                 involved in crisis response work. They are usually
                 present on-site at the place of incident and use social
                 media to share information about the event. For
                 emergency services, the large amount of
                 citizen-generated content in social media, however,
                 means that finding high-quality information is similar
                 to ``finding a needle in a haystack''. This article
                 presents an approach to how a dynamic and subjective
                 quality assessment of citizen-generated content could
                 support the work of emergency services. First, we
                 present results of our empirical study concerning the
                 usage of citizen-generated content by emergency
                 services. Based on our literature review and empirical
                 study, we derive design guidelines and describe a
                 concept for dynamic quality measurement that is
                 implemented as a service-oriented web-application
                 ``Social Haystack.'' Finally, we outline findings of
                 its evaluation and implications thereof.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Baharin:2015:SSI,
  author =       "Hanif Baharin and Stephen Viller and Sean Rintel",
  title =        "{SonicAIR}: Supporting Independent Living with
                 Reciprocal Ambient Audio Awareness",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "4",
  pages =        "18:1--18:??",
  month =        jul,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2754165",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Aug 7 10:31:06 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Sonic Atomic Interaction Radio (SonicAIR) is an
                 ambient awareness technology probe designed to explore
                 how connecting the soundscapes of friends or family
                 members might reduce the isolation of seniors living
                 independently. At its core, SonicAIR instruments
                 kitchen activity sites to produce an always-on
                 real-time aural representation of remote domestic
                 rhythms. This article reports how users in two pilot
                 SonicAIR deployments used the sounds as resources for
                 recognizing comfortable narratives of sociability. Used
                 alongside telecare monitoring, such technologized
                 interaction might enable older people to engage in
                 community-oriented soundscape narratives of shared
                 social responsibility.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Slovak:2015:TDS,
  author =       "Petr Slov{\'a}k and Geraldine Fitzpatrick",
  title =        "Teaching and Developing Social and Emotional Skills
                 with Technology",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "4",
  pages =        "19:1--19:??",
  month =        jul,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2744195",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Aug 7 10:31:06 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Supporting social interactions is a long-term focus
                 for Human Computer Interaction (HCI) and Computer
                 Supported Cooperative Work (CSCW). However,
                 understanding how social and emotional skills are
                 learned, and how this process can be supported by
                 technology, is an important but underresearched area in
                 HCI so far. To address this gap, we review existing
                 approaches to social and emotions skills learning (SEL)
                 in other fields, with a specific focus on SEL in
                 education, in which a large number of evidence-based
                 programs is widely deployed. In doing so, the primary
                 aim of this article is to provide a foundation and set
                 an agenda for future research on the design of
                 technology that would support, and help teach, social
                 and emotional skills. We identify the key challenges to
                 successful learning shared by SEL programs in
                 education-such as embedding skills learned in class
                 also into everyday situations, promoting reflection,
                 and providing additional opportunities for practice-and
                 outline how these could be addressed by digital
                 technology. Overall, our key argument is that much
                 existing HCI work could be used in support of social
                 and emotional skills learning in education, and
                 possibly other domains, but that the topic has not been
                 explored so far. We also highlight how the focus on
                 supporting SEL would bring novel opportunities and
                 challenges for HCI, as well as provide a basis for a
                 strong HCI research agenda in this space.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lindley:2015:PAT,
  author =       "Si{\^a}n Lindley and Jayne Wallace",
  title =        "Placing in Age: Transitioning to a New Home in Later
                 Life",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "4",
  pages =        "20:1--20:??",
  month =        jul,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2755562",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Aug 7 10:31:06 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Moving home in later life is an experience born of
                 necessity for many older people. Yet, although a good
                 deal of research has considered how to support ``ageing
                 in place,'' relatively little attention has been given
                 to the transition of moving to a new home, or how a
                 feeling of belonging is accomplished once there. We
                 present findings from two studies that explore
                 ``placing in age.'' The first looks at downsizing one's
                 home and the second at living in a residential care
                 home. We reflect on what placing in age means in these
                 two circumstances, and how technology might be used to
                 support it. We highlight the importance of continuity
                 through change and the ability to ``design'' everyday
                 life. Rather than support for stability or reminiscing
                 about the past, the aim is to address the need for
                 change and to enable the meaningful spending of time
                 now and in the future.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Nancel:2015:MAP,
  author =       "Mathieu Nancel and Emmanuel Pietriga and Olivier
                 Chapuis and Michel Beaudouin-Lafon",
  title =        "Mid-Air Pointing on Ultra-Walls",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "5",
  pages =        "21:1--21:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2766448",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Oct 9 05:53:43 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Ultra-high resolution wall-sized displays
                 (``ultra-walls'') are effective for presenting large
                 datasets, but their size and resolution make
                 traditional pointing techniques inadequate for
                 precision pointing. We study mid-air pointing
                 techniques that can be combined with other,
                 domain-specific interactions. We first explore the
                 limits of existing single-mode remote pointing
                 techniques and demonstrate theoretically that they do
                 not support high-precision pointing on ultra-walls. We
                 then explore solutions to improve mid-air pointing
                 efficiency: a tunable acceleration function and a
                 framework for dual-precision (DP) techniques, both with
                 precise tuning guidelines. We designed novel pointing
                 techniques following these guidelines, several of which
                 outperform existing techniques in controlled
                 experiments that involve pointing difficulties never
                 tested prior to this work. We discuss the strengths and
                 weaknesses of our techniques to help interaction
                 designers choose the best technique according to the
                 task and equipment at hand. Finally, we discuss the
                 cognitive mechanisms that affect pointing performance
                 with these techniques.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tu:2015:DSB,
  author =       "Huawei Tu and Xiangshi Ren and Shumin Zhai",
  title =        "Differences and Similarities between Finger and Pen
                 Stroke Gestures on Stationary and Mobile Devices",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "5",
  pages =        "22:1--22:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2797138",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Oct 9 05:53:43 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This study investigated differences and similarities
                 between finger and pen gestures on stationary devices
                 (sitting posture) and mobile devices (sitting and
                 walking postures). The recorded gestures were analyzed
                 according to multiple gesture features. We found (1)
                 pen and index finger gestures were different in
                 features like size ratio but similar in features like
                 angle difference; (2) implement (pen vs. index finger
                 vs. thumb) interacted with gesture complexity and size
                 in features like articulation time; (3) features like
                 time and shape distance, were different between the pen
                 and index finger on mobile devices (walking) but
                 similar on stationary devices; (4) one-handed thumb
                 gestures had worse performances than index finger
                 gestures by time and accuracy in sitting but similar
                 performances in walking; and (5) for the three
                 implements, gesture drawing time and accuracy on mobile
                 devices reduced from sitting to walking condition. We
                 discuss these findings with implications for future
                 gesture design and research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Briggs:2015:IVS,
  author =       "Pam Briggs and Lisa Thomas",
  title =        "An Inclusive, Value Sensitive Design Perspective on
                 Future Identity Technologies",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "5",
  pages =        "23:1--23:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2778972",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Oct 9 05:53:43 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Identity technologies constitute one of the fastest
                 growing areas for research and development, driven by
                 both commercial and administrative imperatives.
                 Crucially, they constitute the means by which we
                 include or exclude individuals and groups in terms of
                 access to goods, services or information --- yet few
                 developments in this space embrace an inclusive or
                 value sensitive design philosophy. We describe a
                 rigorous exercise in which we source scenarios that
                 capture new research in the identity space and use
                 these as probes in an inclusive design process.
                 Workshops were held with six marginalized community
                 groups: young people, older adults, refugees, black
                 minority ethnic (BME) women, people with disabilities,
                 and mental health service users. Our findings echo
                 Herzberg's two-factor theory in which we are able to
                 identify a set of relatively common values around
                 sources of potential dissatisfaction (hygiene factors)
                 as well as a set of motivators that are differentially
                 valued across communities.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Benford:2015:EIH,
  author =       "Steve Benford and Chris Greenhalgh and Bob Anderson
                 and Rachel Jacobs and Mike Golembewski and Marina
                 Jirotka and Bernd Carsten Stahl and Job Timmermans and
                 Gabriella Giannachi and Matt Adams and Ju Row Farr and
                 Nick Tandavanitj and Kirsty Jennings",
  title =        "The Ethical Implications of {HCI}'s Turn to the
                 Cultural",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "5",
  pages =        "24:1--24:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2775107",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Oct 9 05:53:43 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We explore the ethical implications of HCI's turn to
                 the `cultural'. This is motivated by an awareness of
                 how cultural applications, in our case interactive
                 performances, raise ethical issues that may challenge
                 established research ethics processes. We review
                 research ethics, HCI's engagement with ethics and the
                 ethics of theatrical performance. Following an approach
                 grounded in Responsible Research Innovation, we present
                 the findings from a workshop in which artists,
                 curators, commissioners, and researchers explored
                 ethical challenges revealed by four case studies. We
                 identify six ethical challenges for HCI's engagement
                 with cultural applications: transgression, boundaries,
                 consent, withdrawal, data, and integrity. We discuss
                 two broader implications of these: managing tensions
                 between multiple overlapping ethical frames; and the
                 importance of managing ethical challenges during and
                 after an experience as well as beforehand. Finally, we
                 discuss how our findings extend previous discussions of
                 Value Sensitive Design in HCI.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Paik:2015:PUP,
  author =       "Jaehyon Paik and Jong W. Kim and Frank E. Ritter and
                 David Reitter",
  title =        "Predicting User Performance and Learning in
                 Human--Computer Interaction with the {Herbal} Compiler",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "5",
  pages =        "25:1--25:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2776891",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Oct 9 05:53:43 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We report a way to build a series of GOMS-like
                 cognitive user models representing a range of
                 performance at different stages of learning. We use a
                 spreadsheet task across multiple sessions as an example
                 task; it takes about 20--30 min. to perform. The models
                 were created in ACT-R using a compiler. The novice
                 model has 29 rules and 1,152 declarative memory task
                 elements (chunks)-it learns to create procedural
                 knowledge to perform the task. The expert model has 617
                 rules and 614 task chunks (that it does not use) and
                 538 command string chunks-it gets slightly faster
                 through limited declarative learning of the command
                 strings and some further production compilation; there
                 are a range of intermediate models. These models were
                 tested against aggregate and individual human learning
                 data, confirming the models' predictions. This work
                 suggests that user models can be created that learn
                 like users while doing the task.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kosmyna:2015:CPG,
  author =       "Nataliya Kosmyna and Franck Tarpin-Bernard and
                 Bertrand Rivet",
  title =        "Conceptual Priming for In-game {BCI} Training",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "5",
  pages =        "26:1--26:??",
  month =        oct,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2808228",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Oct 9 05:53:43 MDT 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Using Brain Computer Interfaces (BCIs) as a control
                 modality for games is popular. However BCIs require
                 prior training before playing, which is hurtful to
                 immersion and player experience in the game. For this
                 reason, we propose an explicit integration of the
                 training protocol in game by a modification of the game
                 environment to enforce the synchronicity with the BCI
                 system and to provide appropriate instructions to user.
                 We then dissimulate the synchronicity in the game
                 mechanics by using priming to mask the training
                 instruction (implicit stimuli). We conduct an
                 evaluation of the effects on game experience compared
                 to standard BCI training on 36 subjects. We use the
                 game experience questionnaire (GEQ) coupled with
                 reliability analysis (Cronbach's alpha). The
                 integration does not change the feeling of competence
                 (3/4). However, flow and immersion increase sizably
                 with explicit training integration (2.78 and 2.67/4
                 from 1.79/4 and 1.52/4) and even more with the implicit
                 training integration (3.27/4 and 3.12/4).",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rodgers:2015:VSL,
  author =       "Peter Rodgers and Gem Stapleton and Peter Chapman",
  title =        "Visualizing Sets with Linear Diagrams",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "6",
  pages =        "27:1--27:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2810012",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Dec 21 17:50:16 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This paper presents the first design principles that
                 optimize the visualization of sets using linear
                 diagrams. These principles are justified through
                 empirical studies that evaluate the impact of graphical
                 features on task performance. Linear diagrams represent
                 sets using straight line segments, with line overlaps
                 corresponding to set intersections. This study builds
                 on recent empirical research, which establishes that
                 linear diagrams can be superior to prominent set
                 visualization techniques, namely Euler and Venn
                 diagrams. We address the problem of how to best
                 visualize overlapping sets using linear diagrams. To
                 solve the problem, we investigate which graphical
                 features of linear diagrams significantly impact user
                 task performance. To this end, we conducted seven
                 crowdsourced empirical studies involving a total of
                 1,760 participants. These studies allowed us to
                 identify the following design principles, which
                 significantly aid task performance: use a minimal
                 number of line segments, use guidelines where overlaps
                 start and end, and draw lines that are thin as opposed
                 to thick bars. We also evaluated the following
                 graphical properties that did not significantly impact
                 task performance: color, orientation, and set order.
                 The results are brought to life through a freely
                 available software implementation that automatically
                 draws linear diagrams with user-controlled graphical
                 choices. An important consequence of our research is
                 that users are now able to create effective
                 visualizations of sets automatically, thus improving
                 human--computer interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zhai:2015:TEC,
  author =       "Shumin Zhai",
  title =        "{TOCHI Editor-in-Chief} Transition: Farewell from
                 {Shumin Zhai}, Welcome {Ken Hinckley}",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "6",
  pages =        "27:1--27:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2835174",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Dec 21 17:50:16 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27e",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Corrigan-Gibbs:2015:DCO,
  author =       "Henry Corrigan-Gibbs and Nakull Gupta and Curtis
                 Northcutt and Edward Cutrell and William Thies",
  title =        "Deterring Cheating in Online Environments",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "6",
  pages =        "28:1--28:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2810239",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Dec 21 17:50:16 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Many Internet services depend on the integrity of
                 their users, even when these users have strong
                 incentives to behave dishonestly. Drawing on
                 experiments in two different online contexts, this
                 study measures the prevalence of cheating and evaluates
                 two different methods for deterring it. Our first
                 experiment investigates cheating behavior in a pair of
                 online exams spanning 632 students in India. Our second
                 experiment examines dishonest behavior on Mechanical
                 Turk through an online task with 2,378 total
                 participants. Using direct measurements that are not
                 dependent on self-reports, we detect significant rates
                 of cheating in both environments. We confirm that honor
                 codes--despite frequent use in massive open online
                 courses (MOOCs)--lead to only a small and insignificant
                 reduction in online cheating behaviors. To overcome
                 these challenges, we propose a new intervention: a
                 stern warning that spells out the potential
                 consequences of cheating. We show that the warning
                 leads to a significant (about twofold) reduction in
                 cheating, consistent across experiments. We also
                 characterize the demographic correlates of cheating on
                 Mechanical Turk. Our findings advance the understanding
                 of cheating in online environments, and suggest that
                 replacing traditional honor codes with warnings could
                 be a simple and effective way to deter cheating in
                 online courses and online labor marketplaces.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Appert:2015:RDD,
  author =       "Caroline Appert and Olivier Chapuis and Emmanuel
                 Pietriga and Mar{\'\i}a-Jes{\'u}s Lobo",
  title =        "Reciprocal Drag-and-Drop",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "6",
  pages =        "29:1--29:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2785670",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Dec 21 17:50:16 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Drag-and-drop has become ubiquitous, both on desktop
                 computers and touch-sensitive surfaces. It is used to
                 move and edit the geometry of elements in graphics
                 editors, to adjust parameters using controllers such as
                 sliders, or to manage views (e.g., moving and resizing
                 windows, panning maps). Reverting changes made via a
                 drag-and-drop usually entails performing the reciprocal
                 drag-and-drop action. This can be costly as users have
                 to remember the previous position of the object and put
                 it back precisely. We introduce the DnD$^{-1}$ model
                 that handles all past locations of graphical objects.
                 We redesign the Dwell-and-Spring widget to interact
                 with this history, and explain how applications can
                 implement DnD$^{-1}$ to enable users to perform
                 reciprocal drag-and-drop to any past location for both
                 individual objects and groups of objects. We report on
                 two user studies, whose results show that users
                 understand DnD$^{-1}$, and that Dwell-and-Spring
                 enables them to interact with this model effectively.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kim:2015:ATN,
  author =       "Ji-Sun Kim and Denis Gracanin and Taeyoung Yang and
                 Francis Quek",
  title =        "Action-Transferred Navigation Technique Design
                 Approach Supporting Human Spatial Learning",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "6",
  pages =        "30:1--30:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2811258",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Dec 21 17:50:16 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We propose a new action-transferred design approach by
                 which the benefits of embodied cognition and activity
                 can be realized to enhance spatial learning and
                 usability for navigating virtual spaces. The
                 action-transferred design approach is supported by
                 theories of learning, action-perception, and
                 neuropsychology. These theories help us understand how
                 human action can be transferred to different body parts
                 for improving the usability of interaction techniques
                 and why the acquired spatial knowledge using the
                 transferred action may remain the same independent of
                 the used body parts. The finger-walking-in-place (FWIP)
                 navigation technique is used as a design example to
                 demonstrate the concept of the action-transferred
                 design approach. Leveraging 3D immersive virtual
                 reality technology, we performed an empirical study to
                 evaluate the performance of the action-transferred FWIP
                 navigation technique in terms of spatial knowledge
                 acquisition. The FWIP navigation technique was compared
                 with a full-body-based walking-like (sensor-fusion
                 walking-in-place; SF-WIP) navigation technique and a
                 well-known, convenient (Joystick) navigation technique
                 using a common input device, that is, a wand with a
                 joystick. Both the action-transferred and the
                 full-body-based navigation techniques were more
                 effective for spatial learning than the navigation
                 technique using the common input device. However, only
                 the action-transferred FWIP navigation technique can
                 provide users with the convenience of navigating with
                 their fingers. These results suggest that the
                 action-transferred design approach is useful in
                 designing a navigation technique supporting users'
                 spatial learning performance more effectively and
                 conveniently. Possible design implications for broader
                 applications are discussed and indicate that the
                 action-transferred design approach is worth further
                 study.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wang:2015:ICC,
  author =       "Dakuo Wang and Gloria Mark",
  title =        "{Internet} Censorship in {China}: Examining User
                 Awareness and Attitudes",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "6",
  pages =        "31:1--31:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2818997",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Dec 21 17:50:16 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Internet censorship has been a popular topic both in
                 academia and in the popular press. A fundamental
                 question that has not been fully addressed is how
                 censorship is perceived by people who experience it. A
                 person may exhibit pro- or anti-censorship attitudes,
                 but it is possible that (s)he may not even be aware of
                 its existence. In this study, we report results of a
                 large-scale survey on Chinese Internet users'
                 experiences with Internet censorship. The results show
                 that users' demographic backgrounds, Internet usage
                 experience, and personality influence their attitudes
                 toward censorship. Those who score high on
                 authoritarian personality measures tend to support
                 censorship. Attitudes toward censorship change so that
                 over time it is viewed as more normal, which suggests a
                 ``normalization'' process. We discuss how these
                 findings can generalize beyond the Chinese context to
                 other societies in which Internet censorship can
                 exist.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Watson:2015:MUP,
  author =       "Jason Watson and Heather Richter Lipford and Andrew
                 Besmer",
  title =        "Mapping User Preference to Privacy Default Settings",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "6",
  pages =        "32:1--32:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2811257",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Dec 21 17:50:16 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Managing the privacy of online information can be a
                 complex task often involving the configuration of a
                 variety of settings. For example, Facebook users
                 determine which audiences have access to their profile
                 information and posts, how friends can interact with
                 them through tagging, and how others can search for
                 them-and many more privacy tasks. In most cases, the
                 default privacy settings are permissive and appear to
                 be designed to promote information sharing rather than
                 privacy. Managing privacy online can be complex and
                 often users do not change defaults or use granular
                 privacy settings. In this article, we investigate
                 whether default privacy settings on social network
                 sites could be more customized to the preferences of
                 users. We survey users' privacy attitudes and sharing
                 preferences for common SNS profile items. From these
                 data, we explore using audience characterizations of
                 profile items to quantify fit scores that indicate how
                 well default privacy settings represent user privacy
                 preferences. We then explore the fit of various
                 schemes, including examining whether privacy attitude
                 segmentation can be used to improve default settings.
                 Our results suggest that using audience
                 characterizations from community data to create default
                 privacy settings can better match users' desired
                 privacy settings.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Nunes:2015:SCT,
  author =       "Francisco Nunes and Nervo Verdezoto and Geraldine
                 Fitzpatrick and Morten Kyng and Erik Gr{\"o}nvall and
                 Cristiano Storni",
  title =        "Self-Care Technologies in {HCI}: Trends, Tensions, and
                 Opportunities",
  journal =      j-TOCHI,
  volume =       "22",
  number =       "6",
  pages =        "33:1--33:??",
  month =        dec,
  year =         "2015",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2803173",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Dec 21 17:50:16 MST 2015",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Many studies show that self-care technologies can
                 support patients with chronic conditions and their
                 carers in understanding the ill body and increasing
                 control of their condition. However, many of these
                 studies have largely privileged a medical perspective
                 and thus overlooked how patients and carers integrate
                 self-care into their daily lives and mediate their
                 conditions through technology. In this review, we focus
                 on how patients and carers use and experience self-care
                 technology through a Human-Computer Interaction (HCI)
                 lens. We analyse studies of self-care published in key
                 HCI journals and conferences using the Grounded Theory
                 Literature Review (GTLR) method and identify research
                 trends and design tensions. We then draw out
                 opportunities for advancing HCI research in self-care,
                 namely, focusing further on patients' everyday life
                 experience, considering existing collaborations in
                 self-care, and increasing the influence on medical
                 research and practice around self-care technology.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2016:ESTa,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 23:1",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2882899",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Feb 20 16:04:33 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2016:EWN,
  author =       "Ken Hinckley",
  title =        "Editorial: Welcome to a New Era for {TOCHI}",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2882897",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Feb 20 16:04:33 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1e",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Crk:2016:UPE,
  author =       "Igor Crk and Timothy Kluthe and Andreas Stefik",
  title =        "Understanding Programming Expertise: an Empirical
                 Study of Phasic Brain Wave Changes",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2829945",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Feb 20 16:04:33 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Recent decades have seen a resurgence of interest in
                 electroencephalography (EEG), as neuroscience develops
                 new models of cognition and refines old ones,
                 associating them with detectable indicators of brain
                 activity. This article presents a more direct measure
                 of programmer expertise, derived from noninvasive
                 observation of the brain's electrical activity. This
                 article provides a foundational approach for
                 investigating the role of expertise in programming
                 language comprehension, showing that this electrical
                 activity in the brain can indicate (1) prior
                 programming experience by class level (current state of
                 progression through an undergraduate computer science
                 program), and (2) self-reported experience levels.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Vazquez-Alvarez:2016:DIM,
  author =       "Yolanda Vazquez-Alvarez and Matthew P. Aylett and
                 Stephen A. Brewster and Rocio {Von Jungenfeld} and
                 Antti Virolainen",
  title =        "Designing Interactions with Multilevel Auditory
                 Displays in Mobile Audio-Augmented Reality",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2829944",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Feb 20 16:04:33 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Auditory interfaces offer a solution to the problem of
                 effective eyes-free mobile interactions. In this
                 article, we investigate the use of multilevel auditory
                 displays to enable eyes-free mobile interaction with
                 indoor location-based information in non-guided
                 audio-augmented environments. A top-level exocentric
                 sonification layer advertises information in a
                 gallery-like space. A secondary interactive layer is
                 used to evaluate three different conditions that varied
                 in the presentation (sequential versus simultaneous)
                 and spatialisation (non-spatialised versus
                 egocentric/exocentric spatialisation) of multiple
                 auditory sources. Our findings show that (1)
                 participants spent significantly more time interacting
                 with spatialised displays; (2) using the same design
                 for primary and interactive secondary display
                 (simultaneous exocentric) showed a negative impact on
                 the user experience, an increase in workload and
                 substantially increased participant movement; and (3)
                 the other spatial interactive secondary display designs
                 (simultaneous egocentric, sequential egocentric, and
                 sequential exocentric) showed an increase in time spent
                 stationary but no negative impact on the user
                 experience, suggesting a more exploratory experience. A
                 follow-up qualitative and quantitative analysis of user
                 behaviour support these conclusions. These results
                 provide practical guidelines for designing effective
                 eyes-free interactions for far richer auditory
                 soundscapes.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cincuegrani:2016:PIU,
  author =       "S. Mealla Cincuegrani and S. Jord{\`a} and A.
                 V{\"a}ljam{\"a}e",
  title =        "Physiopucks: Increasing User Motivation by Combining
                 Tangible and Implicit Physiological Interaction",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2838732",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Feb 20 16:04:33 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we evaluate b-Reactable, a digital
                 music instrument that combines implicit
                 physiology-based interaction through EEG and ECG, and
                 explicit gestural interaction for sound generation and
                 control. This multimodality is embodied in tangible
                 objects named physiopucks, which are driven by
                 biosignals. We hypothesize that multimodality increases
                 users' motivation in a musical task, compared to the
                 use of a gesture-only tabletop system (the Reactable).
                 We compared motivational aspects in dyads collaborating
                 in three experimental groups (N {\SGMLequals} 56): the
                 Physio group (one physiology- and one gesture-based
                 user), the Sham group (one prerecorded physiology- and
                 one gesture-based user), and the Control group (two
                 gesture users). Between-group comparisons showed that
                 motivation dimensions of Confidence and Satisfaction
                 were higher in b-Reactable than in the gesture-only
                 tangible interface, and that fake physiology-based
                 feedback significantly reduced these effects. Our study
                 also shows the potential of combined implicit and
                 explicit interaction modes in multiuser HCI
                 scenarios.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ruddle:2016:DEI,
  author =       "Roy A. Ruddle and Rhys G. Thomas and Rebecca Randell
                 and Philip Quirke and Darren Treanor",
  title =        "The Design and Evaluation of Interfaces for Navigating
                 Gigapixel Images in Digital Pathology",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2834117",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Feb 20 16:04:33 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article describes the design and evaluation of
                 two generations of an interface for navigating datasets
                 of gigapixel images that pathologists use to diagnose
                 cancer. The interface design is innovative because
                 users panned with an overview:detail view scale
                 difference that was up to 57 times larger than
                 established guidelines, and 1 million pixel
                 ``thumbnail'' overviews that leveraged the real estate
                 of high-resolution workstation displays. The research
                 involved experts performing real work (pathologists
                 diagnosing cancer), using datasets that were up to
                 3,150 times larger than those used in previous studies
                 that involved navigating images. The evaluation
                 provides evidence about the effectiveness of the
                 interfaces and characterizes how experts navigate
                 gigapixel images when performing real work. Similar
                 interfaces could be adopted in applications that use
                 other types of high-resolution images (e.g., remote
                 sensing or high-throughput microscopy).",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ko:2016:UMI,
  author =       "Minsam Ko and Seungwoo Choi and Joonwon Lee and Uichin
                 Lee and Aviv Segev",
  title =        "Understanding Mass Interactions in Online Sports
                 Viewing: Chatting Motives and Usage Patterns",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2843941",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Feb 20 16:04:33 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article aims to deepen understanding of these
                 mass interactions in online sports viewing through
                 studying Naver Sports, the largest online sports
                 viewing service in Korea. We examined the diverse
                 aspects of mass interactions, including interactive
                 experiences, usage motives, and relationships between
                 usage patterns and motives, through analysis of almost
                 6 million chats from Naver Sports and from
                 self-reporting survey data from 1,123 users. First, we
                 found that online sports viewing provides unique
                 interactive experiences when compared to other settings
                 such as offline sports viewing and social TV viewing
                 with friends. Second, we found the key motives
                 inspiring online sports viewing include the following:
                 sharing feelings/thoughts, wanting to be entertained,
                 sharing information, and wanting to feel membership in
                 a group. Third, these motives were significantly
                 related to specific usage patterns. Finally, we
                 explored how the study's key findings can offer
                 practical design implications to enhance online sports
                 viewing services, and to show system designers how to
                 support particular usage patterns to better accommodate
                 specific user motives.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2016:ESTb,
  author =       "K. Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 23:2",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "2",
  pages =        "7:1--7:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2904385",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat May 28 17:44:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{DeMelo:2016:PDF,
  author =       "Celso {De Melo} and Stacy Marsella and Jonathan
                 Gratch",
  title =        "People Do Not Feel Guilty About Exploiting Machines",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "2",
  pages =        "8:1--8:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2890495",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat May 28 17:44:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Guilt and envy play an important role in social
                 interaction. Guilt occurs when individuals cause harm
                 to others or break social norms. Envy occurs when
                 individuals compare themselves unfavorably to others
                 and desire to benefit from the others' advantage. In
                 both cases, these emotions motivate people to act and
                 change the status quo: following guilt, people try to
                 make amends for the perceived transgression, and
                 following envy, people try to harm envied others. In
                 this article, we present two experiments that study
                 participants' experience of guilt and envy when
                 engaging in social decision making with machines and
                 humans. The results showed that, though experiencing
                 the same level of envy, people felt considerably less
                 guilt with machines than with humans. These effects
                 occurred both with subjective and behavioral measures
                 of guilt and envy, and in three different economic
                 games: public goods, ultimatum, and dictator game. This
                 poses an important challenge for human-computer
                 interaction because, as shown here, it leads people to
                 systematically exploit machines, when compared to
                 humans. We discuss theoretical and practical
                 implications for the design of human-machine
                 interaction systems that hope to achieve the kind of
                 efficiency --- cooperation, fairness, reciprocity, etc.
                 --- we see in human-human interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Benford:2016:LIB,
  author =       "Steve Benford and Muffy Calder and Tom Rodden and
                 Michele Sevegnani",
  title =        "On Lions, Impala, and Bigraphs: Modelling Interactions
                 in Physical\slash Virtual Spaces",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "2",
  pages =        "9:1--9:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2882784",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat May 28 17:44:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "While HCI has a long tradition of formally modelling
                 task-based interactions with graphical user interfaces,
                 there has been less progress in modelling emerging
                 ubiquitous computing systems due in large part to their
                 highly contextual nature and dependence on unreliable
                 sensing systems. We present an exploration of modelling
                 an example ubiquitous system, the Savannah game, using
                 the mathematical formalism of bigraphs, which are based
                 on a universal process algebra that encapsulates both
                 dynamic and spatial behaviour of autonomous agents that
                 interact and move among each other, or within each
                 other. We establish a modelling approach based on four
                 perspectives on ubiquitous systems-Computational,
                 Physical, Human, and Technology-and explore how these
                 interact with one another. We show how our model
                 explains observed inconsistencies in user trials of
                 Savannah, and then, how formal analysis reveals an
                 incompleteness in design and guides extensions of the
                 model and/or possible system re-design to resolve
                 this.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hornecker:2016:FSM,
  author =       "Eva Hornecker",
  title =        "The To-and-Fro of Sense Making: Supporting Users'
                 Active Indexing in Museums",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "2",
  pages =        "10:1--10:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2882785",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat May 28 17:44:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Based on case studies from a heritage/museum context,
                 I present and illustrate the notion of
                 ``spatio-contextual embedding,'' which conceptualizes
                 installation designs that augment real objects and
                 environments while keeping these primary focuses of
                 attention. Key for this ``embeddedness'' is that
                 interaction is contextualized within a meaningful
                 setting, creating relationships between system and
                 environment. While retaining a focus on original
                 objects or environments, it supports user's active
                 engagement and sense making by inviting, enticing, or
                 forcing them to draw connections. At the heart of this
                 is ``indexing'': mindful acts of referencing
                 back-and-forth between here and there, connecting
                 objects or representations. Analysis of case studies
                 provides a repertoire of examples of ``indexing,'' and
                 examples for high- and low-tech installation designs
                 that foster drawing of connections. Two core values for
                 design underpin the argument: (1) primacy of real
                 objects and environments and (2) supporting human
                 agency. The case examples highlight how technological
                 arrangements may support or hinder indexing activity.
                 This is condensed into potential design strategies.
                 This article contributes to design knowledge on design
                 for human agency, sense making, and mindful engagement
                 with our environment. ``Indexing'' is relevant beyond
                 the heritage setting domain, as part of HCI design in
                 support of human agency.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Nacenta:2016:ECP,
  author =       "Miguel A. Nacenta and Mark Hancock and Carl Gutwin and
                 Sheelagh Carpendale",
  title =        "The Effects of Changing Projection Geometry on
                 Perception of {$3$D} Objects on and Around Tabletops",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "2",
  pages =        "11:1--11:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2845081",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat May 28 17:44:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Displaying 3D objects on horizontal displays can cause
                 problems in the way that the virtual scene is presented
                 on the 2D surface; inappropriate choices in how 3D is
                 represented can lead to distorted images and incorrect
                 object interpretations. We present four experiments
                 that test 3D perception. We varied projection geometry
                 in three ways: type of projection
                 (perspective/parallel), separation between the
                 observer's point of view and the projection's center
                 (discrepancy), and the presence of motion parallax
                 (with/without parallax). Projection geometry had strong
                 effects different for each task. Reducing discrepancy
                 is desirable for orientation judgments, but not for
                 object recognition or internal angle judgments. Using a
                 fixed center of projection above the table reduces
                 error and improves accuracy in most tasks. The results
                 have far-reaching implications for the design of 3D
                 views on tables, in particular, for multi-user
                 applications where projections that appear correct for
                 one person will not be perceived correctly by
                 another.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Seaborn:2016:APE,
  author =       "Katie Seaborn and Jamal Edey and Gregory Dolinar and
                 Margot Whitfield and Paula Gardner and Carmen Branje
                 and Deborah I. Fels",
  title =        "Accessible Play in Everyday Spaces: Mixed Reality
                 Gaming for Adult Powered Chair Users",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "2",
  pages =        "12:1--12:??",
  month =        may,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2893182",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat May 28 17:44:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The advent of affordable and powerful mobile
                 technology has allowed for explorations in mixed
                 reality that merges virtual and physical space.
                 However, the social and entertainment value and
                 efficacy of mixed reality platforms for adult powered
                 chair users has not been widely explored. In this
                 article, we introduce the Mobility Games project, which
                 aims to produce a series of inclusive entertainment
                 technologies and services for people who use powered
                 chairs. We describe our first offering: an accessible,
                 social mixed reality game for co-located mobile play in
                 everyday spaces. Findings from two exploratory field
                 studies and a post hoc observer survey show that adult
                 powered chair users found the game to be entertaining
                 and used a variety of path strategies as they learned
                 to play the game. An initial set of theoretically and
                 empirically informed guidelines for making mobile mixed
                 reality games accessible to adult powered chair users
                 with diverse abilities is proposed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2016:ESTc,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 23:3",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "3",
  pages =        "13:1--13:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2943789",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jul 21 17:14:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wyche:2016:MPA,
  author =       "Susan Wyche and Nightingale Simiyu and Martha E.
                 Othieno",
  title =        "Mobile Phones as Amplifiers of Social Inequality among
                 Rural {Kenyan} Women",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "3",
  pages =        "14:1--14:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2911982",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jul 21 17:14:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article provides a detailed analysis of rural
                 Kenyan women and their interactions with the products
                 and services of Safaricom Ltd., Kenya's dominant mobile
                 network provider. The amplification theory of
                 technology offers a framework for analyzing our data,
                 and we find that differential motivation and capacity
                 are mechanisms that appear to benefit the network
                 provider, while disadvantaging rural mobile phone
                 owners. In particular, the design of Safaricom's
                 airtime scratch cards and mobile services does not
                 support rural users' capabilities. Our analysis
                 suggests that technologists consider their ongoing
                 responsibilities for technologies they built
                 yesterday-that is, they should address problems
                 inherent in the current design of mobile-phone
                 interfaces. We offer practical recommendations on how
                 to do this, and ask HCI/ICTD researchers and
                 practitioners to more carefully consider how
                 overlooking corporate power structures and their impact
                 on mobile phone use amplifies social inequality.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hartzler:2016:DUI,
  author =       "Andrea L. Hartzler and Bridget Weis and Carly Cahill
                 and Wanda Pratt and Albert Park and Uba Backonja and
                 David W. McDonald",
  title =        "Design and Usability of Interactive User Profiles for
                 Online Health Communities",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "3",
  pages =        "15:1--15:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2903718",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jul 21 17:14:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Online health communities provide a rich source of
                 expertise from experienced patients, but uncovering
                 ``peer mentors'' with shared circumstances is like
                 finding a needle in a haystack-a problem that will
                 escalate as these communities grow and diversify. We
                 investigated interactive health interest profiles
                 (HIPs) that summarize health-related terms extracted
                 from users' community posts. Through iterative design,
                 we explored practical designs that accommodate
                 differences in users' community participation in three
                 HIP prototypes: Text, Word Cloud, and Timeline. By
                 comparing prototype usability with patients and design
                 experts, we found that patients accurately used each
                 prototype but completed some tasks faster with the
                 Timeline HIP. Despite this advantage, patients
                 preferred the Text HIP. Design experts and patients
                 agreed that simple data overviews and granular details
                 with salient cues that invite interactivity are key
                 design considerations for HIPs. Findings offer key
                 design considerations for HIPs that patients find most
                 useful when forging critical connections.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Edge:2016:SHD,
  author =       "Darren Edge and Xi Yang and Yasmine Kotturi and
                 Shuoping Wang and Dan Feng and Bongshin Lee and Steven
                 Drucker",
  title =        "{SlideSpace}: Heuristic Design of a Hybrid
                 Presentation Medium",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "3",
  pages =        "16:1--16:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2898970",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jul 21 17:14:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The Slide and Canvas metaphors are two ways of helping
                 people create visual aids for oral presentations.
                 Although such physical metaphors help both authors and
                 audiences make sense of material, they also constrain
                 authoring in ways that can negatively impact
                 presentation delivery. In this article, we derive
                 heuristics for the design of presentation media that
                 are independent of any underlying physical metaphors.
                 We use these heuristics to craft a new kind of
                 presentation medium called SlideSpace-one that combines
                 hierarchical outlines, content collections, and design
                 rules to automate the real-time, outline-driven
                 synthesis of hybrid Slide-Canvas visuals. Through a
                 qualitative study of SlideSpace use, we validate our
                 heuristics and demonstrate that such a hybrid
                 presentation medium can combine the advantages of
                 existing systems while mitigating their drawbacks.
                 Overall, we show how a heuristic design approach helped
                 us challenge entrenched physical metaphors to create a
                 fundamentally digital presentation medium with the
                 potential to transform the activities of authoring,
                 delivering, and viewing presentations.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Perrotin:2016:TAV,
  author =       "Olivier Perrotin and Christophe D'Alessandro",
  title =        "Target Acquisition vs. Expressive Motion: Dynamic
                 Pitch Warping for Intonation Correction",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "3",
  pages =        "17:1--17:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2897513",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jul 21 17:14:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The purpose of pitch correction is to assist a
                 musician in playing notes with accuracy and precision,
                 without preventing expressive pitch variations. This
                 study presents and examines a new method for automatic
                 pitch correction: Dynamic Pitch Warping (DPW). The
                 analytic formulation of the warping function is
                 derived. In the context of live playing of continuous
                 pitch trajectories, the dynamics of pitch correction
                 must be considered. Methods for triggering and
                 releasing the correction are discussed, and a
                 performance test is conducted. DPW is evaluated in the
                 context of digital musical instruments that are
                 controlled by a stylus on a graphic tablet. The results
                 show significant improvement in note accuracy and
                 precision with the addition of the correction method.
                 Analyses of various types of modulations (including
                 vibrato, portamento, and glissando) demonstrate that
                 expressive pitch variations are preserved by the DPW
                 correction. Perceptual tests show that the effects of
                 DPW correction are well perceived and positively
                 assessed by listeners. The proposed method allows for
                 accurate pitch target acquisition together with
                 preservation of expressive motion, a result that could
                 be extended to other situations that require dynamic
                 trajectory correction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jung:2016:CIP,
  author =       "Malte F. Jung",
  title =        "Coupling Interactions and Performance: Predicting Team
                 Performance from Thin Slices of Conflict",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "3",
  pages =        "18:1--18:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2753767",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jul 21 17:14:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Do teams show stable conflict interaction patterns
                 that predict their performance hours, weeks, or even
                 months in advance? Two studies demonstrate that two of
                 the same patterns of emotional interaction dynamics
                 that distinguish functional from dysfunctional
                 marriages also distinguish high from low-performance
                 design teams in the field, up to 6 months in advance,
                 with up to 91\% accuracy, and based on just 15minutes
                 of interaction data: Group Affective Balance, the
                 balance of positive to negative affect during an
                 interaction, and Hostile Affect, the expression of a
                 set of specific negative behaviors were both found as
                 predictors of team performance. The research also
                 contributes a novel method to obtain a representative
                 sample of a team's conflict interaction. Implications
                 for our understanding of design work in teams and for
                 the design of groupware and feedback intervention
                 systems are discussed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gould:2016:DCC,
  author =       "Sandy J. J. Gould and Anna L. Cox and Duncan P.
                 Brumby",
  title =        "Diminished Control in Crowdsourcing: an Investigation
                 of Crowdworker Multitasking Behavior",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "3",
  pages =        "19:1--19:??",
  month =        jul,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2928269",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Jul 21 17:14:37 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Obtaining high-quality data from crowds can be
                 difficult if contributors do not give tasks sufficient
                 attention. Attention checks are often used to mitigate
                 this problem, but, because the roots of inattention are
                 poorly understood, checks often compel attentive
                 contributors to complete unnecessary work. We
                 investigated a potential source of inattentiveness
                 during crowdwork: multitasking. We found that workers
                 switched to other tasks every 5 minutes, on average.
                 There were indications that increasing switch frequency
                 negatively affected performance. To address this, we
                 tested an intervention that encouraged workers to stay
                 focused on our task after multitasking was detected. We
                 found that our intervention reduced the frequency of
                 task switching. It also improves on existing attention
                 checks because it does not place additional demands on
                 workers who are already focused. Our approach shows
                 that crowds can help to overcome some of the
                 limitations of laboratory studies by affording access
                 to naturalistic multitasking behavior.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2016:ESTd,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 23:4",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "4",
  pages =        "20:1--20:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2978275",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 2 17:44:19 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sas:2016:DRL,
  author =       "Corina Sas and Steve Whittaker and John Zimmerman",
  title =        "Design for Rituals of Letting Go: an Embodiment
                 Perspective on Disposal Practices Informed by Grief
                 Therapy",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "4",
  pages =        "21:1--21:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2926714",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 2 17:44:19 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "People increasingly live their lives online, accruing
                 large collections of digital possessions, which
                 symbolically represent important relationships, events,
                 and activities. Most HCI research on bereavement
                 focuses on retaining these significant digital
                 possessions to honor the departed. However, recent work
                 suggests that significant digital possessions may
                 complicate moving on; they function as both comforting
                 and painful reminders but currently provide inflexible
                 methods for disposal. A few works have investigated the
                 disposal of digital objects as a means of letting go.
                 To better understand this we interviewed 10
                 psychotherapists who employ rituals of letting go to
                 help patients overcome loss in situations such as a
                 divorce, a breakup, or a stillbirth. Patients disposed
                 of either natural artifacts or symbolic personal
                 possessions through actions such as burning, burying,
                 or placing in a body of water. Therapists noted that
                 people increasingly have digital possessions, and that
                 the act of deletion does not offer the same cathartic
                 sense of release as disposal of material artifacts.
                 Based on the analysis of this grief therapy, we propose
                 a new conceptual framework for rituals of letting go
                 that highlights temporality, visibility, and force. It
                 provides a vocabulary to talk about disposal. We then
                 offer design implications connecting the rituals of
                 letting go to the disposal of digital things. Based on
                 our interviews and analytic framework, we propose novel
                 technologies that better connect the embodied nature of
                 letting go rituals to the process of digital
                 disposal.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Guy:2016:IAE,
  author =       "Ido Guy and Inbal Ronen and Elad Kravi and Maya
                 Barnea",
  title =        "Increasing Activity in Enterprise Online Communities
                 Using Content Recommendation",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "4",
  pages =        "22:1--22:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2910581",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 2 17:44:19 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Although online communities have become popular both
                 on the web and within enterprises, many of them often
                 experience low levels of activity and engagement from
                 their members. Previous studies identified the
                 important role of community leaders in maintaining the
                 health and vitality of their communities. One of their
                 key means for doing so is by contributing relevant
                 content to the community. In this paper, we study the
                 effects of recommending social media content on
                 enterprise community leaders. We conducted a
                 large-scale user survey with four recommendation
                 rounds, in which community leaders indicated their
                 willingness to share social media items with their
                 communities. They also had the option to instantly
                 share these items. Recommendations were generated based
                 on seven types of community interest profiles that were
                 member-based, content-based, or hybrid. Our results
                 attest that providing content recommendations to
                 leaders can help uplift activity within their
                 communities.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Konrad:2016:TMM,
  author =       "Artie Konrad and Ellen Isaacs and Steve Whittaker",
  title =        "Technology-Mediated Memory: Is Technology Altering Our
                 Memories And Interfering With Well-Being?",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "4",
  pages =        "23:1--23:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2934667",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 2 17:44:19 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Technology increasingly allows us to capture and
                 revisit rich digital records of our lives, processes
                 which we call Technology-Mediated Memory (TMM). We
                 explore whether TMM alters unmediated remembering and
                 also whether such changes affect psychological
                 well-being. Human memory biases promote well-being by
                 adaptively editing our memories, making them more
                 positive. In contrast, TMM often provides rich records
                 of what people actually did and felt, which could
                 disrupt adaptive edits. To explore this, we developed a
                 smartphone-based personal TMM application, Echo, that
                 allows participants to record and later reflect on
                 everyday events. In a month-long deployment, 64 users
                 made over 3200 recordings and reflections. We found
                 that although Echo TMM alters how we remember, these
                 changes remain adaptive. Instead of compromising
                 adaptive biases, Echo TMM helps well-being and benefits
                 are sustained long-term. Logfile analysis shows that
                 participants use Echo strategically to prospectively
                 edit by initially reporting events positively to
                 anticipate future viewing. Participants also distance
                 themselves from past negative events by reflecting more
                 positively than at recording. We discuss design and
                 theoretical implications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cafaro:2016:FIH,
  author =       "Angelo Cafaro and Hannes H{\"o}gni Vilhj{\'a}lmsson
                 and Timothy Bickmore",
  title =        "First Impressions in Human--Agent Virtual Encounters",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "4",
  pages =        "24:1--24:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2940325",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 2 17:44:19 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In greeting encounters, first impressions of
                 personality and attitude are quickly formed and might
                 determine important relational decisions, such as the
                 likelihood and frequency of subsequent encounters. An
                 anthropomorphic user interface is not immune to these
                 judgments, specifically when exhibiting social
                 interaction skills in public spaces. A favorable
                 impression may help engaging users in interaction and
                 attaining acceptance for long-term interactions. We
                 present three studies implementing a model of first
                 impressions for initiating user interactions with an
                 anthropomorphic museum guide agent with
                 socio-relational skills. We focus on nonverbal behavior
                 exhibiting personality and interpersonal attitude. In
                 two laboratory studies, we demonstrate that impressions
                 of an agent's personality are quickly formed based on
                 proximity, whereas interpersonal attitude is conveyed
                 through smile and gaze. We also found that
                 interpersonal attitude has greater impact than
                 personality on the user's decision to spend time with
                 the agent. These findings are then applied to a museum
                 guide agent exhibited at the Boston Museum of Science.
                 In this field study, we show that employing our model
                 increases the number of visitors engaging in
                 interaction.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Alan:2016:TAI,
  author =       "Alper T. Alan and Enrico Costanza and Sarvapali D.
                 Ramchurn and Joel Fischer and Tom Rodden and Nicholas
                 R. Jennings",
  title =        "Tariff Agent: Interacting with a Future Smart Energy
                 System at Home",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "4",
  pages =        "25:1--25:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2943770",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 2 17:44:19 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Smart systems are becoming increasingly ubiquitous and
                 consequently transforming our lives. The level of
                 system autonomy plays a vital role in the development
                 of smart systems as it profoundly affects how people
                 and these systems interact with each other. However, to
                 date, there are very few studies on human interaction
                 with such systems. This paper presents findings from
                 two field studies where two different prototypes for
                 automating energy tariff-switching were developed and
                 evaluated in the wild. Both prototypes offer flexible
                 autonomy by which users can shift the system's level of
                 autonomy among three options: suggestion-only,
                 semi-autonomy, and full autonomy, whenever they like.
                 Our findings based on thematic analysis show that
                 flexible autonomy is a promising way to sustain users'
                 engagement with smart systems, despite their occasional
                 mistakes. The findings also suggest that users take
                 responsibility for the undesired outcomes of automated
                 actions when delegation of autonomy can be adjusted
                 flexibly.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Yannier:2016:APO,
  author =       "Nesra Yannier and Scott E. Hudson and Eliane Stampfer
                 Wiese and Kenneth R. Koedinger",
  title =        "Adding Physical Objects to an Interactive Game
                 Improves Learning and Enjoyment: Evidence from
                 {EarthShake}",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "4",
  pages =        "26:1--26:??",
  month =        sep,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2934668",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 2 17:44:19 MDT 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Can experimenting with three-dimensional (3D) physical
                 objects in mixed-reality environments produce better
                 learning and enjoyment than flat-screen two-dimensional
                 (2D) interaction? We explored this question with
                 EarthShake: a mixed-reality game bridging physical and
                 virtual worlds via depth-camera sensing, designed to
                 help children learn basic physics principles. In this
                 paper, we report on a controlled experiment with 67
                 children, 4--8 years old, that examines the effect of
                 observing physical phenomena and collaboration (pairs
                 vs. solo). A follow-up experiment with 92 children
                 tests whether adding simple physical control, such as
                 shaking a tablet, improves learning and enjoyment. Our
                 results indicate that observing physical phenomena in
                 the context of a mixed-reality game leads to
                 significantly more learning and enjoyment compared to
                 screen-only versions. However, there were no
                 significant effects of adding simple physical control
                 or having students play in pairs vs. alone. These
                 results and our gesture analysis provide evidence that
                 children's science learning can be enhanced through
                 experiencing physical phenomena in a mixed-reality
                 environment.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2016:ESTe,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 23:5",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "5",
  pages =        "27:1--27:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3004254",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 18 16:08:19 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Clear:2016:BOP,
  author =       "Adrian K. Clear and Kirstie O'Neill and Adrian Friday
                 and Mike Hazas",
  title =        "Bearing an Open {``Pandora's Box''}: {HCI} for
                 Reconciling Everyday Food and Sustainability",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "5",
  pages =        "28:1--28:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2970817",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 18 16:08:19 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The sustainability of food is a significant global
                 concern with a drastic change required to mitigate
                 complex social, environmental, and economic issues like
                 climate change and food security for an ever increasing
                 population. In this article, we set out to understand
                 the place of food in people's lives, their mundane yet
                 surprisingly complex ways of sourcing their food, and
                 the processes of transition, past and ongoing, that
                 shape these choices. Our goal is to understand the
                 potential role for digital interactions in supporting
                 the various ways that food consumption can be made more
                 sustainable. To inform this exercise, we specifically
                 set out to contrast the journeys of committed
                 sustainable ``food pioneers'' with more conventional
                 mainstream consumers recruited in branches of a UK
                 supermarket. This contrast highlights for both groups
                 the various values, and ``meaningfulness'' attached to
                 foods and meals in people's lives, and suggests ways in
                 which food choice and pro-sustainable practices can be
                 supported at least in part by new digital
                 technologies.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ogonowski:2016:IBF,
  author =       "Corinna Ogonowski and Konstantin Aal and Daryoush
                 Vaziri and Thomas Von Rekowski and Dave Randall and
                 Dirk Schreiber and Rainer Wieching and Volker Wulf",
  title =        "{ICT}-Based Fall Prevention System for Older Adults:
                 Qualitative Results from a Long-Term Field Study",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "5",
  pages =        "29:1--29:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2967102",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 18 16:08:19 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Falls and their consequences are arguably most
                 important events for transition from independent living
                 to institutional care for older adults. Information and
                 communication technology (ICT)-based support of fall
                 prevention and fall risk assessment under the control
                 of the user has a tremendous potential to, over time,
                 prevent falls and reduce associated harm and costs. Our
                 research uses participative design and a persuasive
                 health approach to allow for seamless integration of an
                 ICT-based fall prevention system into older adults'
                 everyday life. Based on a 6-month field study with 12
                 participants, we present qualitative results regarding
                 the system use and provide insights into attitudes and
                 practices of older adults concerning fall prevention
                 and ICT-supported self-management of health. Our study
                 demonstrates how it can lead to positive aspects of
                 embodiment and health literacy through continuous
                 monitoring of personal results, improved technical
                 confidence, and quality of life. Implications are
                 provided for designing similar systems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Poor:2016:ANU,
  author =       "G. Michael Poor and Samuel D. Jaffee and Laura Marie
                 Leventhal and Jordan Ringenberg and Dale S. Klopfer and
                 Guy Zimmerman and Brandi A. Klein",
  title =        "Applying the {Norman} 1986 User-Centered Model to
                 Post-{WIMP} {UIs}: Theoretical Predictions and
                 Empirical Outcomes",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "5",
  pages =        "30:1--30:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2983531",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 18 16:08:19 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In recent decades, ``post-WIMP'' interactions have
                 revolutionized user interfaces (UIs) and led to
                 improved user experiences. However, accounts of
                 post-WIMP UIs typically do not provide theoretical
                 explanations of why these UIs lead to superior
                 performance. In this article, we use Norman's 1986
                 model of interaction to describe how post-WIMP UIs
                 enhance users' mental representations of UI and task.
                 In addition, we present an empirical study of three
                 UIs; in the study, participants completed a standard
                 three-dimensional object manipulation task. We found
                 that the post-WIMP UI condition led to enhancements of
                 mental representation of UI and task. We conclude that
                 the Norman model is a good theoretical framework to
                 study post-WIMP UIs. In addition, by studying post-WIMP
                 UIs in the context of the Norman model, we conclude
                 that mental representation of task may be influenced by
                 the interaction itself; this supposition is an
                 extension of the original Norman model.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wan:2016:DGM,
  author =       "Lin Wan and Claudia M{\"u}ller and Dave Randall and
                 Volker Wulf",
  title =        "Design of a {GPS} Monitoring System for Dementia Care
                 and its Challenges in Academia-Industry Project",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "5",
  pages =        "31:1--31:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2963095",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 18 16:08:19 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present a user-centered development process for a
                 GPS monitoring system to be used in dementia care to
                 support care for persons with wandering behavior. The
                 usage of GPS systems in dementia care is still very
                 low. The article takes a socio-technical stance on
                 development and appropriation of GPS technology in
                 dementia care and assesses the practical and
                 ideological issues surrounding care to understand why.
                 The results include (1) results from qualitative user
                 studies from which design ideas, implications, and
                 requirements for design and redesign were developed.
                 (2) Description of the politics, negotiations, and
                 challenges encountered in the project at hand. These
                 procedural matters had a powerful impact on the product
                 that was finally envisaged. The design process was
                 taken as a whole to illuminate the way in which design
                 outcomes are arrived at and to foster discussion about
                 how ``best practice'' might possibly be achieved.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Azh:2016:IET,
  author =       "Maryam Azh and Shengdong Zhao and Sriram Subramanian",
  title =        "Investigating Expressive Tactile Interaction Design in
                 Artistic Graphical Representations",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "5",
  pages =        "32:1--32:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2957756",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 18 16:08:19 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, a design research approach is taken
                 to investigate expressive design of tactile
                 interactions. Most research efforts to date on
                 designing and exploring the representational aspects of
                 tactile interfaces have focused on usability and
                 task-oriented scenarios. Yet, there is limited
                 knowledge on how to aid the design of tactile
                 interfaces that support the design of expressive or
                 user-experience-oriented tactile interactions. We
                 address this gap by studying tactile designs in a
                 multisensory context, where the tactile interface
                 augments works of visual art. The expressive and
                 artistic context introduces new opportunities to extend
                 on previous work, and identify new design and
                 interaction potentials with tactile interfaces in
                 graphical multisensory scenarios. During one-on-one
                 guided design sessions, visual artists were asked to
                 create tactile design prototypes that augmented one of
                 their existing works. Each element of the overall
                 tactile design, regarded as a tactile feature, was
                 analyzed using both the bottom-up and top-down
                 approaches. The results discovered through grounded
                 theory are presented and discussed with respect to
                 semiotic theory. Accordingly, tactile constructs and
                 tactile intents define the ``form'' and ``meaning''
                 components of each tactile feature, respectively.
                 Overall analysis of the findings indicates associations
                 among the identified categories and between the two
                 components, leading to design implications for
                 expressive tactile interfaces. Insights from the
                 tactile intents suggest a set of affordances for
                 expressive visuotactile interactions, which we
                 introduce under the notion of expressive roles.
                 Additionally, implications from the tactile constructs
                 indicate a design space for an expressive tactile
                 augmentation design tool, based on which a user
                 interface architecture is proposed. Findings from this
                 research can assist in developing systems and tools for
                 expressive tactile interface design and inspire
                 research in user experience and behavior in
                 multisensory tactile interaction scenarios.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{McGill:2016:ERS,
  author =       "Mark McGill and John H. Williamson and Stephen
                 Brewster",
  title =        "Examining The Role of Smart {TVs} and {VR} {HMDs} in
                 Synchronous At-a-Distance Media Consumption",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "5",
  pages =        "33:1--33:??",
  month =        nov,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2983530",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 18 16:08:19 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article examines synchronous at-a-distance media
                 consumption from two perspectives: How it can be
                 facilitated using existing consumer displays (through
                 TVs combined with smartphones), and imminently
                 available consumer displays (through virtual reality
                 (VR) HMDs combined with RGBD sensing). First, we
                 discuss results from an initial evaluation of a
                 synchronous shared at-a-distance smart TV system,
                 CastAway. Through week-long in-home deployments with
                 five couples, we gain formative insights into the
                 adoption and usage of at-a-distance media consumption
                 and how couples communicated during said consumption.
                 We then examine how the imminent availability and
                 potential adoption of consumer VR HMDs could affect
                 preferences toward how synchronous at-a-distance media
                 consumption is conducted, in a laboratory study of 12
                 pairs, by enhancing media immersion and supporting
                 embodied telepresence for communication. Finally, we
                 discuss the implications these studies have for the
                 near-future of consumer synchronous at-a-distance media
                 consumption. When combined, these studies begin to
                 explore a design space regarding the varying ways in
                 which at-a-distance media consumption can be supported
                 and experienced (through music, TV content, augmenting
                 existing TV content for immersion, and immersive VR
                 content), what factors might influence usage and
                 adoption and the implications for supporting
                 communication and telepresence during media
                 consumption.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2016:ESTf,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 23:6",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "6",
  pages =        "34:1--34:??",
  month =        dec,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3020192",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 28 16:21:23 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tuch:2016:LWG,
  author =       "Alexandre N. Tuch and Paul {Van Schaik} and Kasper
                 Hornb{\ae}k",
  title =        "Leisure and Work, Good and Bad: The Role of Activity
                 Domain and Valence in Modeling User Experience",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "6",
  pages =        "35:1--35:??",
  month =        dec,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2994147",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 28 16:21:23 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Recent research suggests that psychological needs such
                 as competence and relatedness are involved in users'
                 experience with technology and are related to the
                 perception of a product's hedonic and pragmatic
                 quality. This line of research, however, predominately
                 focuses on positive leisure experiences, and it is
                 unclear whether need fulfillment plays a similar role
                 in negative experiences or in other activity domains
                 such as work. Therefore, this study investigates need
                 fulfillment in positive and negative experiences, and
                 in work and leisure experiences in two separate studies
                 by analyzing almost 600 users' experiences with
                 technology along with ratings on need fulfillment,
                 affect, and perceived product quality. Results suggest
                 that work and leisure experiences as well as positive
                 and negative experiences differ in terms of need
                 fulfillment. Hence, both activity domain and valence of
                 experiences are important factors that should be taken
                 in account when modeling user experience.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pearson:2016:ELC,
  author =       "Jennifer Pearson and Simon Robinson and Matt Jones",
  title =        "Exploring Low-Cost, {Internet}-Free Information Access
                 for Resource-Constrained Communities",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "6",
  pages =        "36:1--36:??",
  month =        dec,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2990498",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 28 16:21:23 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Rural developing regions are often defined in terms of
                 their resource constraints, including limited
                 technology exposure, lack of power, and low access to
                 data connections (leading to an inability to access
                 information from digital or physical sources), as well
                 as being amongst the most socio-economically
                 disadvantaged and least literate in their countries'
                 populations. This article is focused around information
                 access in such regions, aiming to build upon and extend
                 the audio-based services that are already widely used
                 in order to provide access to further types of media.
                 In this article, then, we present an extended
                 exploration of AudioCanvas --- an interactive
                 telephone-based audio information system that allows
                 cameraphone users to interact directly with their own
                 photos of physical media to receive narration or
                 description. Our novel approach requires no specialist
                 hardware, literacy, or data connectivity, making it far
                 more likely to be a suitable solution for users in such
                 regions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ferdous:2016:CSU,
  author =       "Hasan Shahid Ferdous and Bernd Ploderer and Hilary
                 Davis and Frank Vetere and Kenton O'Hara",
  title =        "Commensality and the Social Use of Technology during
                 Family Mealtime",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "6",
  pages =        "37:1--37:??",
  month =        dec,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2994146",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 28 16:21:23 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article examines familial interactions, which are
                 mediated through information and communication
                 technologies, during domestic mealtimes. We seek to
                 understand how technologies are used and negotiated
                 among family members and the influence of technology on
                 commensality. We conducted an observational study of
                 six families. The findings showed how technologies are
                 integrated into the mealtime activities. Our study
                 identifies domestic circumstances where background
                 technologies are raised to the foreground, visible
                 devices are hidden, unwanted distractions become
                 desired, and ordinary technologies are integrated into
                 mealtime experiences. We identify four patterns of
                 arrangement between technologies and family members
                 during mealtimes, and we discuss how technologies
                 contribute to mealtime satiety and commensality.
                 Finally, we present implications of our findings and
                 directions for technological advancements focusing on
                 the social and celebratory nature of family
                 mealtimes.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "37",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Boden:2016:MVV,
  author =       "Alexander Boden and Amro Al-Akkad and Michael Liegl
                 and Monika Buscher and Martin Stein and David Randall
                 and Volker Wulf",
  title =        "Managing Visibility and Validity of Distress Calls
                 with an Ad-Hoc {SOS} System",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "6",
  pages =        "38:1--38:??",
  month =        dec,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/2987382",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 28 16:21:23 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The availability of ICT services can be severely
                 disrupted in the aftermath of disasters. Ad-hoc
                 assemblages of communication technology have the
                 potential to bridge such breakdowns. This article
                 investigates the use of an ad-hoc system for sending
                 SOS signals in a large-scale exercise that simulated a
                 terrorist attack. In this context, we found that the
                 sensitivity that was introduced by the adversarial
                 nature of the situation posed unexpected challenges for
                 our approach, as giving away one's location in the
                 immediate danger of a terrorist attack became an issue
                 both for first responders and the affected people in
                 the area. We show how practices of calling for help and
                 reacting to help calls can be affected by such a system
                 and affect the management of the visibility and
                 validity of SOS calls, implying a need for further
                 negotiation in situations where communication is
                 sensitive and technically restrained.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "38",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Schneider:2016:UME,
  author =       "Bertrand Schneider and Kshitij Sharma and
                 S{\'e}bastien Cuendet and Guillaume Zufferey and Pierre
                 Dillenbourg and Roy Pea",
  title =        "Using Mobile Eye-Trackers to Unpack the Perceptual
                 Benefits of a Tangible User Interface for Collaborative
                 Learning",
  journal =      j-TOCHI,
  volume =       "23",
  number =       "6",
  pages =        "39:1--39:??",
  month =        dec,
  year =         "2016",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3012009",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 28 16:21:23 MST 2016",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this study, we investigated the way users memorize,
                 analyze, collaborate, and learn new concepts on a
                 Tangible User Interface (TUI). Twenty-seven pairs of
                 apprentices in logistics ( N = 54) interacted with an
                 interactive simulation of a warehouse. Their task was
                 to discover efficient design principles for building
                 storehouses. In a between-subjects experimental design,
                 half of the participants used 3D physical shelves,
                 whereas the other half used 2D paper shelves. This
                 manipulation allowed us to control for the
                 ``representational effect'' of 3D tangibles: the first
                 group saw the warehouse as a small-scale model with
                 realistic shelves, whereas the second group had access
                 to a more abstract layout with rectangular pieces of
                 paper. Both groups interacted with the system in the
                 same way. We found that participants in the first group
                 (i.e., who used 3D realistic shelves) better memorized
                 a warehouse layout, built a more efficient model, and
                 scored higher on a learning test. Additionally,
                 students wore eye-tracking goggles while completing
                 those tasks; preliminary results suggest that 3D
                 interfaces increased joint visual attention, which was
                 found to be a significant predictor for participants'
                 task performance and learning gains. Implications for
                 designing TUIs in collaborative settings are
                 discussed.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "39",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2017:ESTa,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 24:1",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "1",
  pages =        "1:1--1:??",
  month =        mar,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3047272",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Mar 25 07:59:54 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jahanian:2017:CMC,
  author =       "Ali Jahanian and Shaiyan Keshvari and S. V. N.
                 Vishwanathan and Jan P. Allebach",
  title =        "Colors --- Messengers of Concepts: Visual Design
                 Mining for Learning Color Semantics",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "1",
  pages =        "2:1--2:??",
  month =        mar,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3009924",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Mar 25 07:59:54 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We study the concept of color semantics by modeling a
                 dataset of magazine cover designs, evaluating the model
                 via crowdsourcing, and demonstrating several prototypes
                 that facilitate color-related design tasks. We
                 investigate a probabilistic generative modeling
                 framework that expresses semantic concepts as a
                 combination of color and word distributions ---
                 color-word topics. We adopt an extension to Latent
                 Dirichlet Allocation (LDA) topic modeling, called
                 LDA-dual, to infer a set of color-word topics over a
                 corpus of 2,654 magazine covers spanning 71 distinct
                 titles and 12 genres. Although LDA models text
                 documents as distributions over word topics, we model
                 magazine covers as distributions over color-word
                 topics. The results of our crowdsourcing experiments
                 confirm that the model is able to successfully discover
                 the associations between colors and linguistic
                 concepts. Finally, we demonstrate several prototype
                 applications that use the learned model to enable more
                 meaningful interactions in color palette
                 recommendation, design example retrieval, pattern
                 recoloring, image retrieval, and image color
                 selection.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rivera-Pelayo:2017:IMS,
  author =       "Ver{\'o}nica Rivera-Pelayo and Angela Fessl and Lars
                 M{\"u}ller and Viktoria Pammer",
  title =        "Introducing Mood Self-Tracking at Work: Empirical
                 Insights from Call Centers",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "1",
  pages =        "3:1--3:??",
  month =        mar,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3014058",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Mar 25 07:59:54 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The benefits of self-tracking have been thoroughly
                 investigated in private areas of life, like health or
                 sustainable living, but less attention has been given
                 to the impact and benefits of self-tracking in
                 work-related settings. Through two field studies, we
                 introduced and evaluated a mood self-tracking
                 application in two call centers to investigate the role
                 of mood self-tracking at work, as well as its impact on
                 individuals and teams. Our studies indicate that mood
                 self-tracking is accepted and can improve performance
                 if the application is well integrated into the work
                 processes and matches the management style. The results
                 show that (i) capturing moods and explicitly relating
                 them to work tasks facilitated reflection, (ii) mood
                 self-tracking increased emotional awareness and this
                 improved cohesion within teams, and (iii) proactive
                 reactions by managers to trends and changes in team
                 members' mood were key for acceptance of reflection and
                 correlated with measured improvements in work
                 performance. These findings help to better understand
                 the role and potential of self-tracking at the
                 workplace, and further provide insights that guide
                 future researchers and practitioners to design and
                 introduce these tools in a work setting.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Olson:2017:HPW,
  author =       "Judith S. Olson and Dakuo Wang and Gary M. Olson and
                 Jingwen Zhang",
  title =        "How People Write Together Now: Beginning the
                 Investigation with Advanced Undergraduates in a Project
                 Course",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "1",
  pages =        "4:1--4:??",
  month =        mar,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3038919",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Mar 25 07:59:54 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Today's commercially available word processors allow
                 people to write collaboratively in the cloud, both in
                 the familiar asynchronous mode and now in synchronous
                 mode as well. This opens up new ways of working
                 together. We examined the data traces of collaborative
                 writing behavior in student teams' use of Google Docs
                 to discover how they are writing together now. We found
                 that student teams write both synchronously and
                 asynchronously, take fluid roles in the writing and
                 editing of the documents, and show a variety of styles
                 of collaborative writing, including writing from
                 scratch, beginning with an outline, pasting in a
                 related example as a template to organize their own
                 writing, and three more. We also found that the
                 document serves as a place where they share a number of
                 things not included in the final document, including
                 links or references to related materials, the
                 assignment requirements from the instructor, and
                 informal discussions to coordinate the collaboration or
                 to structure the document. We computed a number of
                 measures to depict a group's collaboration behavior and
                 asked external graders to score these documents for
                 quality. We found that the documents that included
                 balanced participation and/or exhibited leadership were
                 judged higher in quality, as were those that were
                 longer. We then suggested system design implications
                 and behavioral guidelines to support people writing
                 together better, and concluded the paper with future
                 research directions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Fogues:2017:SPM,
  author =       "Ricard L. Fogues and Pradeep K. Murukannaiah and Jose
                 M. Such and Munindar P. Singh",
  title =        "Sharing Policies in Multiuser Privacy Scenarios:
                 Incorporating Context, Preferences, and Arguments in
                 Decision Making",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "1",
  pages =        "5:1--5:??",
  month =        mar,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3038920",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Mar 25 07:59:54 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Social network services (SNSs) enable users to
                 conveniently share personal information. Often, the
                 information shared concerns other people, especially
                 other members of the SNS. In such situations, two or
                 more people can have conflicting privacy preferences;
                 thus, an appropriate sharing policy may not be
                 apparent. We identify such situations as multiuser
                 privacy scenarios. Current approaches propose finding a
                 sharing policy through preference aggregation. However,
                 studies suggest that users feel more confident in their
                 decisions regarding sharing when they know the reasons
                 behind each other's preferences. The goals of this
                 paper are (1) understanding how people decide the
                 appropriate sharing policy in multiuser scenarios where
                 arguments are employed, and (2) developing a
                 computational model to predict an appropriate sharing
                 policy for a given scenario. We report on a study that
                 involved a survey of 988 Amazon Mechanical Turk (MTurk)
                 users about a variety of multiuser scenarios and the
                 optimal sharing policy for each scenario. Our
                 evaluation of the participants' responses reveals that
                 contextual factors, user preferences, and arguments
                 influence the optimal sharing policy in a multiuser
                 scenario. We develop and evaluate an inference model
                 that predicts the optimal sharing policy given the
                 three types of features. We analyze the predictions of
                 our inference model to uncover potential scenario types
                 that lead to incorrect predictions, and to enhance our
                 understanding of when multiuser scenarios are more or
                 less prone to dispute.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pohl:2017:BJT,
  author =       "Henning Pohl and Christian Domin and Michael Rohs",
  title =        "Beyond Just Text: Semantic Emoji Similarity Modeling
                 to Support Expressive Communication [emoji string]",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "1",
  pages =        "6:1--6:??",
  month =        mar,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3039685",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Mar 25 07:59:54 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Emoji, a set of pictographic Unicode characters, have
                 seen strong uptake over the last couple of years. All
                 common mobile platforms and many desktop systems now
                 support emoji entry, and users have embraced their
                 use. Yet, we currently know very little about what
                 makes for good emoji entry. While soft keyboards for
                 text entry are well optimized, based on language and
                 touch models, no such information exists to guide the
                 design of emoji keyboards. In this article, we
                 investigate of the problem of emoji entry, starting
                 with a study of the current state of the emoji keyboard
                 implementation in Android. To enable moving forward to
                 novel emoji keyboard designs, we then explore a model
                 for emoji similarity that is able to inform such
                 designs. This semantic model is based on data from 21
                 million collected tweets containing emoji. We compare
                 this model against a solely description-based model of
                 emoji in a crowdsourced study. Our model shows good
                 performance in capturing detailed relationships between
                 emoji.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cai:2017:WPU,
  author =       "Carrie J. Cai and Anji Ren and Robert C. Miller",
  title =        "{WaitSuite}: Productive Use of Diverse Waiting
                 Moments",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "1",
  pages =        "7:1--7:??",
  month =        mar,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3044534",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Mar 25 07:59:54 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The busyness of daily life makes it difficult to find
                 time for informal learning. Yet, learning requires
                 significant time and effort, with repeated exposures to
                 educational content on a recurring basis. Despite the
                 struggle to find time, there are numerous moments in a
                 day that are typically wasted due to waiting, such as
                 while waiting for the elevator to arrive, wifi to
                 connect, or an instant message to arrive. We introduce
                 the concept of wait-learning: automatically detecting
                 wait time and inviting people to learn while waiting.
                 Our approach is to design seamless interactions that
                 augment existing wait time with productive
                 opportunities. Combining wait time with productive work
                 opens up a new class of software systems that overcome
                 the problem of limited time. In this article, we
                 establish a design space for wait-learning and explore
                 this design space by creating WaitSuite, a suite of
                 five different wait-learning apps that each uses a
                 different kind of waiting. For one of these apps, we
                 conducted a feasibility study to evaluate learning and
                 to understand how exercises should be timed during
                 waiting periods. Subsequently, we evaluated multiple
                 kinds of wait-learning in a two-week field study of
                 WaitSuite with 25 people. We present design
                 implications for wait-learning, and a theoretical
                 framework that describes how wait time, ease of
                 accessing the learning task, and competing demands
                 impact the effectiveness of wait-learning in different
                 waiting scenarios. These findings provide insight into
                 how wait-learning can be designed to minimize
                 interruption to ongoing tasks and maximize engagement
                 with learning.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2017:ESTb,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 24:2
                 Extravaganza-Special Issue on End-User Design for the
                 {Internet} of Things, and The {TOCHI} Best Paper Award
                 2016",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "8:1--8:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3073729",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Markopoulos:2017:EEU,
  author =       "Panos Markopoulos and Jeffrey Nichols and Fabio
                 Patern{\`o} and Volkmar Pipek",
  title =        "Editorial: End-User Development for the {Internet of
                 Things}",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "9:1--9:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3054765",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Akiki:2017:VST,
  author =       "Pierre A. Akiki and Arosha K. Bandara and Yijun Yu",
  title =        "Visual Simple Transformations: Empowering End-Users to
                 Wire {Internet of Things} Objects",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "10:1--10:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057857",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Empowering end-users to wire Internet of Things (IoT)
                 objects (things and services) together would allow them
                 to more easily conceive and realize interesting IoT
                 solutions. A challenge lies in devising a simple
                 end-user development approach to support the
                 specification of transformations, which can bridge the
                 mismatch in the data being exchanged among IoT objects.
                 To tackle this challenge, we present Visual Simple
                 Transformations (ViSiT) as an approach that allows
                 end-users to use a jigsaw puzzle metaphor for
                 specifying transformations that are automatically
                 converted into underlying executable workflows. ViSiT
                 is explained by presenting meta-models and an
                 architecture for implementing a system of connected IoT
                 objects. A tool is provided for supporting end-users in
                 visually developing and testing transformations.
                 Another tool is also provided for allowing software
                 developers to modify, if they wish, a transformation's
                 underlying implementation. This work was evaluated from
                 a technical perspective by developing transformations
                 and measuring ViSiT's efficiency and scalability and by
                 constructing an example application to show ViSiT's
                 practicality. A study was conducted to evaluate this
                 work from an end-user perspective, and its results
                 showed positive indications of perceived usability,
                 learnability, and the ability to conceive real-life
                 scenarios for ViSiT.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Brich:2017:EEU,
  author =       "Julia Brich and Marcel Walch and Michael Rietzler and
                 Michael Weber and Florian Schaub",
  title =        "Exploring End User Programming Needs in Home
                 Automation",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "11:1--11:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057858",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Home automation faces the challenge of providing
                 ubiquitous, unobtrusive services while empowering users
                 with approachable configuration interfaces. These
                 interfaces need to provide sufficient expressiveness to
                 support complex automation, and notations need to be
                 devised that enable less tech-savvy users to express
                 such scenarios. Rule-based and process-oriented
                 paradigms have emerged as opposing ends of the
                 spectrum; however, their underlying concepts have not
                 been studied comparatively. We report on a contextual
                 inquiry study in which we collected qualitative data
                 from 18 participants in 12 households on the current
                 potential and acceptance of home automation, as well as
                 explored the respective benefits and drawbacks of these
                 two notation paradigms for end users. Results show that
                 rule-based notations are sufficient for simple
                 automation tasks but not flexible enough for more
                 complex use cases. The resulting insights can inform
                 the design of interfaces for smart homes to enable
                 usable real-world home automation for end users.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Desolda:2017:EEU,
  author =       "Giuseppe Desolda and Carmelo Ardito and Maristella
                 Matera",
  title =        "Empowering End Users to Customize their Smart
                 Environments: Model, Composition Paradigms, and
                 Domain-Specific Tools",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "12:1--12:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057859",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Research on the Internet of Things (IoT) has devoted
                 many efforts to technological aspects. Little social
                 and practical benefits have emerged so far. IoT
                 devices, so-called smart objects, are becoming even
                 more pervasive and social, leading to the need to
                 provide non-technical users with innovative interaction
                 strategies for controlling their behavior. In other
                 words, the opportunities offered by IoT can be
                 amplified if new approaches are conceived to enable
                 non-technical users to be directly involved in
                 ``composing'' their smart objects by synchronizing
                 their behavior. To fulfill this goal, this article
                 introduces a model that includes new operators for
                 defining rules combining multiple events and conditions
                 exposed by smart objects, and for defining temporal and
                 spatial constraints on rule activation. The article
                 also presents the results of an elicitation study that
                 was conducted to identify possible visual paradigms for
                 expressing composition rules. Prototypes implementing
                 the resulting visual paradigms were compared during a
                 controlled experiment and the one that resulted most
                 relevant for our goals was used in a study that
                 involved home-automation experts. Finally, the article
                 discusses some design implications that came out from
                 the performed studies and presents the architecture of
                 a platform supporting rule definition and execution.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Metaxas:2017:NCR,
  author =       "Georgios Metaxas and Panos Markopoulos",
  title =        "Natural Contextual Reasoning for End Users",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "13:1--13:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057860",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The realization and deployment of the Internet of
                 Things require providing to non-programmers some level
                 of programmatic control for tailoring system behaviour
                 to their context and needs. We introduce a simple
                 context-range semantics (CRS) and a context-range
                 editor (CoRE) that support end users formulate and
                 understand logical expressions regarding context. The
                 editor builds on two key ideas (a) contextual
                 information is used to evaluate and minimize logical
                 expressions; (b) logical expressions are presented in a
                 disjunctive normal form (DNF) thus applying a principle
                 established in mental model theory. User tests reveal
                 situations in which the theory regarding the
                 intuitiveness of the DNF needs to be extended with a
                 new element: Logical terms are easier to comprehend and
                 formulate when grouped according to their semantic
                 affinity. We report two experiments that demonstrate
                 the intuitiveness of this approach and how it improves
                 performance of non-programmers in specifying context
                 sensitive system behaviour.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ghiani:2017:PCD,
  author =       "Giuseppe Ghiani and Marco Manca and Fabio Patern{\`o}
                 and Carmen Santoro",
  title =        "Personalization of Context-Dependent Applications
                 Through Trigger-Action Rules",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "14:1--14:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057861",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Our life is characterized by the presence of a
                 multitude of interactive devices and smart objects
                 exploited for disparate goals in different contexts of
                 use. Thus, it is impossible for application developers
                 to predict at design time the devices and objects users
                 will exploit, how they will be arranged, and in which
                 situations and for which objectives they will be used.
                 For such reasons, it is important to make end users
                 able to easily and autonomously personalize the
                 behaviour of their Internet of Things applications, so
                 that they can better comply with their specific
                 expectations. In this paper, we present a method and a
                 set of tools that allow end users without programming
                 experience to customize the context-dependent behaviour
                 of their Web applications through the specification of
                 trigger-action rules. The environment is able to
                 support end-user specification of more flexible
                 behaviour than what can be done with existing
                 commercial tools, and it also includes an underlying
                 infrastructure able to detect the possible contextual
                 changes in order to achieve the desired behaviour. The
                 resulting set of tools is able to support the dynamic
                 creation and execution of personalized application
                 versions more suitable for users' needs in specific
                 contexts of use. Thus, it represents a contribution to
                 obtaining low threshold/high ceiling environments. We
                 also report on an example application in the home
                 automation domain, and a user study that has provided
                 useful positive feedback.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chen:2017:IIF,
  author =       "Xiang `Anthony' Chen and Yang Li",
  title =        "{Improv}: an Input Framework for Improvising
                 Cross-Device Interaction by Demonstration",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "15:1--15:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057862",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "As computing devices become increasingly ubiquitous,
                 it is now possible to combine the unique capabilities
                 of different devices or Internet of Things to
                 accomplish a task. However, there is currently a high
                 technical barrier for creating cross-device
                 interaction. This is especially challenging for end
                 users who have limited technical expertise-end users
                 would greatly benefit from custom cross-device
                 interaction that best suits their needs. In this
                 article, we present Improv, a cross-device input
                 framework that allows a user to easily leverage the
                 capability of additional devices to create new input
                 methods for an existing, unmodified application, e.g.,
                 creating custom gestures on a smartphone to control a
                 desktop presentation application. Instead of requiring
                 developers to anticipate and program these cross-device
                 behaviors in advance, Improv enables end users to
                 improvise them on the fly by simple demonstration, for
                 their particular needs and devices at hand. We showcase
                 a range of scenarios where Improv is used to create a
                 diverse set of useful cross-device input. Our study
                 with 14 participants indicated that on average it took
                 a participant 10 seconds to create a cross-device input
                 technique. In addition, Improv achieved 93.7\% accuracy
                 in interpreting user demonstration of a target UI
                 behavior by looking at the raw input events from a
                 single example.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sas:2017:EDP,
  author =       "Corina Sas and Carman Neustaedter",
  title =        "Exploring {DIY} Practices of Complex Home
                 Technologies",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "16:1--16:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057863",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We are surrounded by increasingly complex networks of
                 smart objects, yet our understanding and attachment to
                 them is rather limited. One way to support stronger end
                 users' engagement with such complex technologies is by
                 involving them in the design process and, with the
                 advent of Arduino prototyping platform, even in their
                 making. While DIY practice offers the potential for
                 stronger user engagement with physical artifacts, we
                 know little about end users' DIY practice of making
                 complex electronic technologies and their potential to
                 ensure engagement with such devices. In this article,
                 we report on interviews with 18 participants from two
                 green communities who built and used an open source DIY
                 energy monitor, with the aim to explore the end users
                 DIY practices of making such complex electronic
                 devices. Findings indicate four key qualities of DIY
                 monitors: transparent modularity, open-endedness,
                 heirloom, and disruptiveness, and how they contribute
                 to more meaningful engagement with the DIY monitors,
                 elevating them from the status of unremarkable objects
                 to that of things. We conclude with three implications
                 for design for supporting end user development of
                 complex electronic DIY: designing transparent open
                 hardware technologies, standardizing communication
                 protocols for the current and future DIY of IoT, and
                 deliberately calling for personal investment and labor
                 in the assembling of DIY kits.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ludwig:2017:PST,
  author =       "Thomas Ludwig and Alexander Boden and Volkmar Pipek",
  title =        "{$3$D} Printers as Sociable Technologies: Taking
                 Appropriation Infrastructures to the {Internet of
                 Things}",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "2",
  pages =        "17:1--17:??",
  month =        may,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3007205",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "3D printers have become continuously more present and
                 are a perspicuous example of how technologies are
                 becoming more complex and ubiquitous. To some extent,
                 the emerging technological infrastructures around them
                 exemplify ways how digitalization will change
                 production machines and lines, in general, in the
                 Internet of Things (IoT). From an End-User Development
                 perspective, the main question is how users can be
                 supported in managing those complex digital production
                 lines. To reach a better understanding, we carefully
                 analyzed 3D printers as an example of highly
                 digitalized production machines with regard to the
                 creative activities of their users that help them to
                 make these machines work for their practices. In our
                 study of appropriation processes, we are concerned with
                 situational and social aspects of the configuration and
                 practice challenges associated with making
                 digitalization work and how IoT technologies can
                 support these collaborative appropriation activities of
                 end users by making these machines more ``sociable.''
                 We therefore conceptualize the idea of ``Sociable
                 Technologies'' and implement a prototype that provides
                 hardware-integrated affordances for communicating and
                 documenting practices of usage. Based on the findings
                 of our evaluation, we derive lessons learnt when aiming
                 at making complex technologies more usable.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Back:2017:DTP,
  author =       "Jon Back and Elena M{\'a}rquez Segura and Annika
                 Waern",
  title =        "Designing for Transformative Play",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "3",
  pages =        "18:1--18:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057921",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Numerous studies have foregrounded how play is only
                 partially shaped by the artifacts that their designers
                 design. The play activity can change the structures
                 framing it, turning players into co-designers through
                 the mere act of playing. This article contributes to
                 our understanding of how we can design for play taking
                 into account that play has this transformative power.
                 We describe four ways that players can engage with
                 framing structures, which we classify in terms of
                 whether players conform to explore, transgress, or
                 (re)create them. Through the examples of three case
                 studies, we illustrate how this model has been useful
                 in design: as an analytical tool for deconstructing
                 player behavior, to articulate design goals and support
                 specific design choices, and for shaping the design
                 process.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2017:ESTc,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 24:3",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "3",
  pages =        "18:1--18:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3095801",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18e",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Vinnikov:2017:GCA,
  author =       "Margarita Vinnikov and Robert S. Allison and Suzette
                 Fernandes",
  title =        "Gaze-Contingent Auditory Displays for Improved Spatial
                 Attention in Virtual Reality",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "3",
  pages =        "19:1--19:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3067822",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Virtual reality simulations of group social
                 interactions are important for many applications,
                 including the virtual treatment of social phobias,
                 crowd and group simulation, collaborative virtual
                 environments (VEs), and entertainment. In such
                 scenarios, when compared to the real world, audio cues
                 are often impoverished. As a result, users cannot rely
                 on subtle spatial audio-visual cues that guide
                 attention and enable effective social interactions in
                 real-world situations. We explored whether
                 gaze-contingent audio enhancement techniques driven by
                 inferring audio-visual attention in virtual displays
                 could be used to enable effective communication in
                 cluttered audio VEs. In all of our experiments, we
                 hypothesized that visual attention could be used as a
                 tool to modulate the quality and intensity of sounds
                 from multiple sources to efficiently and naturally
                 select spatial sound sources. For this purpose, we
                 built a gaze-contingent display (GCD) that allowed
                 tracking of a user's gaze in real-time and modifying
                 the volume of the speakers' voices contingent on the
                 current region of overt attention. We compared six
                 different techniques for sound modulation with a base
                 condition providing no attentional modulation of sound.
                 The techniques were compared in terms of source
                 recognition and preference in a set of user studies.
                 Overall, we observed that users liked the ability to
                 control the sounds with their eyes. They felt that a
                 rapid change in attenuation with attention but not the
                 elimination of competing sounds (partial rather than
                 absolute selection) was most natural. In conclusion,
                 audio GCDs offer potential for simulating rich, natural
                 social, and other interactions in VEs. They should be
                 considered for improving both performance and fidelity
                 in applications related to social behaviour scenarios
                 or when the user needs to work with multiple audio
                 sources of information.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Long:2017:EGI,
  author =       "Yanjin Long and Vincent Aleven",
  title =        "Educational Game and Intelligent Tutoring System: a
                 Classroom Study and Comparative Design Analysis",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "3",
  pages =        "20:1--20:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3057889",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Educational games and intelligent tutoring systems
                 (ITS) both support learning by doing, although often in
                 different ways. The current classroom experiment
                 compared a popular commercial game for equation
                 solving, DragonBox and a research-based ITS, Lynnette
                 with respect to desirable educational outcomes. The 190
                 participating 7th and 8th grade students were randomly
                 assigned to work with either system for 5 class
                 periods. We measured out-of-system transfer of learning
                 with a paper and pencil pre- and post-test of students'
                 equation-solving skill. We measured enjoyment and
                 accuracy of self-assessment with a questionnaire. The
                 students who used DragonBox solved many more problems
                 and enjoyed the experience more, but the students who
                 used Lynnette performed significantly better on the
                 post-test. Our analysis of the design features of both
                 systems suggests possible explanations and spurs ideas
                 for how the strengths of the two systems might be
                 combined. The study shows that intuitions about what
                 works, educationally, can be fallible. Therefore, there
                 is no substitute for rigorous empirical evaluation of
                 educational technologies.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Thebault-Spieker:2017:TGU,
  author =       "Jacob Thebault-Spieker and Loren Terveen and Brent
                 Hecht",
  title =        "Toward a Geographic Understanding of the Sharing
                 Economy: Systemic Biases in {UberX} and {TaskRabbit}",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "3",
  pages =        "21:1--21:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3058499",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Despite the geographically situated nature of most
                 sharing economy tasks, little attention has been paid
                 to the role that geography plays in the sharing
                 economy. In this article, we help to address this gap
                 in the literature by examining how four key principles
                 from human geography-distance decay, structured
                 variation in population density, mental maps, and ``the
                 Big Sort'' (spatial homophily)-manifest in sharing
                 economy platforms. We find that these principles
                 interact with platform design decisions to create
                 systemic biases in which the sharing economy is
                 significantly more effective in dense, high
                 socioeconomic status (SES) areas than in low-SES areas
                 and the suburbs. We further show that these results are
                 robust across two sharing economy platforms: UberX and
                 TaskRabbit. In addition to highlighting systemic
                 sharing economy biases, this article more fundamentally
                 demonstrates the importance of considering well-known
                 geographic principles when designing and studying
                 sharing economy platforms.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Velloso:2017:MCS,
  author =       "Eduardo Velloso and Marcus Carter and Joshua Newn and
                 Augusto Esteves and Christopher Clarke and Hans
                 Gellersen",
  title =        "Motion Correlation: Selecting Objects by Matching
                 Their Movement",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "3",
  pages =        "22:1--22:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3064937",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Selection is a canonical task in user interfaces,
                 commonly supported by presenting objects for
                 acquisition by pointing. In this article, we consider
                 motion correlation as an alternative for selection. The
                 principle is to represent available objects by motion
                 in the interface, have users identify a target by
                 mimicking its specific motion, and use the correlation
                 between the system's output with the user's input to
                 determine the selection. The resulting interaction has
                 compelling properties, as users are guided by motion
                 feedback, and only need to copy a presented motion.
                 Motion correlation has been explored in earlier work
                 but only recently begun to feature in holistic
                 interface designs. We provide a first comprehensive
                 review of the principle, and present an analysis of
                 five previously published works, in which motion
                 correlation underpinned the design of novel gaze and
                 gesture interfaces for diverse application contexts. We
                 derive guidelines for motion correlation algorithms,
                 motion feedback, choice of modalities, overall design
                 of motion correlation interfaces, and identify
                 opportunities and challenges identified for future
                 research and design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jamil:2017:CAD,
  author =       "Izdihar Jamil and Calkin Suero Montero and Mark Perry
                 and Kenton O'Hara and Abhijit Karnik and Kaisa
                 Pihlainen and Mark T. Marshall and Swathi Jha and
                 Sanjay Gupta and Sriram Subramanian",
  title =        "Collaborating around Digital Tabletops: Children's
                 Physical Strategies from {India}, the {UK} and
                 {Finland}",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "3",
  pages =        "23:1--23:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3058551",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present a study of children collaborating around
                 interactive tabletops in three different countries:
                 India, the United Kingdom and Finland. Our data
                 highlights the key distinctive physical strategies used
                 by children when performing collaborative tasks during
                 this study. Children in India employ dynamic
                 positioning with frequent physical contact and
                 simultaneous object movement. Children in the UK tend
                 to prefer static positioning with minimal physical
                 contact and simultaneous object movement. Children in
                 Finland use a mixture of dynamic and static positioning
                 with minimal physical contact and object movement. Our
                 findings indicate the importance of understanding
                 collaboration strategies and behaviours when designing
                 and deploying interactive tabletops in heterogeneous
                 educational environments. We conclude with a discussion
                 on how designers of tabletops for schools can provide
                 opportunities for children in different countries to
                 define and shape their own collaboration strategies for
                 small group learning that take into account their
                 different classroom practices.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mueller:2017:DBI,
  author =       "Florian `Floyd' Mueller and Martin R. Gibbs and Frank
                 Vetere and Darren Edge",
  title =        "Designing for Bodily Interplay in Social Exertion
                 Games",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "3",
  pages =        "24:1--24:??",
  month =        jul,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3064938",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "While exertion games facilitate, and benefit from,
                 social play, most exertion games merely support players
                 acting independently. To help designers explore the
                 richness of social play in exertion games, we present
                 the design dimension ``bodily interplay'' that gives
                 critical focus to how players' bodies interact with one
                 another. We offer two broad categories of bodily
                 interplay --- parallel and interdependent play --- to
                 explain how exertion games can facilitate independent
                 and offensive/defensive-type experiences. These
                 categories can be applied to both the physical and
                 virtual space, and by looking at all permutations of
                 these categories, we articulate four ways of coupling
                 the spaces: comparative, actuated, derived, and
                 projected coupling. This article illustrates the
                 inspirational power of the dimensions by applying them
                 to the analysis of four exertion games. Altogether, we
                 articulate a vocabulary that can guide designers in the
                 creation of social exertion games, helping players
                 profit from the many benefits of exertion.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2017:ESTd,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 24:4",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "4",
  pages =        "25:1--25:??",
  month =        sep,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3131964",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Benford:2017:CID,
  author =       "Steve Benford and Boriana Koleva and Anthony Quinn and
                 Emily-Clare Thorn and Kevin Glover and William Preston
                 and Adrian Hazzard and Stefan Rennick-Egglestone and
                 Chris Greenhalgh and Richard Mortier",
  title =        "Crafting Interactive Decoration",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "4",
  pages =        "26:1--26:??",
  month =        sep,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3058552",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We explore the crafting of interactive decoration for
                 everyday artefacts. This involves adorning them with
                 decorative patterns that enhance their beauty while
                 triggering digital interactions when scanned with
                 cameras. These are realized using an existing augmented
                 reality technique that embeds computer readable codes
                 into the topological structures of hand-drawn patterns.
                 We describe a research through design process that
                 engaged artisans to craft a portfolio of interactive
                 artefacts, including ceramic bowls, embroidered gift
                 cards, fabric souvenirs, and an acoustic guitar. We
                 annotate this portfolio with reflections on the
                 crafting process, revealing how artisans addressed
                 pattern, materials, form and function, and digital
                 mappings throughout their craft process. Further
                 reflection on our portfolio reveals how they bridged
                 between human and system perceptions of visual patterns
                 and engaged in a deep embedding of digital interactions
                 into physical materials. Our findings demonstrate the
                 potential for interactive decoration, distilling the
                 craft knowledge involved in creating aesthetic and
                 functional decoration, highlight the need for
                 transparent computer vision technologies, and raise
                 wider issues for HCI's growing engagement with craft.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Muller:2017:CTM,
  author =       "J{\"o}rg M{\"u}ller and Antti Oulasvirta and Roderick
                 Murray-Smith",
  title =        "Control Theoretic Models of Pointing",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "4",
  pages =        "27:1--27:??",
  month =        sep,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3121431",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article presents an empirical comparison of four
                 models from manual control theory on their ability to
                 model targeting behaviour by human users using a mouse:
                 McRuer's Crossover, Costello's Surge, second-order lag
                 (2OL), and the Bang-bang model. Such dynamic models are
                 generative, estimating not only movement time, but also
                 pointer position, velocity, and acceleration on a
                 moment-to-moment basis. We describe an experimental
                 framework for acquiring pointing actions and
                 automatically fitting the parameters of mathematical
                 models to the empirical data. We present the use of
                 time-series, phase space, and Hooke plot visualisations
                 of the experimental data, to gain insight into human
                 pointing dynamics. We find that the identified control
                 models can generate a range of dynamic behaviours that
                 captures aspects of human pointing behaviour to varying
                 degrees. Conditions with a low index of difficulty (ID)
                 showed poorer fit because their unconstrained nature
                 leads naturally to more behavioural variability. We
                 report on characteristics of human surge behaviour (the
                 initial, ballistic sub-movement) in pointing, as well
                 as differences in a number of controller performance
                 measures, including overshoot, settling time, peak
                 time, and rise time. We describe trade-offs among the
                 models. We conclude that control theory offers a
                 promising complement to Fitts' law based approaches in
                 HCI, with models providing representations and
                 predictions of human pointing dynamics, which can
                 improve our understanding of pointing and inform
                 design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Soute:2017:DER,
  author =       "Iris Soute and Tudor Vacaretu and Jan {De Wit} and
                 Panos Markopoulos",
  title =        "Design and Evaluation of {RaPIDO}, A Platform for
                 Rapid Prototyping of Interactive Outdoor Games",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "4",
  pages =        "28:1--28:??",
  month =        sep,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3105704",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Outdoor, multi-player games involving social
                 interaction and physical activity are an emerging class
                 of applications particularly interesting for children,
                 for whom the attraction and the health and
                 developmental benefits are clear cut. Implementing and
                 prototyping such games present non-trivial technical
                 challenges to interaction and game designers; this
                 hampers iterative prototyping and testing cycles that
                 are core to user-centred design and game development
                 processes. This insight has motivated the development
                 of RaPIDO (Rapid prototyping of Physical Interaction
                 Design for Outdoor games), a prototyping platform for
                 physical computing, targeting interaction designers
                 with limited electronics or software skills. RaPIDO has
                 been evaluated in a user test, evaluating RaPIDOs
                 software library, and in a case study involving two
                 designers who used it to develop outdoor games for
                 children. We illustrate how RaPIDO enabled broader
                 exploration of the design space and faster iterations
                 than would otherwise be possible, allowing designers to
                 focus on the core game concepts rather than complex and
                 low-level engineering issues.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lafreniere:2017:IPT,
  author =       "Benjamin Lafreniere and Carl Gutwin and Andy
                 Cockburn",
  title =        "Investigating the Post-Training Persistence of Expert
                 Interaction Techniques",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "4",
  pages =        "29:1--29:??",
  month =        sep,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3119928",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Expert interaction techniques enable users to greatly
                 improve their performance; however, to realize these
                 advantages, the user must first acquire the skill
                 necessary to use a technique, then choose to use it
                 over competing novice techniques. This article
                 investigates several factors that may influence whether
                 use of an expert technique persists when the context of
                 use changes. Two studies examine the effect of changing
                 performance requirements, and find that a high
                 performance requirement imposed in a training context
                 can effectively push users to adopt an expert
                 technique, and that use of the technique is maintained
                 when the requirement is subsequently reduced or
                 removed. In a final study, performance requirement,
                 high-level task, and environment of use are
                 changed-participants played a training game to learn
                 the menu for a drawing application, which they then
                 used to complete a series of drawings over the
                 following week. Participants exhibited a somewhat
                 surprising ``all-or-nothing'' effect, using the expert
                 technique nearly exclusively or not at all, and
                 maintaining this behavior over a range of qualitatively
                 different tasks. This suggests that switching to an
                 expert technique involves a global change by the user,
                 rather than an incremental change as suggested by
                 previous work.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gadiraju:2017:UWS,
  author =       "Ujwal Gadiraju and Besnik Fetahu and Ricardo Kawase
                 and Patrick Siehndel and Stefan Dietze",
  title =        "Using Worker Self-Assessments for Competence-Based
                 Pre-Selection in Crowdsourcing Microtasks",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "4",
  pages =        "30:1--30:??",
  month =        sep,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3119930",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Sep 15 18:31:31 MDT 2017",
  bibsource =    "http://www.acm.org/pubs/contents/journals/tochi/;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Paid crowdsourcing platforms have evolved into
                 remarkable marketplaces where requesters can tap into
                 human intelligence to serve a multitude of purposes,
                 and the workforce can benefit through monetary returns
                 for investing their efforts. In this work, we focus on
                 individual crowd worker competencies. By drawing from
                 self-assessment theories in psychology, we show that
                 crowd workers often lack awareness about their true
                 level of competence. Due to this, although workers
                 intend to maintain a high reputation, they tend to
                 participate in tasks that are beyond their competence.
                 We reveal the diversity of individual worker
                 competencies, and make a case for competence-based
                 pre-selection in crowdsourcing marketplaces. We show
                 the implications of flawed self-assessments on
                 real-world microtasks, and propose a novel worker
                 pre-selection method that considers accuracy of worker
                 self-assessments. We evaluated our method in a
                 sentiment analysis task and observed an improvement in
                 the accuracy by over 15\%, when compared to traditional
                 performance-based worker pre-selection. Similarly, our
                 proposed method resulted in an improvement in accuracy
                 of nearly 6\% in an image validation task. Our results
                 show that requesters in crowdsourcing platforms can
                 benefit by considering worker self-assessments in
                 addition to their performance for pre-selection.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2017:EST,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 24:5",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "5",
  pages =        "31:1--31:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3145471",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Nov 18 10:15:28 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Orji:2017:IEG,
  author =       "Rita Orji and Regan L. Mandryk and Julita Vassileva",
  title =        "Improving the Efficacy of Games for Change Using
                 Personalization Models",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "5",
  pages =        "32:1--32:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3119929",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Nov 18 10:15:28 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "There has been a continuous increase in the design and
                 application of computer games for purposes other than
                 entertainment in recent years. Serious games-games that
                 motivate behavior and retain attention in serious
                 contexts-can change the attitudes, behaviors, and
                 habits of players. These games for change have been
                 shown to motivate behavior change, persuade people, and
                 promote learning using various persuasive strategies.
                 However, persuasive strategies that motivate one player
                 may demotivate another. In this article, we show the
                 importance of tailoring games for change in the context
                 of a game designed to improve healthy eating habits. We
                 tailored a custom-designed game by adapting only the
                 persuasive strategies employed; the game mechanics
                 themselves did not vary. Tailoring the game design to
                 players' personality type improved the effectiveness of
                 the games in promoting positive attitudes, intention to
                 change behavior, and self-efficacy. Furthermore, we
                 show that the benefits of tailoring the game
                 intervention are not explained by the improved player
                 experience, but directly by the choice of persuasive
                 strategy employed. Designers and researchers of games
                 for change can use our results to improve the efficacy
                 of their game-based interventions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hornbaek:2017:TAU,
  author =       "Kasper Hornb{\ae}k and Morten Hertzum",
  title =        "Technology Acceptance and User Experience: a Review of
                 the Experiential Component in {HCI}",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "5",
  pages =        "33:1--33:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3127358",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Nov 18 10:15:28 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Understanding the mechanisms that shape the adoption
                 and use of information technology is central to
                 human--computer interaction. Two accounts are
                 particularly vocal about these mechanisms, namely the
                 technology acceptance model (TAM) and work on user
                 experience (UX) models. In this study, we review 37
                 papers in the overlap between TAM and UX models to
                 explore the experiential component of human--computer
                 interactions. The models provide rich insights about
                 what constructs influence the experiential component of
                 human--computer interactions and about how these
                 constructs are related. For example, the effect of
                 perceived enjoyment on attitude is stronger than those
                 of perceived usefulness and perceived ease of use. It
                 is less clear why the relations exist and under which
                 conditions the models apply. We discuss four of the
                 main theories used in reasoning about the experiential
                 component and, for example, point to the near absence
                 of psychological needs and negative emotions in the
                 models. In addition, most of the reviewed studies are
                 not tied to specific use episodes, thereby bypassing
                 tasks as an explanatory variable and undermining the
                 accurate measurement of experiences, which are
                 susceptible to moment-to-moment changes. We end by
                 summarizing the implications of our review for future
                 research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Oulasvirta:2017:CSF,
  author =       "Antti Oulasvirta and Anna Feit and Perttu
                 L{\"a}hteenlahti and Andreas Karrenbauer",
  title =        "Computational Support for Functionality Selection in
                 Interaction Design",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "5",
  pages =        "34:1--34:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3131608",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Nov 18 10:15:28 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Designing interactive technology entails several
                 objectives, one of which is identifying and selecting
                 appropriate functionality. Given candidate
                 functionalities such as ``print,'' ``bookmark,'' and
                 ``share,'' a designer has to choose which
                 functionalities to include and which to leave out. Such
                 choices critically affect the acceptability,
                 productivity, usability, and experience of the design.
                 However, designers may overlook reasonable designs
                 because there is an exponential number of functionality
                 sets and multiple factors to consider. This article is
                 the first to formally define this problem and propose
                 an algorithmic method to support designers to explore
                 alternative functionality sets in early stage design.
                 Based on interviews of professional designers, we
                 mathematically define the task of identifying
                 functionality sets that strike the best balance among
                 four objectives: usefulness, satisfaction, ease of use,
                 and profitability. We develop an integer linear
                 programming solution that can efficiently solve very
                 large instances (set size over 1,300) on a regular
                 computer. Further, we build on techniques of robust
                 optimization to search for diverse and surprising
                 functionality designs. Empirical results from a
                 controlled study and field deployment are encouraging.
                 Most designers rated computationally created sets to be
                 of the comparable or superior quality than their own.
                 Designers reported gaining better understanding of
                 available functionalities and the design space.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mehta:2017:MAI,
  author =       "Hrim Mehta and Adam Bradley and Mark Hancock and
                 Christopher Collins",
  title =        "Metatation: Annotation as Implicit Interaction to
                 Bridge Close and Distant Reading",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "5",
  pages =        "35:1--35:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3131609",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Nov 18 10:15:28 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In the domain of literary criticism, many critics
                 practice close reading, annotating by hand while
                 performing a detailed analysis of a single text. Often
                 this process employs the use of external resources to
                 aid analysis. In this article, we present a study and
                 subsequent tool design focused on leveraging a critic's
                 annotations as implicit interactions for initiating
                 context-specific computational support that
                 automatically searches external resources. We observed
                 14 poetry critics performing a close reading, revealing
                 a set of cognitive practices supported through
                 free-form annotation that have not previously been
                 discussed in this context. We used guidelines derived
                 from our study to design a tool, Metatation, which uses
                 a pen-and-paper system with a peripheral display to
                 utilize reader annotations as underspecified
                 interactions to augment close reading. By turning
                 paper-based annotations into implicit queries,
                 Metatation provides relevant supplemental information
                 in a just-in-time manner and acts as a bridge between
                 close and distant reading.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kim:2017:BIC,
  author =       "Nam Wook Kim and Zoya Bylinskii and Michelle A. Borkin
                 and Krzysztof Z. Gajos and Aude Oliva and Fredo Durand
                 and Hanspeter Pfister",
  title =        "{BubbleView}: an Interface for Crowdsourcing Image
                 Importance Maps and Tracking Visual Attention",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "5",
  pages =        "36:1--36:??",
  month =        nov,
  year =         "2017",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3131275",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Nov 18 10:15:28 MST 2017",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we present BubbleView, an alternative
                 methodology for eye tracking using discrete mouse
                 clicks to measure which information people consciously
                 choose to examine. BubbleView is a mouse-contingent,
                 moving-window interface in which participants are
                 presented with a series of blurred images and click to
                 reveal ``bubbles'' --- small, circular areas of the
                 image at original resolution, similar to having a
                 confined area of focus like the eye fovea. Across 10
                 experiments with 28 different parameter combinations,
                 we evaluated BubbleView on a variety of image types:
                 information visualizations, natural images, static
                 webpages, and graphic designs, and compared the clicks
                 to eye fixations collected with eye-trackers in
                 controlled lab settings. We found that BubbleView
                 clicks can both (i) successfully approximate eye
                 fixations on different images, and (ii) be used to rank
                 image and design elements by importance. BubbleView is
                 designed to collect clicks on static images, and works
                 best for defined tasks such as describing the content
                 of an information visualization or measuring image
                 importance. BubbleView data is cleaner and more
                 consistent than related methodologies that use
                 continuous mouse movements. Our analyses validate the
                 use of mouse-contingent, moving-window methodologies as
                 approximating eye fixations for different image and
                 task types.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2018:ESTa,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 24:6",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "6",
  pages =        "37:1--37:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3173378",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "37",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Antle:2018:ODS,
  author =       "Alissa N. Antle and Leslie Chesick and Elgin-Skye
                 Mclaren",
  title =        "Opening up the Design Space of Neurofeedback
                 Brain--Computer Interfaces for Children",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "6",
  pages =        "38:1--38:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3131607",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Brain--computer interface applications (BCIs)
                 utilizing neurofeedback (NF) can make invisible brain
                 states visible in real time. Learning to recognize,
                 modify, and regulate brain states is critical to all
                 children's development and can improve learning, and
                 emotional and mental health outcomes. How can we design
                 usable and effective NF BCIs that help children learn
                 and practice brain state self-regulation? Our
                 contribution is a list of challenges for this emerging
                 design space and a conceptual framework that addresses
                 those challenges. The framework is composed of five
                 interrelated strong concepts that we adapted from other
                 design spaces. We derived the concepts reflectively,
                 theoretically, and empirically through a design
                 research process in which we created and evaluated a NF
                 BCI, called Mind-Full, designed to help children living
                 in Nepal who had suffered from complex trauma learn to
                 self-regulate anxiety and attention. We add rigor to
                 our derivation methodology by horizontally and
                 vertically grounding our concepts, that is, relating
                 them to similar concepts in the literature and
                 instantiations in other artifacts. We illustrate the
                 generative power of the concepts and the
                 inter-relationships between them through the
                 description of two new NF BCIs we created using the
                 framework for urban and indigenous children with
                 anxiety and attentional challenges. We then show the
                 versatility of our framework by describing how it
                 inspired and informed the conceptual design of three NF
                 BCIs for different types of self-regulation: selective
                 attention and working memory, pain management, and
                 depression. Last, we discuss the contestability,
                 defensibility, and substantiveness of our conceptual
                 framework in order to ensure rigor in our research
                 design process. Our contribution is a rigorously
                 derived design framework that opens up this new and
                 emerging design space of NF BCI's for children for
                 other researchers and designers.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "38",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kharrufa:2018:UMU,
  author =       "Ahmed Kharrufa and Thomas Ploetz and Patrick Olivier",
  title =        "A Unified Model for User Identification on Multi-Touch
                 Surfaces: a Survey and Meta-Analysis",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "6",
  pages =        "39:1--39:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3144569",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "User identification on interactive surfaces is a
                 desirable feature that is not inherently supported by
                 existing technologies. We have conducted an extensive
                 survey of existing identification techniques, which led
                 us to formulate a unified model for user
                 identification. We start by introducing this model that
                 (1) classifies existing user identification approaches
                 in five categories according to the identification
                 technology, (2) identifies eight characteristic
                 identification system parameters, and (3) proposes a
                 way for visualizing the system's characteristics as
                 points on a radar chart to allow for quick comparison
                 and contrast between systems. This model is then used
                 to present our survey of existing user identification
                 approaches and visualize their characteristics,
                 highlighting their strengths and limitations. The model
                 also makes it possible to visually represent
                 requirements of systems that require user
                 identification, identify existing approaches that can
                 meet an application's requirements, and help report on
                 and evaluate new approaches to user identification
                 systematically.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "39",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Barral:2018:NNL,
  author =       "Oswald Barral and Ilkka Kosunen and Giulio Jacucci",
  title =        "No Need to Laugh Out Loud: Predicting Humor Appraisal
                 of Comic Strips Based on Physiological Signals in a
                 Realistic Environment",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "6",
  pages =        "40:1--40:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3157730",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We explore electroencephalography (EEG), electrodermal
                 activity (EDA), and electrocardiography (ECG) as valid
                 sources to infer humor appraisal in a realistic
                 environment. We report on an experiment in which 25
                 participants browsed a popular user-generated humorous
                 content website while their physiological responses
                 were recorded. We build predictive models to infer the
                 participants' appraisal of the humorousness of the
                 content and demonstrate that the fusion of several
                 physiological signals can lead to classification
                 performances up to 0.73 in terms of the area under the
                 ROC curve (AUC). We identify that the most
                 discriminative changes in physiological signals happen
                 at the later stages of the information consumption
                 process, reflected in changes on the upper EEG
                 frequency bands, higher levels of EDA, and heart-rate
                 acceleration. Additionally, we present a comprehensive
                 analysis by benchmarking the predictive power of each
                 of the physiological signals separately, and by
                 comparing them to state-of-the-art facial recognition
                 algorithms based on facial video recordings. The
                 classification performance ranges from 0.88 (in terms
                 of AUC) when combining physiological signals and video
                 recordings, to 0.55 when using ECG signals alone.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "40",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Perry:2018:MPU,
  author =       "Mark Perry and Jennifer Ferreira",
  title =        "Moneywork: Practices of Use and Social Interaction
                 around Digital and Analog Money",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "6",
  pages =        "41:1--41:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3162082",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The emergence of various forms of digital money and
                 innovative digital financial services allows stores of
                 value to be created, held, moved, measured, and
                 exchanged in novel ways. Yet the success of these new
                 forms of transactional media is largely dependent on
                 the ways that they are understood as useful and
                 credible as viable forms of exchange, and on how they
                 support the ways that their users interact around them.
                 This article therefore examines interactional work
                 around the use of money in making financial
                 transactions: we call this moneywork. We report on an
                 empirical study of the patterns of behavior of users of
                 a mixed media (digital and analog) currency that
                 supports mobile device payments-the Bristol
                 Pound-exploring the impacts of its users' understanding
                 of the systems that underlie these transactions, the
                 technical constraints on their potential for action,
                 their practices of use, and the social interactions
                 that these activities lie within. We draw design
                 implications to support these payment practices.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "41",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Brown:2018:TTL,
  author =       "Barry Brown and Kenton O'Hara and Moira McGregor and
                 Donald Mcmillan",
  title =        "Text in Talk: Lightweight Messages in Co-Present
                 Interaction",
  journal =      j-TOCHI,
  volume =       "24",
  number =       "6",
  pages =        "42:1--42:??",
  month =        jan,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3152419",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "While lightweight text messaging applications have
                 been researched extensively, new messaging applications
                 such as iMessage, WhatsApp, and Snapchat offer some new
                 functionality and potential uses. Moreover, the role
                 messaging plays in interaction and talk with those who
                 are co-present has been neglected. In this article, we
                 draw upon a corpus of naturalistic recordings of text
                 message reading and composition to document the
                 face-to-face life of text messages. Messages, both sent
                 and received, share similarities with reported speech
                 in conversation; they can become topical resource for
                 local conversation-supporting verbatim reading aloud or
                 adaptive summaries. Yet with text messages, their
                 verifiability creates a distinctive resource.
                 Similarly, in message composition, what to write may be
                 discussed with collocated others. We conclude with
                 discussion of designs for messaging in both
                 face-to-face, and remote, communication.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "42",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bannon:2018:IRP,
  author =       "Liam Bannon and Jeffrey Bardzell and Susanne
                 B{\o}dker",
  title =        "Introduction: Reimagining Participatory
                 Design-Emerging Voices",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3177794",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gooch:2018:AQV,
  author =       "Daniel Gooch and Matthew Barker and Lorraine Hudson
                 and Ryan Kelly and Gerd Kortuem and Janet {Van Der
                 Linden} and Marian Petre and Rebecca Brown and Anna
                 Klis-Davies and Hannah Forbes and Jessica Mackinnon and
                 Robbie Macpherson and Clare Walton",
  title =        "Amplifying Quiet Voices: Challenges and Opportunities
                 for Participatory Design at an Urban Scale",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3139398",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Many Smart City projects are beginning to consider the
                 role of citizens. However, current methods for engaging
                 urban populations in participatory design (PD)
                 activities are somewhat limited. In this article, we
                 describe an approach taken to empower socially
                 disadvantaged citizens, using a variety of both social
                 and technological tools, in a Smart City project.
                 Through analysing the nature of citizens' concerns and
                 proposed solutions, we explore the benefits of our
                 approach, arguing that engaging citizens can uncover
                 hyper-local concerns that provide a foundation for
                 finding solutions to address citizen concerns. By
                 reflecting on our approach, we identify four key
                 challenges to utilising PD at an urban scale; balancing
                 scale with the personal, who has control of the
                 process, who is participating and integrating
                 citizen-led work with local authorities. By addressing
                 these challenges, we will be able to truly engage
                 citizens as collaborators in co-designing their city.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Duarte:2018:PDP,
  author =       "Ana Maria Bustamante Duarte and Nina Brendel and
                 Auriol Degbelo and Christian Kray",
  title =        "Participatory Design and Participatory Research: an
                 {HCI} Case Study with Young Forced Migrants",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3145472",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Participatory design (PD) in HCI has been successfully
                 applied to vulnerable groups, but further research is
                 still needed on forced migrants. We report on a
                 month-long case study with a group of about 25 young
                 forced migrants (YFMs), where we applied and adapted
                 strategies from PD and participatory research (PR). We
                 gained insights into the benefits and drawbacks of
                 combining PD and PR concepts in this particular
                 scenario. The PD+PR approach supported intercultural
                 collaborations between YFMs and young members of the
                 host community. It also enabled communication across
                 language barriers by using visual and ``didactic
                 reduction'' resources. On a theoretical level, the
                 experiences we gained allowed us to reflect on the role
                 of ``safe spaces'' for participation and the need for
                 further discussing it in PD. Our results can benefit
                 researchers who take part in technology-related
                 participatory processes with YFMs.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bodker:2018:PDM,
  author =       "Susanne B{\o}dker and Morten Kyng",
  title =        "Participatory Design that Matters-Facing the Big
                 Issues",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3152421",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "At a time where computer technology is putting human
                 lives and work under pressure, we discuss how to
                 provide alternatives. We look back at Participatory
                 Design (PD) which was originally about possibilities
                 and alternatives as much as it was about specific
                 solutions. The paper aims to revitalize and revise PD
                 to help people influence big issues. The agenda for
                 this is set through proposing a set of key elements for
                 realizing new, important possibilities. We discuss the
                 possible changes of partnership with users, call for a
                 new role of researchers as activists, debate how to
                 work with demanding visions for lasting impact, and
                 democratic control. We focus on high technological
                 ambitions, on deployment of working prototypes, on
                 alliances, and on scaling up, all seen as important for
                 a PD that matters. We conclude the paper with an
                 invitation to participate in the continued discussion,
                 codesign, and realization of a PD that matters.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pilemalm:2018:PDE,
  author =       "Sofie Pilemalm",
  title =        "Participatory Design in Emerging Civic Engagement
                 Initiatives in the New Public Sector: Applying {PD}
                 Concepts in Resource-Scarce Organizations",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3152420",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this study, we address the role of Participatory
                 Design (PD) in emerging public sector governance forms
                 and, more specifically, civic engagement and
                 we-government initiatives. We achieve this by first
                 providing a research overview of the development of PD
                 approaches since they originated in the 1970s,
                 identifying different PD generations and associated
                 concepts, contexts, and challenges, and then relating
                 them to current public sector trends. Next, we link the
                 overview to a practical example by presenting a case of
                 applying PD to a civic engagement project that takes
                 place in the Swedish emergency response system. Our
                 example findings sustain previously identified needs to
                 return to broad change processes and balance this with
                 ICT re-configuration and structuration of the
                 collaborative processes, the related stakeholders, and
                 their needs, this time in a context where work tasks
                 and responsibilities are not yet defined, known or
                 experienced among stakeholders. We then suggest
                 methodological ways to handle this by (1) applying an
                 interdisciplinary PD approach, (2) replacing the
                 traditional design group with a combination of various
                 qualitative methods and PD techniques, e.g., focus
                 groups, modified scenario-based future workshops,
                 exercises, and after-action-reviews, and (3) support PD
                 activities with context-specific frameworks. We argue
                 that applying PD concepts to the governance forms that
                 are emerging in resource-constrained public sector
                 organizations poses a number of challenges, many of
                 them relating directly to the unknown character of the
                 work setting and the practical difficulties of
                 involving civil citizens as end-users. However, if they
                 are addressed and handled adequately, making civic
                 engagement initiatives work processes and ICT support
                 to work smoothly, this can contribute to a
                 re-politicization of PD in terms of space, action, and
                 the empowerment of citizens both by enhancing their
                 skills and by having them represented in design
                 activities.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bardzell:2018:UPF,
  author =       "Shaowen Bardzell",
  title =        "Utopias of Participation: Feminism, Design, and the
                 Futures",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3127359",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This essay addresses the question of how participatory
                 design (PD) researchers and practitioners can pursue
                 commitments to social justice and democracy while
                 retaining commitments to reflective practice, the
                 voices of the marginal, and design experiments ``in the
                 small.'' I argue that contemporary feminist utopianism
                 has, on its own terms, confronted similar issues, and I
                 observe that it and PD pursue similar agendas, but with
                 complementary strengths. I thus propose a cooperative
                 engagement between feminist utopianism and PD at the
                 levels of theory, methodology, and on-the-ground
                 practice. I offer an analysis of a case-an urban
                 renewal project in Taipei, Taiwan-as a means of
                 exploring what such a cooperative engagement might
                 entail. I argue that feminist utopianism and PD have
                 complementary strengths that could be united to develop
                 and to propose alternative futures that reflect
                 democratic values and procedures, emerging technologies
                 and infrastructures as design materials, a commitment
                 to marginalized voices (and the bodies that speak
                 them), and an ambitious, even literary, imagination.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2018:ESTb,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 25:2",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "2",
  pages =        "7:1--7:??",
  month =        apr,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3196696",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Heintz:2018:DEG,
  author =       "Stephanie Heintz and Effie L.-C. Law",
  title =        "Digital Educational Games: Methodologies for
                 Evaluating the Impact of Game Type",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "2",
  pages =        "8:1--8:??",
  month =        apr,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3177881",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Our main research question is how the choice of game
                 type influences the success of digital educational
                 games (DEGs), where success is defined as significant
                 domain-specific knowledge gain (learning outcome) with
                 positive player experience. We propose a methodological
                 framework to address this question. The comparison of
                 different game types is based on the previously
                 developed Game Elements-Attributes Model (GEAM) and the
                 Game Genre Map, which summarise game features and their
                 relations. In addition, we present a research model
                 considering the impact of player characteristics on
                 learning outcome and player experience as well as their
                 interrelation. Two empirical studies were conducted
                 with 280 students. The application domain was computer
                 programming. Study 1 compared three DEGs of the
                 Mini-Game genre, differing in a single GEAM
                 attribute-time pressure vs. puzzle solving and abstract
                 vs. realistic settings. Study 2 compared DEGs of
                 different genres, which vary in the implementation of
                 several GEAM attributes. None of the player
                 characteristics were found to be statistically
                 significant factors. For both studies, significant
                 differences were found in learning outcomes, for Study
                 2 also in some of the player experience dimensions.
                 GEAM was demonstrated as a promising framework for
                 games user research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Maior:2018:WAU,
  author =       "Horia A. Maior and Max L. Wilson and Sarah Sharples",
  title =        "Workload Alerts-Using Physiological Measures of Mental
                 Workload to Provide Feedback During Tasks",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "2",
  pages =        "9:1--9:??",
  month =        apr,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3173380",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Feedback is valuable for allowing us to improve on
                 tasks. While retrospective feedback can help us improve
                 for next time, feedback `in action' can allow us to
                 improve the outcome of on-going tasks. In this article,
                 we use data from functional Near InfraRed Spectroscopy
                 to provide participants with feedback about their
                 mental workload levels during high-workload tasks. We
                 evaluate the impact of this feedback on task
                 performance and perceived task performance, in
                 comparison to industry standard mid-task
                 self-assessments, and explore participants' perceptions
                 of this feedback. In line with previous work, we
                 confirm that deploying self-reporting methods affect
                 both perceived and actual performance. Conversely, we
                 conclude that our objective concurrent feedback
                 correlated more closely with task demand, supported
                 reflection in action, and did not negatively affect
                 performance. Future work, however, should focus on the
                 design of this feedback and the potential behaviour
                 changes that will result.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Salehi:2018:IIW,
  author =       "Niloufar Salehi and Michael S. Bernstein",
  title =        "{Ink}: Increasing Worker Agency to Reduce Friction in
                 Hiring Crowd Workers",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "2",
  pages =        "10:1--10:??",
  month =        apr,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3177882",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The web affords connections by which end-users can
                 receive paid, expert help-such as programming, design,
                 and writing-to reach their goals. While a number of
                 online marketplaces have emerged to facilitate such
                 connections, most end-users do not approach a market to
                 hire an expert when faced with a challenge. To reduce
                 friction in hiring from peer-to-peer expert crowd work
                 markets, we propose Ink, a system that crowd workers
                 can use to showcase their services by embedding tasks
                 inside web tutorials-a common destination for users
                 with information needs. Workers have agency to define
                 and manage tasks, through which users can request their
                 help to review or execute each step of the tutorial,
                 for example, to give feedback on a paper outline,
                 perform a statistical analysis, or host a practice
                 programming interview. In a public deployment, over
                 25,000 pageviews led 168 tutorial readers to pay crowd
                 workers for their services, most of whom had not
                 previously hired from crowdsourcing marketplaces. A
                 field experiment showed that users were more likely to
                 hire crowd experts when the task was embedded inside
                 the tutorial rather than when they were redirected to
                 the same worker's Upwork profile to hire them.
                 Qualitative analysis of interviews showed that Ink
                 framed hiring expert crowd workers within users'
                 well-established information seeking habits and gave
                 workers more control over their work.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Procter:2018:HWC,
  author =       "Rob Procter and Joe Wherton and Trisha Greenhalgh",
  title =        "Hidden Work and the Challenges of Scalability and
                 Sustainability in Ambulatory Assisted Living",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "2",
  pages =        "11:1--11:??",
  month =        apr,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3185591",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Assisted living technologies may help people live
                 independently while also-potentially-reducing health
                 and care costs. But they are notoriously difficult to
                 implement at scale and many devices are abandoned
                 following initial adoption. We report findings from a
                 study of global positioning system (GPS) tracking
                 devices intended to support the independent living of
                 people with cognitive impairment. Our aims were
                 threefold: to understand (through ethnography) such
                 individuals' lived experience of GPS tracking; to
                 facilitate (through action research) the customization
                 and adaptation of technologies and care services to
                 provide effective, ongoing support; and to explore the
                 possibilities for a co-production methodology that
                 would enable people with cognitive impairment and their
                 families to work with professionals and technical
                 designers to shape these devices and services to meet
                 their particular needs in a sustainable way. We found
                 that the articulation work needed for maintaining the
                 GPS technology in ``working order'' was extensive and
                 ongoing. This articulation work does not merely
                 supplement formal procedures, a lot of it is needed to
                 get round them, but it is also often invisible and thus
                 its importance goes largely unrecognized. If GPS
                 technologies are to be implemented at scale and
                 sustainably, methods must be found to capitalize on the
                 skills and tacit knowledge held within the care network
                 (professional and lay) to resolve problems, improve
                 device design, devise new service solutions, and foster
                 organizational learning.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jhaver:2018:OHC,
  author =       "Shagun Jhaver and Sucheta Ghoshal and Amy Bruckman and
                 Eric Gilbert",
  title =        "Online Harassment and Content Moderation: The Case of
                 Blocklists",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "2",
  pages =        "12:1--12:??",
  month =        apr,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3185593",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Online harassment is a complex and growing problem. On
                 Twitter, one mechanism people use to avoid harassment
                 is the blocklist, a list of accounts that are
                 preemptively blocked from interacting with a
                 subscriber. In this article, we present a rich
                 description of Twitter blocklists --- why they are
                 needed, how they work, and their strengths and
                 weaknesses in practice. Next, we use blocklists to
                 interrogate online harassment --- the forms it takes,
                 as well as tactics used by harassers. Specifically, we
                 interviewed both people who use blocklists to protect
                 themselves, and people who are blocked by blocklists.
                 We find that users are not adequately protected from
                 harassment, and at the same time, many people feel that
                 they are blocked unnecessarily and unfairly. Moreover,
                 we find that not all users agree on what constitutes
                 harassment. Based on our findings, we propose design
                 interventions for social network sites with the aim of
                 protecting people from harassment, while preserving
                 freedom of speech.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sha:2018:ISA,
  author =       "Long Sha and Patrick Lucey and Yisong Yue and Xinyu
                 Wei and Jennifer Hobbs and Charlie Rohlf and Sridha
                 Sridharan",
  title =        "Interactive Sports Analytics: an Intelligent Interface
                 for Utilizing Trajectories for Interactive Sports Play
                 Retrieval and Analytics",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "2",
  pages =        "13:1--13:??",
  month =        apr,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3185596",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:13 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Analytics in professional sports has experienced a
                 dramatic growth in the last decade due to the wide
                 deployment of player and ball tracking systems in team
                 sports, such as basketball and soccer. With the massive
                 amount of fine-grained data being generated, new
                 data-points are being generated, which can shed light
                 on player and team performance. However, due to the
                 complexity of plays in continuous sports, these
                 data-points often lack the specificity and context to
                 enable meaningful retrieval and analytics. In this
                 article, we present an intelligent human--computer
                 interface that utilizes trajectories instead of words,
                 which enables specific play retrieval in sports.
                 Various techniques of alignment, templating, and
                 hashing were utilized by our system and they are
                 tailored to multi-agent scenario so that interactive
                 speeds can be achieved. We conduct a user study to
                 compare our method to the conventional keywords-based
                 system and the results show that our method
                 significantly improves the retrieval quality. We also
                 show how our interface can be utilized for broadcast
                 purposes, where a user can draw and interact with
                 trajectories on a broadcast view using computer vision
                 techniques. Additionally, we show that our method can
                 also be used for interactive analytics of player
                 performance, which enables the users to move players
                 around and see how performance changes as a function of
                 position and proximity to other players.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hinckley:2018:ESTc,
  author =       "Ken Hinckley",
  title =        "The {Editor}'s Spotlight: {TOCHI} Issue 25:3",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "3",
  pages =        "14:1--14:??",
  month =        jun,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3214352",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:14 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pinder:2018:DBC,
  author =       "Charlie Pinder and Jo Vermeulen and Benjamin R. Cowan
                 and Russell Beale",
  title =        "Digital Behaviour Change Interventions to Break and
                 Form Habits",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "3",
  pages =        "15:1--15:??",
  month =        jun,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3196830",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:14 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Digital behaviour change interventions, particularly
                 those using pervasive computing technology, hold great
                 promise in supporting users to change their behaviour.
                 However, most interventions fail to take habitual
                 behaviour into account, limiting their potential
                 impact. This failure is partly driven by a plethora of
                 overlapping behaviour change theories and related
                 strategies that do not consider the role of habits. We
                 critically review the main theories and models used in
                 the research to analyse their application to designing
                 effective habitual behaviour change interventions. We
                 highlight the potential for Dual Process Theory, modern
                 habit theory, and Goal Setting Theory, which together
                 model how users form and break habits, to drive
                 effective digital interventions. We synthesise these
                 theories into an explanatory framework, the Habit
                 Alteration Model, and use it to outline the state of
                 the art. We identify the opportunities and challenges
                 of habit-focused interventions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rapp:2018:PIS,
  author =       "Amon Rapp and Lia Tirabeni",
  title =        "Personal Informatics for Sport: Meaning, Body, and
                 Social Relations in Amateur and Elite Athletes",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "3",
  pages =        "16:1--16:??",
  month =        jun,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3196829",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:14 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Technological advances in wearable computing are
                 changing the sports domain. A variety of Personal
                 Informatics (PI) tools are starting to provide support
                 and improve athletes' performance in many sports. In
                 this article, we interviewed 20 amateur and elite
                 athletes of different disciplines, using an array of PI
                 devices, to explore how sports, as well as athletes'
                 experience, are affected by such instruments. We
                 discovered that amateur athletes present different
                 patterns of usage compared to elite ones. Moreover, we
                 found that elite athletes make sense of their data by
                 exploiting the knowledge they have about their own body
                 and sports practice. We then proposed four
                 considerations for design that we believe should be
                 explored in the future, to reflect on how self-tracking
                 is changing our perspective on sports, and, by and
                 large, on our everyday life.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cho:2018:CPM,
  author =       "Hichang Cho and Bart Knijnenburg and Alfred Kobsa and
                 Yao Li",
  title =        "Collective Privacy Management in Social Media: a
                 Cross-Cultural Validation",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "3",
  pages =        "17:1--17:??",
  month =        jun,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3193120",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:14 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "If one wants to study privacy from an intercultural
                 perspective, one must first validate whether there are
                 any cultural variations in the concept of ``privacy''
                 itself. This study systematically examines cultural
                 differences in collective privacy management
                 strategies, and highlights methodological precautions
                 that must be taken in quantitative intercultural
                 privacy research. Using survey data of 498 Facebook
                 users from the US, Singapore, and South Korea, we test
                 the validity and cultural invariance of the measurement
                 model and predictive model associated with collective
                 privacy management. The results show that the
                 measurement model is only partially culturally
                 invariant, indicating that social media users in
                 different countries interpret the same instruments in
                 different ways. Also, cross-national comparisons of the
                 structural model show that causal pathways from
                 collective privacy management strategies to
                 privacy-related outcomes vary significantly across
                 countries. The findings suggest significant cultural
                 variations in privacy management practices, both with
                 regard to the conceptualization of its theoretical
                 constructs, and with respect to causal pathways.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tsandilas:2018:FAC,
  author =       "Theophanis Tsandilas",
  title =        "Fallacies of Agreement: a Critical Review of Consensus
                 Assessment Methods for Gesture Elicitation",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "3",
  pages =        "18:1--18:??",
  month =        jun,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3182168",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:14 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Discovering gestures that gain consensus is a key goal
                 of gesture elicitation. To this end, HCI research has
                 developed statistical methods to reason about
                 agreement. We review these methods and identify three
                 major problems. First, we show that raw agreement rates
                 disregard agreement that occurs by chance and do not
                 reliably capture how participants distinguish among
                 referents. Second, we explain why current
                 recommendations on how to interpret agreement scores
                 rely on problematic assumptions. Third, we demonstrate
                 that significance tests for comparing agreement rates,
                 either within or between participants, yield large Type
                 I error rates (> 40\% for $\alpha = 0.05$). As
                 alternatives, we present agreement indices that are
                 routinely used in inter-rater reliability studies. We
                 discuss how to apply them to gesture elicitation
                 studies. We also demonstrate how to use common
                 resampling techniques to support statistical inference
                 with interval estimates. We apply these methods to
                 reanalyze and reinterpret the findings of four gesture
                 elicitation studies.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kono:2018:DGD,
  author =       "Michinari Kono and Takumi Takahashi and Hiromi
                 Nakamura and Takashi Miyaki and Jun Rekimoto",
  title =        "Design Guideline for Developing Safe Systems that
                 Apply Electricity to the Human Body",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "3",
  pages =        "19:1--19:??",
  month =        jun,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3184743",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Jun 30 09:42:14 MDT 2018",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "The human body has unique electrical characteristics.
                 These characteristics have been investigated in various
                 studies in human-computer interaction (HCI) and related
                 research fields. Such studies include applications for
                 using the body as a conductive lead for transmission or
                 electric field sensing and activating human muscles or
                 organs. However, electricity is not completely safe for
                 the human body; therefore, to avoid harming users,
                 careful consideration is essential when developing such
                 devices. The knowledge required for such consideration
                 is spread throughout a large number research fields,
                 and it can be difficult for researchers in the HCI
                 field to comprehend all of them. The purpose of this
                 article is to support researchers in developing systems
                 that apply electricity to the human body and to serve
                 as a basis for further research. This article reviews
                 previous research pertaining to HCI in which users come
                 into contact with electricity. In addition,
                 considerations of how and where this type of research
                 can be expanded, along with guidelines grounded in
                 other fields for designing systems safely and
                 addressing ethical concerns, are presented. An
                 understanding of the field and of the related safety
                 issues will enhance the understanding of limitations
                 and potential and can clarify the design space.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Baumer:2018:IIT,
  author =       "Eric P. S. Baumer and Jaime Snyder and Geri K. Gay",
  title =        "Interpretive Impacts of Text Visualization: Mitigating
                 Political Framing Effects",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "4",
  pages =        "20:1--20:??",
  month =        sep,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3214353",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:20:59 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3214353",
  abstract =     "Information visualizations are often evaluated as a
                 tool in terms of their ability to support performance
                 of a specific task. This article argues that value can
                 be gained by instead evaluating visualizations from a
                 communicative perspective. Specifically, it explores
                 how text visualization can influence the impacts that
                 framing has on the perception of political issues.
                 Using data from a controlled laboratory study, the
                 results presented here demonstrate that exposure to a
                 text visualization can mitigate framing effects.
                 Furthermore, it also shows a transfer effect, where
                 participants who saw the visualization remained
                 uninfluenced by framing in subsequent texts, even when
                 the visualization was absent. These results carry
                 implications for the methods used to evaluate
                 information visualization systems, for understanding
                 the cognitive and interpretive mechanisms by which
                 framing effects occur, and for exploring the design
                 space of interactive text visualization.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Knowles:2018:OAD,
  author =       "Bran Knowles and Vicki L. Hanson",
  title =        "Older Adults' Deployment of `Distrust'",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "4",
  pages =        "21:1--21:??",
  month =        sep,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3196490",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:20:59 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3196490",
  abstract =     "Older adults frequently deploy the concept of distrust
                 when discussing digital technologies, and it is
                 tempting to assume that distrust is largely responsible
                 for the reduced uptake by older adults witnessed in the
                 latest surveys of technology use. To help understand
                 the impact of distrust on adoption behavior, we
                 conducted focus groups with older adults exploring how,
                 in what circumstances, and to what effect older adults
                 articulate distrust in digital technologies. Our
                 findings indicate that distrust is not especially
                 relevant to older adults' practical decision making
                 around technology (non-)use. The older adults in our
                 study used the language of distrust to open up
                 discussions around digital technologies to larger
                 issues related to values. This suggests that looking to
                 distrust as a predictor of non-use (e.g., in Technology
                 Acceptance Model studies) may be uniquely unhelpful in
                 the case of older adults, as it narrows the discussion
                 of technology acceptance and trust to interactional
                 issues, when their use of distrust pertains to much
                 wider concerns. Likewise, technology adoption should
                 not be viewed as indicative of trust or an endorsement
                 of technology acceptability. Older adults
                 using-while-distrusting offers important insights into
                 how to design truly acceptable digital technologies.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lakier:2018:ADG,
  author =       "Matthew Lakier and Michelle Annett and Daniel Wigdor",
  title =        "Automatics: Dynamically Generating Fabrication Tasks
                 to Adapt to Varying Contexts",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "4",
  pages =        "22:1--22:??",
  month =        sep,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3185065",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:20:59 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3185065",
  abstract =     "When fabricating, it is common to follow a prescribed
                 set of steps in a tutorial or how-to. While popular,
                 such explicit knowledge resources have many
                 inconsistencies and omissions, use static
                 illustrations, and cannot adapt to drop-in makers or a
                 maker's mistakes. To overcome many of these issues,
                 this work presents Automatics, a novel explicit
                 knowledge resource system that dynamically generates
                 fabrication activities for one or more makers based on
                 their current environmental and fabrication context.
                 Automatics assigns tasks to makers based on the past
                 tools and components the maker was working with,
                 enables makers to recover from mistakes through model
                 regeneration, suggests alternative tools if a needed
                 tool is unavailable or in use, and allows multiple
                 makers to drop-in throughout a fabrication activity.
                 Initial usage and feedback from novice makers showed
                 that Automatics increases the number of tasks that can
                 be completed compared to paper instructions, decreases
                 frustration, and improves one's understanding of the
                 global context of assigned tasks during fabrication
                 activities.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Buschek:2018:PMM,
  author =       "Daniel Buschek and Mariam Hassib and Florian Alt",
  title =        "Personal Mobile Messaging in Context: Chat
                 Augmentations for Expressiveness and Awareness",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "4",
  pages =        "23:1--23:??",
  month =        sep,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3201404",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:20:59 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3201404",
  abstract =     "Mobile text messaging is one of the most important
                 communication channels today, but it suffers from lack
                 of expressiveness, context and emotional awareness,
                 compared to face-to-face communication. We address this
                 problem by augmenting text messaging with information
                 about users and contexts. We present and reflect on
                 lessons learned from three field studies, in which we
                 deployed augmentation concepts as prototype chat apps
                 in users' daily lives. We studied (1) subtly conveying
                 context via dynamic font personalisation ( TapScript ),
                 (2) integrating and sharing physiological data ---
                 namely heart rate --- implicitly or explicitly (
                 HeartChat ) and (3) automatic annotation of various
                 context cues: music, distance, weather and activities (
                 ContextChat ). Based on our studies, we discuss chat
                 augmentation with respect to privacy concerns,
                 understandability, connectedness and inferring context
                 in addition to methodological lessons learned. Finally,
                 we propose a design space for chat augmentation to
                 guide future research, and conclude with practical
                 design implications.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ducasse:2018:BNV,
  author =       "Julie Ducasse and Marc Mac{\'e} and Bernard Oriola and
                 Christophe Jouffrais",
  title =        "{BotMap}: Non-Visual Panning and Zooming with an
                 Actuated Tabletop Tangible Interface",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "4",
  pages =        "24:1--24:??",
  month =        sep,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3204460",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:20:59 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3204460",
  abstract =     "The development of novel shape-changing or actuated
                 tabletop tangible interfaces opens new perspectives for
                 the design of physical and dynamic maps, especially for
                 visually impaired (VI) users. Such maps would allow
                 non-visual haptic exploration with advanced functions,
                 such as panning and zooming. In this study, we designed
                 an actuated tangible tabletop interface, called BotMap,
                 allowing the exploration of geographic data through
                 non-visual panning and zooming. In BotMap, small robots
                 represent landmarks and move to their correct position
                 whenever the map is refreshed. Users can interact with
                 the robots to retrieve the names of the landmarks they
                 represent. We designed two interfaces, named Keyboard
                 and Sliders, which enable users to pan and zoom. Two
                 evaluations were conducted with, respectively, ten
                 blindfolded and eight VI participants. Results show
                 that both interfaces were usable, with a slight
                 advantage for the Keyboard interface in terms of
                 navigation performance and map comprehension, and that,
                 even when many panning and zooming operations were
                 required, VI participants were able to understand the
                 maps. Most participants managed to accurately
                 reconstruct maps after exploration. Finally, we
                 observed three VI people using the system and
                 performing a classical task consisting in finding the
                 more appropriate itinerary for a journey.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jensen:2018:ASE,
  author =       "Rikke Hagensby Jensen and Jesper Kjeldskov and Mikael
                 B. Skov",
  title =        "Assisted Shifting of Electricity Use: a Long-Term
                 Study of Managing Residential Heating",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "5",
  pages =        "25:1--25:??",
  month =        oct,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3210310",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3210310",
  abstract =     "Shifting is an energy-conserving interaction strategy
                 for moving energy consumption to times where it is
                 sustainably favorable. This interaction strategy is
                 attracting increasing interest within sustainable HCI
                 studies. While most of these consider how interactive
                 technology can change household behavior, only a few
                 report on how shifting is experienced in everyday life
                 when assisted by automation. In this study, we
                 investigate an interactive technology that assists
                 households to shift electricity consumption to times
                 when electricity is cheap or more sustainable. Our
                 study was conducted as a long-term field deployment for
                 6--18 months with eight households, each living with an
                 interactive prototype that shifts running times for a
                 heat pump within user-defined boundaries. Our findings
                 show that managing heat pumps toward assisted shifting
                 was well-received by all households because it was a
                 convenient way to shift electricity consumption.
                 Shifting electricity use facilitated price savings of
                 6.8-16.9\%. Nevertheless, our findings also reveal a
                 conflict between the system design, and how
                 householders actually interact with their heating
                 system and experience assisted shifting. Based on the
                 eight households' experiences, we present three overall
                 themes of convenience, control, and complexity that
                 each describes different aspects of long-term real-life
                 use of automatic technology assisting households to
                 shift electricity use. We discuss the broader
                 implications of these findings and the role of design
                 and future sustainability technology in everyday
                 life.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bjorn:2018:IIT,
  author =       "Pernille Bj{\o}rn and Nina Boulus-R{\o}dje",
  title =        "Infrastructural Inaccessibility: Tech Entrepreneurs in
                 Occupied {Palestine}",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "5",
  pages =        "26:1--26:??",
  month =        oct,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3219777",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "In this article, we examine the fundamental and
                 taken-for-granted infrastructures that make tech
                 entrepreneurship possible. We report from a
                 longitudinal ethnographic study of tech entrepreneurs
                 situated in occupied Palestine. By investigating this
                 polar case of tech entrepreneurship, we identify
                 critical infrastructures that are otherwise invisible
                 and go unnoticed. We propose infrastructural
                 accessibility as a method to identify available and
                 absent infrastructures in concrete trans-local
                 situations. Infrastructural accessibility leads us to
                 identify multiple dimensions of critical
                 infrastructures necessary for the success of tech
                 startups. This includes infrastructures related to
                 location, community, funding, digital platforms,
                 politics, and history. Our study shows how these
                 multiple dimensions of infrastructural accessibility
                 shape the everyday practices of tech entrepreneurs.
                 Furthermore, our study reveals how Palestinian tech
                 entrepreneurship is characterized by infrastructural
                 inaccessibility due to missing infrastructures related
                 to mobility, legal frameworks, payment gateways, and
                 mobile Internet. Infrastructural inaccessibility
                 seriously limits tech entrepreneurs' potential to
                 succeed in creating a long-term sustainable tech
                 industry.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gori:2018:SAT,
  author =       "Julien Gori and Olivier Rioul and Yves Guiard",
  title =        "Speed-Accuracy Tradeoff: a Formal
                 Information-Theoretic Transmission Scheme {(FITTS)}",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "5",
  pages =        "27:1--27:??",
  month =        oct,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3231595",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3231595",
  abstract =     "The rationale for Fitts' law is that pointing tasks
                 have the information-theoretic analogy of sending a
                 signal over a noisy channel, thereby matching Shannon's
                 capacity formula. Yet, the currently received analysis
                 is incomplete and unsatisfactory: There is no explicit
                 communication model for pointing; there is a confusion
                 between central concepts of capacity (a mathematical
                 limit), throughput (an average performance measure),
                 and bandwidth (a physical quantity); and there is also
                 a confusion between source and channel coding so that
                 Shannon's Theorem 17 can be misinterpreted. We develop
                 an information-theoretic model for pointing tasks where
                 the index of difficulty (ID) is the expression of both
                 a source entropy and a zero-error channel capacity.
                 Then, we extend the model to include misses at rate
                 \epsilon and prove that ID should be adjusted to (1-
                 \epsilon )ID. Finally, we reflect on Shannon's channel
                 coding theorem and argue that only minimum movement
                 times, not performance averages, should be
                 considered.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Andalibi:2018:SSR,
  author =       "Nazanin Andalibi and Oliver L. Haimson and Munmun De
                 Choudhury and Andrea Forte",
  title =        "Social Support, Reciprocity, and Anonymity in
                 Responses to Sexual Abuse Disclosures on Social Media",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "5",
  pages =        "28:1--28:??",
  month =        oct,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3234942",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3234942",
  abstract =     "Seeking and providing support is challenging. When
                 people disclose sensitive information, audience
                 responses can substantially impact the discloser's
                 wellbeing. We use mixed methods to understand responses
                 to online sexual abuse-related disclosures on Reddit.
                 We characterize disclosure responses, then investigate
                 relationships between post content, comment content,
                 and anonymity. We illustrate what types of support
                 sought and provided in posts and comments co-occur. We
                 find that posts seeking support receive more comments,
                 and comments from ``throwaway'' (i.e., anonymous)
                 accounts are more likely on posts also from throwaway
                 accounts. Anonymous commenting enables commenters to
                 share intimate content such as reciprocal disclosures
                 and supportive messages, and commenter anonymity is not
                 associated with aggressive or unsupportive comments. We
                 argue that anonymity is an essential factor in
                 designing social technologies that facilitate support
                 seeking and provision in socially stigmatized contexts,
                 and provide implications for social media site design.
                 CAUTION: This article includes content about sexual
                 abuse.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Dillahunt:2018:GTB,
  author =       "Tawanna R. Dillahunt and Tiffany C. Veinot",
  title =        "Getting There: Barriers and Facilitators to
                 Transportation Access in Underserved Communities",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "5",
  pages =        "29:1--29:??",
  month =        oct,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3233985",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Advances in Information and Communication Technologies
                 (ICTs) offer new opportunities for addressing
                 transportation needs; however, past research suggests
                 that opportunities are not equally shared by millions
                 of low-income Americans. We draw from four empirical
                 studies and two case studies to contribute descriptions
                 of the 11 everyday transportation models currently used
                 by residents of low-income and underserved communities
                 to enhance their access to health-enhancing resources.
                 These models fell into personal, private, public, and
                 interpersonal categories. We contribute insights
                 regarding the following barriers and facilitators
                 associated with these models: (1) affordability; (2)
                 individual capabilities; (3) interpersonal trust, care
                 and/or reciprocity; (4) trust in technology; (5)
                 service availability/eligibility; (6) spatial and
                 temporal matches; (7) match between transportation mode
                 and physical needs; (8) service reliability and
                 quality; and (9) infrastructure access. To address
                 these barriers and build on these facilitators, we
                 contribute six supportive policy and design principles.
                 Operationalizing these principles, we propose four new
                 ICT-enhanced models: (1) smart jitneys; (2)
                 generalized, favor-based models; (3) expanded resource
                 pooling; and (4) transportation clubs. The focus of
                 these models on socio-technical integration with
                 current capabilities and resources holds promise for
                 enhancing access to jobs, food, and health care for
                 residents of low-income communities.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Dudley:2018:FPT,
  author =       "John J. Dudley and Keith Vertanen and Per Ola
                 Kristensson",
  title =        "Fast and Precise Touch-Based Text Entry for
                 Head-Mounted Augmented Reality with Variable
                 Occlusion",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "6",
  pages =        "30:1--30:??",
  month =        dec,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3232163",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "We present the VISAR keyboard: An augmented reality
                 (AR) head-mounted display (HMD) system that supports
                 text entry via a virtualised input surface. Users
                 select keys on the virtual keyboard by imitating the
                 process of single-hand typing on a physical touchscreen
                 display. Our system uses a statistical decoder to infer
                 users' intended text and to provide error-tolerant
                 predictions. There is also a high-precision fall-back
                 mechanism to support users in indicating which keys
                 should be unmodified by the auto-correction process. A
                 unique advantage of leveraging the well-established
                 touch input paradigm is that our system enables text
                 entry with minimal visual clutter on the see-through
                 display, thus preserving the user's field-of-view. We
                 iteratively designed and evaluated our system and show
                 that the final iteration of the system supports a mean
                 entry rate of 17.75wpm with a mean character error rate
                 less than 1\%. This performance represents a 19.6\%
                 improvement relative to the state-of-the-art baseline
                 investigated: A gaze-then-gesture text entry technique
                 derived from the system keyboard on the Microsoft
                 HoloLens. Finally, we validate that the system is
                 effective in supporting text entry in a fully mobile
                 usage scenario likely to be encountered in industrial
                 applications of AR HMDs.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Andalibi:2018:RSD,
  author =       "Nazanin Andalibi and Andrea Forte",
  title =        "Responding to Sensitive Disclosures on Social Media: a
                 Decision-Making Framework",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "6",
  pages =        "31:1--31:??",
  month =        dec,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3241044",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "When people disclose information on social media that
                 is sensitive or potentially stigmatized (e.g., mental
                 illness, pregnancy loss), how do others decide to
                 respond? We use interviews and vignettes to provide a
                 response decision-making framework (RDM) that explains
                 factors informing whether and how individuals respond
                 to sensitive disclosures from their social media
                 connections. The RDM framework includes factors related
                 to the self, poster, and disclosure context (i.e.,
                 relational, temporal, social). Our findings include how
                 people's decisions are complicated by balancing their
                 own needs (e.g., privacy, wellbeing) as well as the
                 posters' (e.g., support) when seeing what they consider
                 sensitive posts on social media. We identify
                 empirically grounded insights and information that
                 social media designs could surface to support both
                 potential disclosers and responders. We argue that
                 social media sites should provide privacy controls for
                 both disclosers and responders, and facilitate the
                 visibility of network-level support.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Harburg:2018:CFO,
  author =       "Emily Harburg and Daniel Rees Lewis and Matthew
                 Easterday and Elizabeth M. Gerber",
  title =        "{CheerOn}: Facilitating Online Social Support for
                 Novice Project-Based Learning Teams",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "6",
  pages =        "32:1--32:??",
  month =        dec,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3241043",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Novices learn innovation best through project-based
                 learning (PBL), working in face-to-face teams to tackle
                 real-world problems. Yet, real-world projects are
                 complex, stressful, and especially challenging for
                 novices. Online communities could provide social
                 support to motivate novices, but it is unclear how to
                 design online communities to support face-to-face PBL
                 teams. Here we ask: How might we design an online
                 system that enlists external supporters to provide
                 online social support to motivate PBL students? Our
                 need-finding study found that PBL students received
                 infrequent social support, rarely engaged in
                 help-seeking, and perceived little progress until the
                 end of their projects. Based on these findings, we
                 designed CheerOn, an online social support system that
                 prompts novice student teams to externalize progress
                 allowing external, online supporters to offer social
                 support. We tested CheerOn with 3 PBL teams and 15
                 external supporters over a 6-week course. We found that
                 external supporters provided instrumental,
                 informational, and emotional support that strengthened
                 students' bonds to the community, which increased
                 help-seeking. Supporters also provided appraisal
                 support, which increased students' perceived value of
                 their work. Supporters were more likely to offer
                 informational and instrumental support when they were
                 promoted or saw a clear need for help; supporters who
                 received gratitude from students were more likely to
                 offer emotional support in return; and supporters who
                 were closely connected to the community were more
                 likely to offer appraisal and instrumental support.
                 Theoretically, this research contributes to our
                 understanding of how hybrid face-to-face and online
                 communities can impact the behavior of PBL students,
                 specifically towards the facilitation of help-seeking
                 behavior, as well as increased understanding of how
                 different types of social support (i.e., appraisal,
                 emotional, informational, and instrumental) can impact
                 the participation of PBL students and supporters.
                 Practically, this research contributes to our
                 understanding of how to design socio-technical systems
                 that facilitate social support for offline novice PBL
                 students working, expanding the instructional resources
                 available for preparing novices in PBL environments.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Neustaedter:2018:BTW,
  author =       "Carman Neustaedter and Samarth Singhal and Rui Pan and
                 Yasamin Heshmat and Azadeh Forghani and John Tang",
  title =        "From Being There to Watching: Shared and Dedicated
                 Telepresence Robot Usage at Academic Conferences",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "6",
  pages =        "33:1--33:??",
  month =        dec,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3243213",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Telepresence attendance at academic conferences is now
                 a reality and allows people who cannot attend in person
                 with the opportunity to still be ``present.'' This is
                 valuable for people who face accessibility challenges,
                 cost or travel restrictions, or limited time for
                 travel. We have deployed and studied the use of
                 telepresence robots at three ACM conferences,
                 Ubicomp/ISWC 2014, CSCW 2016, and CHI 2016, ranging
                 from remote users having dedicated telepresence robots
                 to users sharing telepresence robots both synchronously
                 and asynchronously. In this article, we report on the
                 telepresence offerings along with the user behaviors,
                 experiences, and the social norms found for remote
                 conference attendance. Our results across the studies
                 focus around three main themes: shared vs. dedicated
                 robot usage, identity presentation and the value and
                 challenges associated with it; and local in-person
                 support through proxies and instant messaging
                 backchannels. These themes point to three different
                 areas of design exploration for telepresence robots,
                 pointing out the limitations of existing design
                 solutions with respect to each theme, areas for future
                 telepresence design work, and the value in considering
                 varied telepresence robot solutions, including both
                 dedicated and shared telepresence robots.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bhatia:2018:EMP,
  author =       "Jaspreet Bhatia and Travis D. Breaux",
  title =        "Empirical Measurement of Perceived Privacy Risk",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "6",
  pages =        "34:1--34:??",
  month =        dec,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3267808",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "Personal data is increasingly collected and used by
                 companies to tailor services to users, and to make
                 financial, employment, and health-related decisions
                 about individuals. When personal data is
                 inappropriately collected or misused, however,
                 individuals may experience violations of their privacy.
                 Historically, government regulators have relied on the
                 concept of risk in energy, aviation and medicine, among
                 other domains, to determine the extent to which
                 products and services may harm the public. To address
                 privacy concerns in government-controlled information
                 technology, government agencies are advocating to adapt
                 similar risk management frameworks to privacy. Despite
                 the recent shift toward a risk-managed approach for
                 privacy, to our knowledge, there are no empirical
                 methods to determine which personal data are most
                 at-risk and which contextual factors increase or
                 decrease that risk. To this end, we introduce an
                 empirical framework in this article that consists of
                 factorial vignette surveys that can be used to measure
                 the effect of different factors and their levels on
                 privacy risk. We report a series of experiments to
                 measure perceived privacy risk using the proposed
                 framework, which are based on expressed preferences,
                 and which we define as an individual's willingness to
                 share their personal data with others given the
                 likelihood of a potential privacy harm. These
                 experiments control for one or more of the six factors
                 affecting an individual's willingness to share their
                 information: data type, computer type, data purpose,
                 privacy harm, harm likelihood, and individual
                 demographic factors, such as age range, gender,
                 education level, ethnicity, and household income. To
                 measure likelihood, we introduce and evaluate a new
                 likelihood scale based on construal level theory in
                 psychology. The scale frames individual attitudes about
                 risk likelihood based on social and physical distance
                 to the privacy harm. The findings include predictions
                 about the extent to which the above factors correspond
                 to risk acceptance, including that perceived risk is
                 lower for induced disclosure harms when compared to
                 surveillance and insecurity harms as defined in
                 Solove's Taxonomy of Privacy. We also found that
                 participants are more willing to share their
                 information when they perceive the benefits of sharing.
                 In addition, we found that likelihood was not a
                 multiplicative factor in computing privacy risk
                 perception, which challenges conventional theories of
                 privacy risk in the privacy and security community.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Porayska-Pomsta:2018:BHA,
  author =       "Ka{\'s}ka Porayska-Pomsta and Alyssa M. Alcorn and
                 Katerina Avramides and Sandra Beale and Sara Bernardini
                 and Mary Ellen Foster and Christopher Frauenberger and
                 Judith Good and Karen Guldberg and Wendy Keay-Bright
                 and Lila Kossyvaki and Oliver Lemon and Marilena
                 Mademtzi and Rachel Menzies and Helen Pain and
                 Gnanathusharan Rajendran and Annalu Waller and Sam Wass
                 and Tim J. Smith",
  title =        "Blending Human and Artificial Intelligence to Support
                 Autistic Children's Social Communication Skills",
  journal =      j-TOCHI,
  volume =       "25",
  number =       "6",
  pages =        "35:1--35:??",
  month =        dec,
  year =         "2018",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3271484",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  abstract =     "This article examines the educational efficacy of a
                 learning environment in which children diagnosed with
                 Autism Spectrum Conditions (ASC) engage in social
                 interactions with an artificially intelligent (AI)
                 virtual agent and where a human practitioner acts in
                 support of the interactions. A multi-site intervention
                 study in schools across the UK was conducted with 29
                 children with ASC and learning difficulties, aged 4--14
                 years old. For reasons related to data completeness and
                 amount of exposure to the AI environment, data for 15
                 children was included in the analysis. The analysis
                 revealed a significant increase in the proportion of
                 social responses made by ASC children to human
                 practitioners. The number of initiations made to human
                 practitioners and to the virtual agent by the ASC
                 children also increased numerically over the course of
                 the sessions. However, due to large individual
                 differences within the ASC group, this did not reach
                 significance. Although no evidence of transfer to the
                 real-world post-test was shown, anecdotal evidence of
                 classroom transfer was reported. The work presented in
                 this article offers an important contribution to the
                 growing body of research in the context of AI
                 technology design and use for autism intervention in
                 real school contexts. Specifically, the work highlights
                 key methodological challenges and opportunities in this
                 area by leveraging interdisciplinary insights in a way
                 that (i) bridges between educational interventions and
                 intelligent technology design practices, (ii) considers
                 the design of technology as well as the design of its
                 use (context and procedures) on par with one another,
                 and (iii) includes design contributions from different
                 stakeholders, including children with and without ASC
                 diagnosis, educational practitioners, and
                 researchers.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Olugbade:2019:HCA,
  author =       "Temitayo A. Olugbade and Aneesha Singh and Nadia
                 Bianchi-Berthouze and Nicolai Marquardt and Min S. H.
                 Aung and Amanda C. De C. Williams",
  title =        "How Can Affect Be Detected and Represented in
                 Technological Support for Physical Rehabilitation?",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3299095",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3299095",
  abstract =     "Although clinical best practice suggests that affect
                 awareness could enable more effective technological
                 support for physical rehabilitation through
                 personalisation to psychological needs, designers need
                 to consider what affective states matter, and how they
                 should be tracked and addressed. In this article, we
                 set the standard by analysing how the major affective
                 factors in chronic pain (pain, fear/anxiety, and
                 low/depressed mood) interfere with everyday physical
                 functioning. Further, based on discussion of the
                 modality that should be used to track these states to
                 enable technology to address them, we investigated the
                 possibility of using movement behaviour to
                 automatically detect the states. Using two body
                 movement datasets on people with chronic pain, we show
                 that movement behaviour enables very good
                 discrimination between two emotional distress levels
                 (F1=0.86), and three pain levels (F1=0.9). Performance
                 remained high (F1=0.78 for two pain levels) with a
                 reduced set of movement sensors. Finally, in an overall
                 discussion, we suggest how technology-provided
                 encouragement and awareness can be personalised given
                 the capability to automatically monitor the relevant
                 states, towards addressing the barriers that they pose.
                 In addition, we highlight movement behaviour features
                 to be tracked to provide technology with information
                 necessary for such personalisation.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jakobi:2019:IAW,
  author =       "Timo Jakobi and Sameer Patil and Dave Randall and
                 Gunnar Stevens and Volker Wulf",
  title =        "It Is About What They Could Do with the Data: a User
                 Perspective on Privacy in Smart Metering",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3281444",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3281444",
  abstract =     "Smart Meters are a key component of increasing the
                 power efficiency of the Smart Grid. To help manage the
                 grid effectively, these meters are designed to collect
                 information on power consumption and send it to third
                 parties. With Smart Metering, for the first time, these
                 cloud-connected sensing devices are legally mandated to
                 be installed in the homes of millions of people
                 worldwide. Via a multi-staged empirical study that
                 utilized an open-ended questionnaire, focus groups, and
                 a design probe, we examined how people characterize the
                 tension between the utility of Smart Metering and its
                 impact on privacy. Our findings show that people seek
                 to make abstract Smart Metering data accountable by
                 connecting it to their everyday practices. Our insight
                 can inform the design of usable privacy configuration
                 tools that help Smart Metering consumers relate
                 abstract data with the real-world implications of its
                 disclosure.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Reeves:2019:HUP,
  author =       "Stuart Reeves",
  title =        "How {UX} Practitioners Produce Findings in Usability
                 Testing",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3299096",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3299096",
  abstract =     "Usability testing has long been a core interest of HCI
                 research and forms a key element of industry practice.
                 Yet our knowledge of it harbours striking absences.
                 There are few, if any detailed accounts of the
                 contingent, material ways in which usability testing is
                 actually practiced. Further, it is rare that industry
                 practitioners' testing work is treated as indigenous
                 and particular (instead subordinated as a `compromised'
                 version). To service these problems, this article
                 presents an ethnomethodological study of usability
                 testing practices in a design consultancy. It unpacks
                 how findings are produced in and as the work of
                 observers analysing the test as it unfolds between
                 moderators taking participants through relevant tasks.
                 The study nuances conventional views of usability
                 findings as straightforwardly `there to be found' or
                 `read off' by competent evaluators. It explores how
                 evaluators/observers collaboratively work to locate
                 relevant troubles in the test's unfolding. However, in
                 the course of doing this work, potential candidate
                 troubles may also routinely be dissipated and
                 effectively `ignored' in one way or another. The
                 implications of the study suggest refinements to
                 current understandings of usability evaluations, and
                 affirm the value to HCI in studying industry
                 practitioners more deeply.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lederman:2019:SCY,
  author =       "Reeva Lederman and John Gleeson and Greg Wadley and
                 Simon D'Alfonso and Simon Rice and Olga
                 Santesteban-Echarri and Mario Alvarez-Jimenez",
  title =        "Support for Carers of Young People with Mental
                 Illness: Design and Trial of a Technology-Mediated
                 Therapy",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3301421",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3301421",
  abstract =     "In this article, we show how a technology-mediated
                 mental health therapy involving psycho-education,
                 therapist moderators, and social networking can provide
                 support for carers of young people with mental illness.
                 This multi-faceted tool provides opportunities for
                 users to adapt the system to their needs, leading us to
                 refocus the goal of treatment adherence toward a
                 relatively new phenomenon in HCI, concordance, which
                 has not previously been examined in the HCI literature
                 in relation to online mental-health tools. Concordance
                 shares important links with the development of
                 therapeutic alliance, which is centrally important to
                 mental health therapy, and to Self-Determination Theory
                 (SDT), which informed our approach to design. We
                 present a three-month user study, which provides
                 initial encouraging support for both the suitability of
                 concordance as a lens for viewing user engagement and
                 the idea that users can develop a therapeutic alliance
                 with an online support system. This latter result is
                 surprising as the phenomenon of therapeutic alliance
                 generally describes a relationship between client and
                 (human) clinician. Therapeutic alliance has previously
                 been explored for face-to-face groups, and between
                 individuals and online systems, but not for online
                 groups. We show how even automated system behavior can
                 encourage engagement from users and contribute to
                 alliance formation, if the non-human parts of an online
                 system are interactive. We argue that a design approach
                 involving peer/moderator support as well as automated
                 feedback, and which takes account of SDT, can provide
                 support for therapeutic alliance.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gillies:2019:URI,
  author =       "Marco Gillies",
  title =        "Understanding the Role of Interactive Machine Learning
                 in Movement Interaction Design",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3287307",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:00 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3287307",
  abstract =     "Interaction based on human movement has the potential
                 to become an important new paradigm of human-computer
                 interaction. However, high quality, mainstream movement
                 interaction requires effective tools and techniques to
                 support designers. A promising approach to movement
                 interaction design is Interactive Machine Learning, in
                 which designing is done by physically performing an
                 action. This article brings together many different
                 perspectives on understanding human movement knowledge
                 and movement interaction. This understanding shows that
                 the embodied knowledge involved in movement interaction
                 is very different from the representational knowledge
                 involved in a traditional interface, so a very
                 different approach to design is needed. We apply this
                 knowledge to understand why interactive machine
                 learning is an effective tool for motion interaction
                 designers and to make a number of suggestions for
                 future development of the technique.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Alavi:2019:IHB,
  author =       "Hamed S. Alavi and Elizabeth F. Churchill and Mikael
                 Wiberg and Denis Lalanne and Peter Dalsgaard and Ava
                 Fatah Gen Schieck and Yvonne Rogers",
  title =        "Introduction to Human-Building Interaction {(HBI)}:
                 Interfacing {HCI} with Architecture and Urban Design",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "2",
  pages =        "6:1--6:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3309714",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3309714",
  abstract =     "Buildings and urban spaces increasingly incorporate
                 artificial intelligence and new forms of interactivity,
                 raising a wide span of research questions about the
                 future of human experiences with, and within, built
                 environments. We call this emerging area Human-Building
                 Interaction (HBI) and introduce it as an
                 interdisciplinary domain of research interfacing
                 Human-Computer Interaction (HCI) with Architecture and
                 Urban Design. HBI seeks to examine the involvement of
                 HCI in studying and steering the evolution of built
                 environments. Therefore, we need to ask foundational
                 questions such as the following: what are the specific
                 attributes of built environments that HCI researchers
                 should take into account when shifting attention and
                 scale from ``artefacts'' to ``environments''? Are
                 architecture and interaction design methods and
                 processes compatible? Concretely, how can a team of
                 interaction designers bring their tools to an
                 architectural project, and collaborate with other
                 stakeholders? Can and will architecture change the
                 theory and practice of HCI? Furthermore, research in
                 HBI should produce knowledge and practical guidelines
                 by experimenting novel design instances that combine
                 architecture and digital interaction. The primary aim
                 of this article is to specify the mission, vision, and
                 scope of research in HBI. As the introductory article
                 to the TOCHI special issue, it also provides a summary
                 of published manuscripts and describes their collective
                 contribution to the development of this field.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kirsh:2019:DAD,
  author =       "David Kirsh",
  title =        "Do Architects and Designers Think about Interactivity
                 Differently?",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "2",
  pages =        "7:1--7:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3301425",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3301425",
  abstract =     "This essay has three parts. In Part 1, I review six
                 biases that frame the way architects and human-computer
                 interaction (HCI) practitioners think about their
                 design problems. These arise from differences between
                 working on procedurally complex tasks in peripersonal
                 space like writing or sketching and being immersed in
                 larger physical spaces where we dwell and engage in
                 body-sized activity like sitting, chatting, and moving
                 about. In Part 2, I explore three types of interface:
                 classical HCI, network interfaces such as context-aware
                 systems, and socio-ecological interfaces. An interface
                 for an architect is a niche that includes the very
                 people who interact with it. In HCI, people are still
                 distinct from the interface. Because of this
                 difference, architectural conceptions may be a fertile
                 playground for HCI. The same holds for interactivity.
                 In Part 3, I discuss why interactivity in HCI is
                 symmetric and transitive. Only in ecological and social
                 interaction is it also reflexive. In ecological
                 interfaces, people co-create bubbles of joint awareness
                 where they share highly situated values, experience,
                 and knowledge.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lundgaard:2019:TCH,
  author =       "Stine S. Lundgaard and Jesper Kjeldskov and Mikael B.
                 Skov",
  title =        "Temporal Constraints in Human--Building Interaction",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "2",
  pages =        "8:1--8:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3301424",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3301424",
  abstract =     "Human--building interaction (HBI) is converging the
                 fields of architecture and interaction design, leading
                 to new and interesting tensions in perspectives and
                 methodological approaches. One such tension is related
                 to temporal constraints. Architecture and interaction
                 design typically produce outcomes with very different
                 lifetime expectancies and, predominantly, use methods
                 with very different pace. As an example, fast,
                 iterative approaches of contemporary interaction
                 design, consisting of frequent updates and redesigns,
                 contrasts with much slower, plan-driven and long-term
                 vision driven approaches within architecture. One
                 question emerging from this tension is how to
                 meaningfully combine perspectives and approaches. One
                 suggestion, among others, has been that interaction
                 design methods such as participatory design can be used
                 to heighten the involvement of inhabitants and other
                 stakeholders in continuous adaptations of the buildings
                 they inhabit. While an interesting proposal, we believe
                 that methodological considerations only partly address
                 the complexity of the tension at play from the
                 different lifetime expectancies of buildings and
                 interactive computer systems. Unfolding this complexity
                 further, we therefore propose a framework of temporal
                 constraints at three levels of abstraction: (1)
                 rationale, (2) method, and (3) outcome. Inspired by
                 previous work, we discuss temporal constraints in HBI
                 at these levels. We argue that designing for HBI
                 requires an understanding of temporally constrained
                 design conventions that apply meaningfully to both the
                 short term and long term.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lim:2019:DDC,
  author =       "Bohyeon Lim and Yvonne Rogers and Neil Sebire",
  title =        "Designing to Distract: Can Interactive Technologies
                 Reduce Visitor Anxiety in a Children's Hospital
                 Setting?",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "2",
  pages =        "9:1--9:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3301427",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3301427",
  abstract =     "Many public buildings are entered through reception
                 areas, intended for visitors to sit and wait in to be
                 met. A concern is how to make visitors feel welcome
                 while in transit. Hospitals, medical centres and other
                 healthcare organisations are a special case where the
                 challenge is to enable patients and families feel less
                 anxious when waiting. One approach has been to design
                 for distraction --- where displays, surfaces, and
                 interactive installations are created to draw visitor's
                 attention away from their immediate thoughts. However,
                 little is known as to how people respond to such
                 interventions. We present the findings of an
                 ethnographic study that examined the social and
                 psychological effects of using distraction as a design
                 principle in a children's hospital reception area. We
                 discuss the challenges of designing to distract, in
                 relation to how it can be combined with other
                 architectural and HCI ones, when developing new
                 human-building interfaces.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Annett:2019:EUR,
  author =       "Michelle Annett and Tovi Grossman and Daniel Wigdor
                 and George Fitzmaurice",
  title =        "Exploring and Understanding the Role of Workshop
                 Environments in Personal Fabrication Processes",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "2",
  pages =        "10:1--10:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3301420",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3301420",
  abstract =     "Growing interest in personal fabrication has resulted
                 in many ways to ideate, design, and prototype, in
                 addition to studies of who a maker is and the
                 challenges they face. Less attention, however, has
                 focused on the role of the environment in fabrication
                 processes. By understanding how interactions with
                 tools, fixtures, materials, and spaces shape workflows,
                 we can better determine how to design the next
                 generation of workshops, design tools, and fabrication
                 equipment to support personal fabrication activities.
                 To build this understanding, site visits and interviews
                 at local makerspaces, fabrication studios, and
                 workshops were conducted. These visits uncovered the
                 rich practices and roadblocks generated by workshops
                 today. The observations identified the importance of
                 spatial layouts, territoriality and occupant agency,
                 distributed knowledge, and organizational flux, among
                 others, to design and fabrication processes. These
                 observations were further synthesized into one possible
                 direction for such spaces: hybrid workshops (i.e.,
                 environments that can leverage computation and
                 responsive architecture to enhance a maker's ability to
                 design and fabricate). This work identifies how such
                 spaces could harness the rich practices and eliminate
                 the challenges found with workshops today and discusses
                 the technical innovations and philosophical questions
                 that hybrid workshops will pose to the future of
                 personal fabrication.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bader:2019:WTA,
  author =       "Patrick Bader and Alexandra Voit and Huy Viet Le and
                 Pawe{\l} W. Wo{\'z}niak and Niels Henze and Albrecht
                 Schmidt",
  title =        "{WindowWall}: Towards Adaptive Buildings with
                 Interactive Windows as Ubiquitous Displays",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "2",
  pages =        "11:1--11:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3310275",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3310275",
  abstract =     "As architects usually decide on the shape and look of
                 windows during the design of buildings, opportunities
                 for interactive windows have not been systematically
                 explored yet. In this work, we extend the vision of
                 sustainable and comfortable adaptive buildings using
                 interactive smart windows. We systematically explore
                 the design space of interactive windows to chart
                 requirements, constraints, and challenges. To that end,
                 we built proof-of-concept prototypes of smart windows
                 with fine-grained control of transparency. In two
                 studies, we explored user attitudes towards interactive
                 windows and elicited control methods. We found that
                 users understand and see potential for interactive
                 windows at home. We provide specific usage contexts and
                 specify interactions that may facilitate domestic
                 applications. Our work illustrates the concept of
                 interactive smart windows and provides insights
                 regarding their design, development, and user controls
                 for adaptive walls. We identify design dimensions and
                 challenges to stimulate further development in the
                 domain of adaptive buildings.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Schnadelbach:2019:AAP,
  author =       "Holger Schn{\"a}delbach and Nils J{\"a}ger and Lachlan
                 Urquhart",
  title =        "Adaptive Architecture and Personal Data",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "2",
  pages =        "12:1--12:??",
  month =        apr,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3301426",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3301426",
  abstract =     "Through sensors carried by people and sensors embedded
                 in the environment, personal data is being processed to
                 try to understand activity patterns and people's
                 internal states in the context of human-building
                 interaction. This data is used to actuate adaptive
                 buildings to make them more comfortable, convenient,
                 and accessible or information rich. In a series of
                 envisioning workshops, we queried the future
                 relationships between people, personal data and the
                 built environment, when there are no technical limits
                 to the availability of personal data to buildings. Our
                 analysis of created designs and user experience
                 fictions allows us to contribute a systematic
                 exposition of the emerging design space for adaptive
                 architecture that draws on personal data. This is being
                 situated within the context of the new European
                 information privacy legislation, the EU General Data
                 Protection Regulation 2016. Drawing on the tension
                 space analysis method, we conclude with the
                 illustration of the tensions in the temporal, spatial,
                 and inhabitation-related relationships of personal data
                 and adaptive buildings, re-usable for the navigation of
                 the emerging, complex issues by future designers.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Su:2019:DMA,
  author =       "Norman Makoto Su and Amanda Lazar and Jeffrey Bardzell
                 and Shaowen Bardzell",
  title =        "Of Dolls and Men: Anticipating Sexual Intimacy with
                 Robots",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "3",
  pages =        "13:1--13:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3301422",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3301422",
  abstract =     "Sex and intimate technologies are important in
                 people's everyday lives. A class of technologies that
                 is becoming increasingly more prominent in discussions
                 of the future are sex robots. In this article, we
                 present a qualitative analysis of posts from a forum
                 where people describe their interactions with sex dolls
                 and their motivations for using them through text and
                 photographs. Forum users use dolls as a content
                 authoring interface, imbue them with agency, and
                 construct meaningful sexual relationships with them.
                 Implications for the design of future robots and
                 autonomous agents in humans' everyday lives are
                 discussed. We highlight that sex dolls are used for
                 more than just sex; they provide fertile ground for
                 embodied fictions and care of the self. Future,
                 customizable technologies for sexual intimacy and
                 wellness should account for this use.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Harms:2019:AUE,
  author =       "Patrick Harms",
  title =        "Automated Usability Evaluation of Virtual Reality
                 Applications",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "3",
  pages =        "14:1--14:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3301423",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3301423",
  abstract =     "Virtual reality (VR) and VR applications have reached
                 the end-user and, hence, the demands on usability, also
                 for novel applications, have increased. This situation
                 requires VR usability evaluation methods that can be
                 applied quickly, even after a first release of an
                 application. In this article, we describe such an
                 approach, which is fully automated and does not ask
                 users to perform predefined tasks in a fixed test
                 setting. Instead, it works on recordings of the actual
                 usage of a VR application from which it generates task
                 trees. Afterwards, it analyzes these task trees to
                 search for usability smells, i.e., user behavior
                 indicating usability issues. Our approach provides
                 detailed descriptions of the usability issues that have
                 been found and how they can be solved. We performed a
                 large case study to evaluate our approach and show that
                 it is capable of correctly identifying usability
                 issues. Although our approach is applicable for
                 different VR interaction modalities, such as gaze,
                 controller, or hand interaction, it also has
                 limitations. For example, it can detect diverse issues
                 related to user efficiency, but specific
                 misunderstandings of users cannot be uncovered.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Crivellaro:2019:IPS,
  author =       "Clara Crivellaro and Rob Anderson and Daniel
                 Lambton-Howard and Tom Nappey and Patrick Olivier and
                 Vasilis Vlachokyriakos and Alexander Wilson and Pete
                 Wright",
  title =        "Infrastructuring Public Service Transformation:
                 Creating Collaborative Spaces between Communities and
                 Institutions through {HCI} Research",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "3",
  pages =        "15:1--15:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3310284",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3310284",
  abstract =     "HCI has a tradition of engaging in democratic
                 practices and contributing to public service
                 innovation. Working with complex socio-political
                 realities presents significant challenges for HCI
                 researchers, which are amplified by the current
                 democratic and economic crisis. In this article, we
                 present insights from a longitudinal study where we
                 worked with multiple stakeholders in the context of an
                 austerity-driven transformation of public parks service
                 in a city in the North East of England. Over the course
                 of 20 months, we developed a participatory
                 socio-technical process designed to create
                 collaborative spaces between communities and
                 institutions to re-envision and re-shape the city's
                 public parks service. The study contributes to HCI
                 research concerned with developing tools and processes
                 that aim at connecting across the boundaries between
                 communities and institutions. Our process and the
                 resulting analysis expose the practical complexities of
                 transformation and co-creation processes and the
                 troubles that come with opening spaces for wider
                 participation within highly contested and political
                 settings. We provide an orientation for HCI design
                 research aspiring to contribute to social innovation
                 and democratic practices in troubled times.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hibschman:2019:ISS,
  author =       "Joshua Hibschman and Darren Gergle and Eleanor
                 O'Rourke and Haoqi Zhang",
  title =        "{Isopleth}: Supporting Sensemaking of Professional
                 {Web} Applications to Create Readily Available Learning
                 Experiences",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "3",
  pages =        "16:1--16:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3310274",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3310274",
  abstract =     "Online resources can help novice developers learn
                 basic programming skills, but few resources support
                 progressing from writing working code to learning
                 professional web development practices. We address this
                 gap by advancing Readily Available Learning
                 Experiences, a conceptual approach for transforming all
                 professional web applications into opportunities for
                 authentic learning. This article presents Isopleth, a
                 web-based platform that helps learners make sense of
                 complex code constructs and hidden asynchronous
                 relationships in professional web code. Isopleth embeds
                 sensemaking scaffolds informed by the learning sciences
                 to (1) expose hidden functional and event-driven
                 relationships, (2) surface functionally related slices
                 of code, and (3) support learners manipulating the
                 provided code representations. To expose event-driven
                 relationships, Isopleth implements a novel technique
                 called Serialized Deanonymization to determine and
                 visualize asynchronous functional relationships. To
                 evaluate Isopleth, we conducted a case study across 12
                 professional websites and a user study with 14 junior
                 and senior developers. Results show that Isopleth's
                 sensemaking scaffolds helped to surface implementation
                 approaches in event binding, web application design,
                 and complex interactive features across a range of
                 complex professional web applications. Moreover,
                 Isopleth helped junior developers improve the accuracy
                 of their conceptual models of how features are
                 implemented by 31\% on average.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ammari:2019:MSI,
  author =       "Tawfiq Ammari and Jofish Kaye and Janice Y. Tsai and
                 Frank Bentley",
  title =        "Music, Search, and {IoT}: How People (Really) Use
                 Voice Assistants",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "3",
  pages =        "17:1--17:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3311956",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3311956",
  abstract =     "Voice has become a widespread and commercially viable
                 interaction mechanism with the introduction of voice
                 assistants (VAs), such as Amazon's Alexa, Apple's Siri,
                 Google Assistant, and Microsoft's Cortana. Despite
                 their prevalence, we do not have a detailed
                 understanding of how these technologies are used in
                 domestic spaces. To understand how people use VAs, we
                 conducted interviews with 19 users, and analyzed the
                 log files of 82 Amazon Alexa devices, totaling 193,665
                 commands, and 88 Google Home Devices, totaling 65,499
                 commands. In our analysis, we identified music, search,
                 and IoT usage as the command categories most used by VA
                 users. We explored how VAs are used in the home,
                 investigated the role of VAs as scaffolding for
                 Internet of Things device control, and characterized
                 emergent issues of privacy for VA users. We conclude
                 with implications for the design of VAs and for future
                 research studies of VAs.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ghoshal:2019:RSC,
  author =       "Sucheta Ghoshal and Amy Bruckman",
  title =        "The Role of Social Computing Technologies in
                 Grassroots Movement Building",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "3",
  pages =        "18:1--18:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3318140",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3318140",
  abstract =     "Social movement organizing is becoming increasingly
                 dependent on communication technologies. How can
                 Computer-Supported Cooperative Work systems support
                 grassroots organizations in facilitating collective
                 action through democratic participation? In this
                 article, we study Science for the People-Atlanta, a
                 social movement organization dedicated to building a
                 grassroots movement around science activism. We used
                 action research, both participating in the organization
                 and studying it. We use the Freirean model of
                 participatory communication theory to unpack the
                 movement-building process of SftP-Atlanta. The Freirean
                 model provides a three-step, iterative process for
                 sustainable movement building: forming a collective
                 identity, moving toward collective action, and engaging
                 in reflexive dialog. We analyze both the perceived
                 strengths and weaknesses of their sociotechnical
                 practices in supporting the organization as they
                 iteratively go through the phases of the Freirean
                 model. Finally, we identify inclusivity,
                 privacy/security, and social translucence as three
                 values desirable for sociotechnical practices of
                 grassroots organizing.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Leiva:2019:ERD,
  author =       "Germ{\'a}n Leiva and Nolwenn Maudet and Wendy Mackay
                 and Michel Beaudouin-Lafon",
  title =        "{Enact}: Reducing Designer-Developer Breakdowns When
                 Prototyping Custom Interactions",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "3",
  pages =        "19:1--19:??",
  month =        jun,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3310276",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3310276",
  abstract =     "Professional designers and developers often struggle
                 when transitioning between the design and
                 implementation of an interactive system. We conducted
                 three studies that focused on the design of custom
                 interactions to understand the mismatches between their
                 processes, tools, and representations. We found that
                 current practices induce unnecessary rework and cause
                 discrepancies between design and implementation. We
                 identified three recurring types of breakdowns:
                 omitting critical details, ignoring edge cases, and
                 disregarding technical limitations. We propose four
                 design principles to create tools that mitigate these
                 problems: Provide multiple viewpoints, maintain a
                 single source of truth, reveal the invisible, and
                 support design by enaction. We applied these principles
                 to create ENACT, a live environment for prototyping
                 touch-based interactions. We conducted two studies to
                 assess ENACT and to compare designer-developer
                 collaboration with ENACT versus current tools. Results
                 suggest that ENACT helps participants detect more edge
                 cases, increases designers' participation and provides
                 new opportunities for co-creation.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sun:2019:ELO,
  author =       "Ke Sun and Chun Yu and Yuanchun Shi",
  title =        "Exploring Low-Occlusion Qwerty Soft Keyboard Using
                 Spatial Landmarks",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "4",
  pages =        "20:1--20:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3318141",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3318141",
  abstract =     "The Qwerty soft keyboard is widely used on mobile
                 devices. However, keyboards often consume a large
                 portion of the touchscreen space, occluding the
                 application view on the smartphone and requiring a
                 separate input interface on the smartwatch. Such space
                 consumption can affect the user experience of accessing
                 information and the overall performance of text input.
                 In order to free up the screen real estate, this
                 article explores the concept of Sparse Keyboard and
                 proposes two new ways of presenting the Qwerty soft
                 keyboard. The idea is to use users' spatial memory and
                 the reference effect of spatial landmarks on the
                 graphical interface. Our final design K3-SGK displays
                 only three keys while L5-EYOCN displays only five line
                 segments instead of the entire Qwerty layout. To
                 achieve this, we employ a user-centered computational
                 design method: first study the reference effect of a
                 single landmark key (line segment) from empirical data,
                 then make assumptions to generalize the effect to
                 multiple landmarks, and finally optimize the best
                 designs. To make the text entry function more complete,
                 we also design and implement gestural interactions for
                 editing operations and non-alphabetical characters'
                 input. User evaluation shows that participants can
                 quickly learn how to type with K3-SGK and L5-EYOCN.
                 After five 15-phrase typing sessions, participants
                 achieve 88.1\%--92.8\% of the full Qwerty keyboard in
                 terms of words per minute on the smartphone and
                 98.4\%--99.1\% on the smartwatch. The differences on
                 character and word error rate between our keyboard
                 designs and the full Qwerty keyboard are not
                 significant. The results of out-of-vocabulary words
                 input are also promising. In addition, participants can
                 quickly recall the typing skills and maintain the input
                 performance even after a few days. User feedbacks in
                 real application contexts show that with the low
                 occlusion keyboard, users can acquire more information
                 and perform less scrolling on the smartphone and
                 achieve a higher input efficiency on the smartwatch
                 with a more fluent input experience.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sanches:2019:ARI,
  author =       "Pedro Sanches and Kristina H{\"o}{\"o}k and Corina Sas
                 and Anna St{\aa}hl",
  title =        "Ambiguity as a Resource to Inform Proto-Practices: The
                 Case of Skin Conductance",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "4",
  pages =        "21:1--21:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3318143",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3318143",
  abstract =     "Skin conductance is an interesting measure of arousal
                 level, largely unfamiliar to most end-users. We
                 designed a mobile application mirroring end-users' skin
                 conductance in evocative visualizations, purposefully
                 made ambiguous to invite rich interpretations.
                 Twenty-three participants used the system for a month.
                 Through the lens of a practice-based analysis of weekly
                 interviews and the logged data, several quite
                 different-sometimes even mutually
                 exclusive-interpretations or proto-practices arose: as
                 stress management; sports performance; emotion
                 tracking; general life logging; personality
                 representation; or behavior change practices. This
                 suggests the value of a purposefully open initial
                 design to allow for the emergence of broader
                 proto-practices to be followed by a second step of
                 tailored design for each identified goal to facilitate
                 the transition from proto-practice to practice. We
                 contribute to the HCI discourse on ambiguity in design,
                 arguing for balancing openness and ambiguity with
                 scaffolding to better support the emergence of
                 practices around biodata.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rapp:2019:RTB,
  author =       "Amon Rapp and Maurizio Tirassa and Lia Tirabeni",
  title =        "Rethinking Technologies for Behavior Change: a View
                 from the Inside of Human Change",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "4",
  pages =        "22:1--22:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3318142",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3318142",
  abstract =     "Human-Computer Interaction researchers are
                 increasingly designing technologies aimed at supporting
                 ``behavior change.'' The model of change, which most of
                 these works embrace, focuses on the idea that change
                 occurs on the behavioral level and that it is
                 externalistic, monistic, mechanistic, fragmented, and
                 episodic. We think that a different take, focusing on
                 the internal aspects of change, may integrate and
                 extend what has been done using this behavioral model.
                 We conducted 20 interviews exploring how individuals
                 live, account for, and manage life changes. Then, we
                 outlined five tentative patterns we identified across
                 different kinds of changes reported by the
                 interviewees, pointing out that change might be
                 internalistic, multiple, intentional, holistic, and
                 continuous. This led us to propose a set of design
                 considerations for the evolution of the current
                 behavior change technologies. Finally, we suggested
                 some preliminary lines of future research, which aim to
                 open the design space of technologies for change.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Uzor:2019:RRE,
  author =       "Stephen Uzor and Lynne Baillie",
  title =        "{Recov-R}: Evaluation of a Home-Based Tailored
                 Exergame System to Reduce Fall Risk in Seniors",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "4",
  pages =        "23:1--23:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3325280",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3325280",
  abstract =     "Rehabilitation has proven effective to significantly
                 reduce fall risk in seniors; however, low adherence to
                 home rehabilitation and a lack of feedback on
                 performance and progress indicate that seniors might
                 not receive the amount of therapy necessary to reduce
                 their risk of falling. We present a tailored exergame
                 system for the home (called Recov-R) to motivate
                 seniors to exercise and facilitate effective recovery
                 by promoting optimal quality of movement during
                 exercise. Based on an 8-week field study, with 38
                 participants, we present results on the use of the
                 Recov-R system, versus standard care, in the home. Our
                 findings suggest that the use of the system can
                 increase adherence to exercise and reduce fall risk by
                 improving outcomes of physical function-mobility and
                 balance. We also highlight opportunities, based on
                 these results, for the design of effective exergame
                 technologies for musculoskeletal rehabilitation in the
                 home.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wu:2019:LDP,
  author =       "Tongshuang Wu and Daniel S. Weld and Jeffrey Heer",
  title =        "Local Decision Pitfalls in Interactive Machine
                 Learning: an Investigation into Feature Selection in
                 Sentiment Analysis",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "4",
  pages =        "24:1--24:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3319616",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3319616",
  abstract =     "Tools for Interactive Machine Learning (IML) enable
                 end users to update models in a ``rapid, focused, and
                 incremental''-yet local-manner. In this work, we study
                 the question of local decision making in an IML context
                 around feature selection for a sentiment classification
                 task. Specifically, we characterize the utility of
                 interactive feature selection through a combination of
                 human-subjects experiments and computational
                 simulations. We find that, in expectation, interactive
                 modification fails to improve model performance and may
                 hamper generalization due to overfitting. We examine
                 how these trends are affected by the dataset, learning
                 algorithm, and the training set size. Across these
                 factors we observe consistent generalization issues.
                 Our results suggest that rapid iterations with IML
                 systems can be dangerous if they encourage local
                 actions divorced from global context, degrading overall
                 model performance. We conclude by discussing the
                 implications of our feature selection results to the
                 broader area of IML systems and research.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ahumada-Newhart:2019:GSR,
  author =       "Veronica Ahumada-Newhart and Judith S. Olson",
  title =        "Going to School on a Robot: Robot and User Interface
                 Design Features that Matter",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "4",
  pages =        "25:1--25:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3325210",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3325210",
  abstract =     "Telepresence robots have recently been introduced as a
                 way for children who are homebound due to medical
                 conditions to attend their local schools. These robots
                 provide an experience that is a much richer learning
                 experience than the typical home instruction services
                 of 4-5 hours a week. Because the robots on the market
                 today were designed for use by adults in work settings,
                 they do not necessarily fit children in school
                 settings. We carried out a study of 19 homebound
                 students, interviewing and observing them as well as
                 interviewing their parents, teachers, administrators,
                 and classmates. We organized our findings along the
                 lines of the various tasks and settings the child is
                 in, developing a learner-centered analytic framework,
                 then teacher -, classmate -, and
                 homebound-controller-centered analytic frameworks.
                 Although some features of current robots fit children
                 in school settings, we discovered a number of cases
                 where there was a mismatch or additional features are
                 needed. Our findings are described according to
                 analytic frames that capture user experiences. Based on
                 these user-centered findings, we provide
                 recommendations for designing the robot and user
                 interface to better fit children using robots for
                 school and learning activities.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rozendaal:2019:OID,
  author =       "Marco C. Rozendaal and Boudewijn Boon and Victor
                 Kaptelinin",
  title =        "Objects with Intent: Designing Everyday Things as
                 Collaborative Partners",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "4",
  pages =        "26:1--26:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3325277",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3325277",
  abstract =     "In HCI there is an increasing trend to approach
                 computing artifacts as agents. In this article, we make
                 a case for ``Objects with Intent'' (OwI's) as an
                 emerging type of agents that take advantage of the
                 meaning of everyday things as the site for their
                 intelligence and agency. After reviewing relevant
                 existing research in HCI and related fields, we
                 demonstrate how OwI's provide a new perspective on
                 human-agent interaction. We then elaborate on how the
                 notion of OwI's is informed by Dennett's theory of
                 intentionality and Leontiev's Activity Theory.
                 Thereafter, we illustrate the application of OwI's
                 through the design case of Fizzy, a robotic ball used
                 to stimulate hospitalized children to engage in
                 physical play. We end by discussing the nature and
                 merit of OwI's and reflecting more broadly on the
                 challenges involved in designing OwI's.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hornbaek:2019:WDW,
  author =       "Kasper Hornb{\ae}k and Aske Mottelson and Jarrod
                 Knibbe and Daniel Vogel",
  title =        "What Do We Mean by ``Interaction''? {An} Analysis of
                 35 Years of {CHI}",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "4",
  pages =        "27:1--27:??",
  month =        jul,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3325285",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:01 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3325285",
  abstract =     "The notion of interaction is essential to
                 human-computer interaction, yet rarely studied. We use
                 quantitative and qualitative methods to investigate how
                 this notion has been used across 35 years of
                 proceedings from the ACM Conference on Human Factors in
                 Computing (CHI). Using natural language processing, we
                 extract 53,568 occurrences of the word ``interaction''
                 across 4,604 papers. In these occurrences, we
                 categorize 2,668 unique words that modify how
                 ``interaction'' is used in a sentence. We show that the
                 use of ``interaction'' is both increasing and
                 diversifying, suggesting the importance of the notion,
                 but also the difficulty in developing theory about
                 interaction. Our findings show that styles of
                 interaction are closely associated with changes in
                 technology and that modalities and characteristics of
                 interaction are becoming more of a topic than specific
                 devices or widgets. Interaction qualities, relating to
                 structure, feel, effectiveness, and efficiency, are
                 consistently prominent, and the quality of novelty is
                 increasingly frequent. From this analysis, we identify
                 open questions about interaction, including how to
                 build knowledge across changing technologies, how to
                 work toward a model of quality for interaction, and
                 what the core of a science of interaction could be.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Fan:2019:CTA,
  author =       "Mingming Fan and Jinglan Lin and Christina Chung and
                 Khai N. Truong",
  title =        "Concurrent Think-Aloud Verbalizations and Usability
                 Problems",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "5",
  pages =        "28:1--28:??",
  month =        sep,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3325281",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:02 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3325281",
  abstract =     "The concurrent think-aloud protocol-in which
                 participants verbalize their thoughts when performing
                 tasks-is a widely employed approach in usability
                 testing. Despite its value, analyzing think-aloud
                 sessions can be onerous because it often entails
                 assessing all of a user's verbalizations. This has
                 motivated previous research on developing categories to
                 segment verbalizations into manageable units of
                 analysis. However, the way in which a category might
                 relate to usability problems is currently unclear. In
                 this research, we sought to address this gap in our
                 understanding. We also studied how speech features
                 might relate to usability problems. Through two
                 studies, this research demonstrates that certain
                 patterns of verbalizations are more telling of
                 usability problems than others and that these patterns
                 are robust to different types of test products (i.e.,
                 physical devices and digital systems), access to
                 different types of information (i.e., video and audio
                 modality), and the presence or absence of a
                 visualization of verbalizations. The implication is
                 that the verbalization and speech patterns can
                 potentially reduce the time and effort required for
                 analysis by enabling evaluators to focus more on the
                 important aspects of a user's verbalizations. The
                 patterns could also potentially be used to inform the
                 design of systems to automatically detect when in the
                 recorded think-aloud sessions users experience
                 problems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tuli:2019:GTE,
  author =       "Anupriya Tuli and Shruti Dalvi and Neha Kumar and
                 Pushpendra Singh",
  title =        "``{It}'s a girl thing'': Examining Challenges and
                 Opportunities around Menstrual Health Education in
                 {India}",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "5",
  pages =        "29:1--29:??",
  month =        sep,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3325282",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:02 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3325282",
  abstract =     "Cultural taboos and limiting social norms make it
                 challenging to communicate and teach about menstrual
                 health in India. We present findings from an inquiry of
                 current approaches used to educate adolescents about
                 menstruation, examining the perspectives of young
                 adults, parents, teachers, social workers, and health
                 professionals for identifying design opportunities and
                 potential for impact. Our findings from the content
                 analysis of education and training materials in use, an
                 online survey of 391 adults, 52 interviews, and 2 focus
                 groups indicate that although detailed and descriptive
                 information materials are available for use, there
                 exists a disconnect between parents' and teachers'
                 expectations regarding who will introduce these topics
                 to adolescents. We also highlight a clear difference in
                 attitudes regarding who must be taught, how, where, and
                 at what stages. Finally, we articulate factors that
                 shape access and receptivity to this knowledge and
                 engage with the lens of feminist HCI to discuss
                 sociotechnical implications for the design of menstrual
                 health education initiatives.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Toups:2019:MMA,
  author =       "Z. O. Toups and Nicolas Lalone and Sultan A. Alharthi
                 and Hitesh Nidhi Sharma and Andrew M. Webb",
  title =        "Making Maps Available for Play: Analyzing the Design
                 of Game Cartography Interfaces",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "5",
  pages =        "30:1--30:??",
  month =        sep,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3336144",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:02 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3336144",
  abstract =     "Maps in video games have grown into complex
                 interactive systems alongside video games themselves.
                 What map systems have done and currently do have not
                 been cataloged or evaluated. We trace the history of
                 game map interfaces from their paper-based inspiration
                 to their current smart phone-like appearance. Read-only
                 map interfaces enable players to consume maps, which is
                 sufficient for wayfinding. Game cartography interfaces
                 enable players to persistently modify maps, expanding
                 the range of activity to support planning and
                 coordination. We employ thematic analysis on game
                 cartography interfaces, contributing a near-exhaustive
                 catalog of games featuring such interfaces, a set of
                 properties to describe and design such interfaces, a
                 collection of play activities that relate to
                 cartography, and a framework to identify what
                 properties promote the activities. We expect that
                 designers will find the contributions enable them to
                 promote desired play experiences through game map
                 interface design.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jhaver:2019:HMC,
  author =       "Shagun Jhaver and Iris Birman and Eric Gilbert and Amy
                 Bruckman",
  title =        "Human-Machine Collaboration for Content Regulation:
                 The Case of {Reddit Automoderator}",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "5",
  pages =        "31:1--31:??",
  month =        sep,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3338243",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:02 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3338243",
  abstract =     "What one may say on the internet is increasingly
                 controlled by a mix of automated programs, and
                 decisions made by paid and volunteer human moderators.
                 On the popular social media site Reddit, moderators
                 heavily rely on a configurable, automated program
                 called ``Automoderator'' (or ``Automod''). How do
                 moderators use Automod? What advantages and challenges
                 does the use of Automod present? We participated as
                 Reddit moderators for over a year, and conducted
                 interviews with 16 moderators to understand the use of
                 Automod in the context of the sociotechnical system of
                 Reddit. Our findings suggest a need for audit tools to
                 help tune the performance of automated mechanisms, a
                 repository for sharing tools, and improving the
                 division of labor between human and machine decision
                 making. We offer insights that are relevant to multiple
                 stakeholders-creators of platforms, designers of
                 automated regulation systems, scholars of platform
                 governance, and content moderators.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lin:2019:SSP,
  author =       "Tian Lin and Daniel E. Capecci and Donovan M. Ellis
                 and Harold A. Rocha and Sandeep Dommaraju and Daniela
                 S. Oliveira and Natalie C. Ebner",
  title =        "Susceptibility to Spear-Phishing Emails: Effects of
                 {Internet} User Demographics and Email Content",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "5",
  pages =        "32:1--32:??",
  month =        sep,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3336141",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:02 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3336141",
  abstract =     "Phishing is fundamental to cyber attacks. This
                 research determined the effect of Internet user age and
                 email content such as weapons of influence (persuasive
                 techniques that attackers can use to lure individuals
                 to fall for an attack) and life domains (a specific
                 topic or aspect of an individual's life that attackers
                 can focus an email on) on spear-phishing (targeted
                 phishing) susceptibility. In total, 100 young and 58
                 older users received, without their knowledge, daily
                 simulated phishing emails over 21 days. A browser
                 plugin recorded their clicking on links in the emails
                 as an indicator of their susceptibility. Forty-three
                 percent of users fell for the simulated phishing
                 emails, with older women showing the highest
                 susceptibility. While susceptibility in young users
                 declined across the study, susceptibility in older
                 users remained stable. The relative effectiveness of
                 the attacks differed by weapons of influence and life
                 domains with age-group variability. In addition, older
                 compared to young users reported lower susceptibility
                 awareness. These findings support effects of Internet
                 user demographics and email content on susceptibility
                 to phishing and emphasize the need for personalization
                 of the next generation of security solutions.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pearson:2019:DFM,
  author =       "Jennifer Pearson and Simon Robinson and Thomas
                 Reitmaier and Matt Jones and Anirudha Joshi",
  title =        "Diversifying Future-Making Through Itinerative
                 Design",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "5",
  pages =        "33:1--33:??",
  month =        sep,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3341727",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:02 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3341727",
  abstract =     "``Designed in California'' is a brand statement used
                 by high-tech manufacturers to denote provenance and
                 cachet of digital innovation and modernity. In this
                 paper, we explore philosophically alternate design
                 perspectives to those this statement embodies,
                 reporting and reflecting on a long-term multi-sited
                 project that seeks to diversify future-making by
                 engaging communities of ``emergent'' users in
                 ``developing'' regions. We argue that digital
                 technologies are typically created with a design lens
                 firmly focused on ``first world'' populations, assuming
                 a base set of cultural norms, resource availabilities,
                 and technological experience levels that do not
                 strongly align with those of emergent users. We discuss
                 and argue for inclusive technology design methods,
                 present our approach, and detail indicative results and
                 case studies as an example of the potential of these
                 perspectives in uncovering radical innovations.
                 Distilling findings and lessons learned, we present a
                 methodology-itinerative design-that pivots between
                 emergent user communities across multiple regions,
                 driving digital innovation through the periphery of
                 mainstream design's current remit.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Orth:2019:DMP,
  author =       "Daniel Orth and Clementine Thurgood and Elise {Van Den
                 Hoven}",
  title =        "Designing Meaningful Products in the Digital Age: How
                 Users Value Their Technological Possessions",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "5",
  pages =        "34:1--34:??",
  month =        sep,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3341980",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:02 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3341980",
  abstract =     "Devices such as phones, laptops and tablets have
                 become central to the ways in which many people
                 communicate with others, conduct business and spend
                 their leisure time. This type of product uniquely
                 contains both physical and digital components that
                 affect how they are perceived and valued by users. This
                 article investigates the nature of attachment in the
                 context of technological possessions to better
                 understand ways in which designers can create devices
                 that are meaningful and kept for longer. Findings from
                 our study of the self-reported associations and
                 meaningfulness of technological possessions revealed
                 that the digital contents of these possessions were
                 often the primary source of meaning. Technological
                 possessions were frequently perceived as systems of
                 products rather than as singular devices. We identified
                 several design opportunities for materialising the
                 associations ascribed to the digital information
                 contained within technological products to more
                 meaningfully integrate their physical and digital
                 components.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Girouard:2019:RRB,
  author =       "Audrey Girouard and Orit Shaer and Erin T. Solovey and
                 G. Michael Poor and Robert J. K. Jacob",
  title =        "The Reality of Reality-Based Interaction:
                 Understanding the Impact of a Framework as a Research
                 Tool",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "5",
  pages =        "35:1--35:??",
  month =        sep,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3319617",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Oct 22 08:21:02 MDT 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3319617",
  abstract =     "Frameworks such as Direct Manipulation or Instrumental
                 Interaction have been an important force in HCI
                 research. Evaluating the impact of frameworks can
                 identify whether and how a framework was used, how it
                 has evolved, and what trends have developed over time.
                 However, studying the impact of such theoretical
                 contributions requires consideration of various
                 perspectives and level of impact. As a case study for
                 investigating the impact of theoretical work in HCI, we
                 present our evaluation of the impact of the Reality
                 Based Interaction (RBI) framework, introduced by the
                 authors in 2008. We provide our findings about the
                 impact of the framework both on contemporary research,
                 through content-based citation analysis, and in HCI
                 education, through a survey we conducted on emerging
                 interaction frameworks. The article contributes a
                 comprehensive methodology for evaluating the impact of
                 frameworks through our twofold approach: content-based
                 citation analysis, including the design of a new
                 citation typology; and a survey on the use of
                 frameworks in education using a taxonomy of learning
                 goals. We also consider the role of frameworks in HCI
                 as well as the future of the RBI framework.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Niemantsverdriet:2019:DAI,
  author =       "Karin Niemantsverdriet and Harm {Van Essen} and Minna
                 Pakanen and Berry Eggen",
  title =        "Designing for Awareness in Interactions with Shared
                 Systems: The {DASS} Framework",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "6",
  pages =        "36:1--36:??",
  month =        dec,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3338845",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 11 06:45:45 MST 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3338845",
  abstract =     "Most systems that we use in everyday life are
                 shared-because multiple people can interact or because
                 an interaction by one person can affect other people.
                 However, everyday Internet of Things systems are often
                 designed for individual use. Prior research on
                 collaboration technologies (Computer Supported
                 Collaborative Work) has shown that to coordinate system
                 sharing people require awareness of the social context,
                 which interfaces can support by making salient
                 information visible. Although literature exists on how
                 to design for awareness, this can be fragmented and
                 difficult to relate to other application domains. To
                 introduce a broader audience of interaction designers
                 to awareness, we aim to make the available design
                 knowledge more generalizable and operational. With this
                 aim, we construct the Designing for Awareness in Shared
                 Systems framework that gives a structured and
                 comprehensive overview of design considerations for
                 awareness. The framework can stimulate reflection and
                 inform decision-making when designing interactions with
                 shared systems.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Menges:2019:IUE,
  author =       "Raphael Menges and Chandan Kumar and Steffen Staab",
  title =        "Improving User Experience of Eye Tracking-Based
                 Interaction: Introspecting and Adapting Interfaces",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "6",
  pages =        "37:1--37:??",
  month =        dec,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3338844",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 11 06:45:45 MST 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3338844",
  abstract =     "Eye tracking systems have greatly improved in recent
                 years, being a viable and affordable option as digital
                 communication channel, especially for people lacking
                 fine motor skills. Using eye tracking as an input
                 method is challenging due to accuracy and ambiguity
                 issues, and therefore research in eye gaze interaction
                 is mainly focused on better pointing and typing
                 methods. However, these methods eventually need to be
                 assimilated to enable users to control application
                 interfaces. A common approach to employ eye tracking
                 for controlling application interfaces is to emulate
                 mouse and keyboard functionality. We argue that the
                 emulation approach incurs unnecessary interaction and
                 visual overhead for users, aggravating the entire
                 experience of gaze-based computer access. We discuss
                 how the knowledge about the interface semantics can
                 help reducing the interaction and visual overhead to
                 improve the user experience. Thus, we propose the
                 efficient introspection of interfaces to retrieve the
                 interface semantics and adapt the interaction with eye
                 gaze. We have developed a Web browser, GazeTheWeb, that
                 introspects Web page interfaces and adapts both the
                 browser interface and the interaction elements on Web
                 pages for gaze input. In a summative lab study with 20
                 participants, GazeTheWeb allowed the participants to
                 accomplish information search and browsing tasks
                 significantly faster than an emulation approach.
                 Additional feasibility tests of GazeTheWeb in lab and
                 home environment showcase its effectiveness in
                 accomplishing daily Web browsing activities and
                 adapting large variety of modern Web pages to suffice
                 the interaction for people with motor impairment.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "37",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Spiel:2019:AAC,
  author =       "Katta Spiel and Christopher Frauenberger and Os Keyes
                 and Geraldine Fitzpatrick",
  title =        "Agency of Autistic Children in Technology Research ---
                 a Critical Literature Review",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "6",
  pages =        "38:1--38:??",
  month =        dec,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3344919",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 11 06:45:45 MST 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3344919",
  abstract =     "Autistic children are increasingly a focus of
                 technology research within the Human-Computer
                 Interaction (HCI) community. We provide a critical
                 review of the purposes of these technologies and how
                 they discursively conceptualise the agency of autistic
                 children. Through our analysis, we establish six
                 categories of these purposes: behaviour analysis,
                 assistive technologies, education, social skills,
                 therapy and well-being. Further, our discussion of
                 these purposes shows how the technologies embody
                 normative expectations of a neurotypical society, which
                 predominantly views autism as a medical deficit in need
                 of `correction'. Autistic children-purportedly the
                 beneficiaries of these technologies-thus become a
                 secondary audience to the largely externally defined
                 purposes. We identify a lack of design for technologies
                 that are geared towards the interests, needs and
                 desires of autistic children. To move HCI's research
                 into autism beyond this, we provide guidance on how to
                 consider agency in use and explicitly allow for
                 appropriation beyond externally driven goals.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "38",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Niksirat:2019:ARF,
  author =       "Kavous Salehzadeh Niksirat and Chaklam Silpasuwanchai
                 and Peng Cheng and Xiangshi Ren",
  title =        "Attention Regulation Framework: Designing
                 Self-Regulated Mindfulness Technologies",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "6",
  pages =        "39:1--39:??",
  month =        dec,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3359593",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 11 06:45:45 MST 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3359593",
  abstract =     "Mindfulness practices are well-known for their
                 benefits to mental and physical well-being. Given the
                 prevalence of smartphones, mindfulness applications
                 have attracted growing global interest. However, the
                 majority of existing applications use guided meditation
                 that is not adaptable to each user's unique needs or
                 pace. This article proposes a novel framework called
                 Attention Regulation Framework (ARF), which studies how
                 more flexible and adaptable mindfulness applications
                 could be designed, beyond guided meditation and toward
                 self-regulated meditation. ARF proposes mindfulness
                 interaction design guidelines and interfaces whereby
                 practitioners naturally and constantly bring their
                 attention back to the present moment and develop
                 non-judgmental awareness. This is achieved by the
                 performance of subtle movements, which are supported by
                 non-intrusive detection-feedback mechanisms. We used
                 two design cases to demonstrate ARF in static and
                 kinetic meditation conditions. We conducted four user
                 evaluation studies in unique situations where ARF is
                 particularly effective, vis-{\`a}-vis mindfulness
                 practice in busy environments and mindfulness
                 interfaces that adapt to the pace of the user. The
                 studies show that the design cases, compared with
                 guided meditation applications, are more effective in
                 improving attention, mindfulness, mood, well-being, and
                 physical balance. Our work contributes to the
                 development of self-regulated mindfulness
                 technologies.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "39",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Foley:2019:SRA,
  author =       "Sarah Foley and John McCarthy and Nadia Pantidi",
  title =        "The Struggle for Recognition in Advanced Dementia:
                 Implications for Experience-Centered Design",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "6",
  pages =        "40:1--40:??",
  month =        dec,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3359594",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 11 06:45:45 MST 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3359594",
  abstract =     "Focusing on the person with advanced dementia as a
                 social being presents a new opportunity for
                 Experience-Centered Design (ECD), opening design to
                 appreciate the agency and intentional actions of the
                 person with advanced dementia. If Human-Computer
                 Interaction is to shift from the predominantly
                 assistive approach to a focus on experience, a
                 theoretical framing that emphasizes the relational
                 nature of selfhood is needed. In this article, we
                 present Recognition Theory-a social theory based on an
                 inter-subjectivist account of the struggle for
                 recognition-to extend ECD approaches for advanced
                 dementia. Focusing on people with advanced dementia, we
                 examine recognition as a social and ethical perspective
                 for establishing and maintaining self. We present a
                 framework for design based on research with people with
                 advanced dementia, experience-centered engagement and
                 social identity, that will support designers to craft
                 opportunities for mutual recognition in the design
                 process and the practice of making.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "40",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Almohamed:2019:RSC,
  author =       "Asam Almohamed and Dhaval Vyas",
  title =        "Rebuilding Social Capital in Refugees and Asylum
                 Seekers",
  journal =      j-TOCHI,
  volume =       "26",
  number =       "6",
  pages =        "41:1--41:??",
  month =        dec,
  year =         "2019",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3364996",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Dec 11 06:45:45 MST 2019",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/ft_gateway.cfm?id=3364996",
  abstract =     "Displacement caused by war, conflict and persecution
                 affects refugees and asylum seekers in more ways than
                 we can imagine. This article investigates refugees and
                 asylum seekers' experiences associated with
                 displacement and the effects it has on their social
                 capital. We present findings from a qualitative study
                 that involved a mix of 24 participants, including
                 refugees, asylum seekers, community workers and
                 activists. Cultural probes and semi-structured
                 interviews were adopted in this study. We discuss our
                 findings in four themes: displacement related
                 stressors, acceptance in the host community, access to
                 social resources and technology use by refugees. We
                 discuss examples from our study and offer practical,
                 theoretical and technological design implications that
                 can foster social capital for refugees and asylum
                 seekers.",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "41",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Papangelis:2020:PDS,
  author =       "Konstantinos Papangelis and Alan Chamberlain and
                 Ioanna Lykourentzou and Vassilis-Javed Khan and Michael
                 Saker and Hai-Ning Liang and Irwyn Sadien and Ting
                 Cao",
  title =        "Performing the Digital Self: Understanding
                 Location-Based Social Networking, Territory, Space, and
                 Identity in the City",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "1",
  pages =        "1:1--1:26",
  month =        jan,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3364997",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 24 09:29:07 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3364997",
  abstract =     "Expressions of territoriality have been positioned as
                 one of the main reasons users alter their behaviors and
                 perceptions of spatiality and sociality while engaging
                 with location-based social networks (LBSN). Despite the
                 potential for this interplay to \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Frauenberger:2020:EHN,
  author =       "Christopher Frauenberger",
  title =        "Entanglement {HCI}: The Next Wave?",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "1",
  pages =        "2:1--2:27",
  month =        jan,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3364998",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 24 09:29:07 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3364998",
  abstract =     "This article argues that our intimate entanglement
                 with digital technologies is challenging the
                 foundations of current HCI research and practice. Our
                 relationships to virtual realities, artificial
                 intelligence, neuro-implants or pervasive,
                 cyberphysical \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zambetta:2020:RPW,
  author =       "Fabio Zambetta and William Raffe and Marco Tamassia
                 and Florian 'Floyd` Mueller and Xiaodong Li and Niels
                 Quinten and Rakesh Patibanda and Daniel Dang and Jon
                 Satterley",
  title =        "Reducing Perceived Waiting Time in Theme Park Queues
                 via an Augmented Reality Game",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "1",
  pages =        "3:1--3:30",
  month =        jan,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3361524",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 24 09:29:07 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3361524",
  abstract =     "Theme parks visits can be very playful events for
                 families, however, waiting in the ride's queues can
                 often be the cause of great frustration. We developed a
                 novel augmented reality game to be played in the theme
                 park's queue, and an in-the-wild study \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sidenmark:2020:EHT,
  author =       "Ludwig Sidenmark and Hans Gellersen",
  title =        "Eye, Head and Torso Coordination During Gaze Shifts in
                 Virtual Reality",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "1",
  pages =        "4:1--4:40",
  month =        jan,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3361218",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 24 09:29:07 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3361218",
  abstract =     "Humans perform gaze shifts naturally through a
                 combination of eye, head and body movements. Although
                 gaze has been long studied as input modality for
                 interaction, this has previously ignored the
                 coordination of the eyes, head and body. This article
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Miri:2020:PPP,
  author =       "Pardis Miri and Robert Flory and Andero Uusberg and
                 Heather Culbertson and Richard H. Harvey and Agata
                 Kelman and Davis Erik Peper and James J. Gross and
                 Katherine Isbister and Keith Marzullo",
  title =        "{PIV}: Placement, Pattern, and Personalization of an
                 Inconspicuous Vibrotactile Breathing Pacer",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "1",
  pages =        "5:1--5:44",
  month =        jan,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3365107",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 24 09:29:07 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3365107",
  abstract =     "We describe the design and evaluation of PIV, a
                 personalizable and inconspicuous vibrotactile breathing
                 pacer. Given the prevalence and adverse impact of
                 anxiety and anxiety disorders, our goal is to develop a
                 technology that helps people regulate their \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lee:2020:CPD,
  author =       "Hosub Lee and Alfred Kobsa",
  title =        "Confident Privacy Decision-Making in {IoT}
                 Environments",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "1",
  pages =        "6:1--6:39",
  month =        jan,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3364223",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 24 09:29:07 MST 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3364223",
  abstract =     "Researchers are building Internet of Things (IoT)
                 systems that aim to raise users' privacy awareness, so
                 that these users can make informed privacy decisions.
                 However, there is a lack of empirical research on the
                 practical implications of informed \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Inie:2020:HID,
  author =       "Nanna Inie and Peter Dalsgaard",
  title =        "How Interaction Designers Use Tools to Manage Ideas",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "2",
  pages =        "7:1--7:26",
  month =        apr,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3365104",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Apr 6 08:45:24 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3365104",
  abstract =     "This article presents a grounded theory analysis based
                 on a qualitative study of professional interaction
                 designers ( n = 20) with a focus on how they use tools
                 to manage design ideas. Idea management can be
                 understood as a subcategory of the field \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cherubini:2020:UDP,
  author =       "Mauro Cherubini and Gabriela Villalobos-Zu{\~n}iga and
                 Marc-Olivier Boldi and Riccardo Bonazzi",
  title =        "The Unexpected Downside of Paying or Sending Messages
                 to People to Make Them Walk: Comparing Tangible Rewards
                 and Motivational Messages to Improve Physical
                 Activity",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "2",
  pages =        "8:1--8:44",
  month =        apr,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3365665",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Apr 6 08:45:24 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3365665",
  abstract =     "People do not exercise as much and as regularly as
                 they should. To support users in adopting healthy
                 exercise routines, app designers integrate persuasive
                 techniques in their apps. In this study, we focus on
                 two of these techniques, i.e., offering \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bopp:2020:VSS,
  author =       "Chris Bopp and Amy Voida",
  title =        "Voices of the Social Sector: a Systematic Review of
                 Stakeholder Voice in {HCI} Research with Nonprofit
                 Organizations",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "2",
  pages =        "9:1--9:26",
  month =        apr,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3368368",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Apr 6 08:45:24 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3368368",
  abstract =     "The prevalence of HCI research carried out with
                 nonprofit organizations has increased dramatically over
                 the past 35 years. Despite this history and our
                 accumulating understanding of social sector
                 organizations and their diverse stakeholders' use of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Alavi:2020:FSL,
  author =       "Hamed S. Alavi and Denis Lalanne and Yvonne Rogers",
  title =        "The Five Strands of Living Lab: a Literature Study of
                 the Evolution of Living Lab Concepts in {HCI}",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "2",
  pages =        "10:1--10:26",
  month =        apr,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3380958",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Apr 6 08:45:24 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3380958",
  abstract =     "Since the introduction of the iconic Aware Home
                 project [39] in 1999, the notion of ``living
                 laboratory'' has been taken up and developed in HCI
                 research. Many of the underpinning assumptions have
                 evolved over the past two decades in various
                 directions, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ghafurian:2020:CTS,
  author =       "Moojan Ghafurian and David Reitter and Frank E.
                 Ritter",
  title =        "Countdown Timer Speed: a Trade-off between Delay
                 Duration Perception and Recall",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "2",
  pages =        "11:1--11:25",
  month =        apr,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3380961",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Apr 6 08:45:24 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3380961",
  abstract =     "We face delays in a variety of situations. They are
                 either inevitable, e.g., due to system limits, or are
                 intentionally added, e.g., advertisements. In many
                 situations, a visual feedback is provided during the
                 delay to manage expectations. This feedback \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Baldwin:2020:ACA,
  author =       "Mark S. Baldwin and Jennifer Mankoff and Bonnie Nardi
                 and Gillian Hayes",
  title =        "An Activity Centered Approach to Nonvisual Computer
                 Interaction",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "2",
  pages =        "12:1--12:27",
  month =        apr,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3374211",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Apr 6 08:45:24 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3374211",
  abstract =     "In this work, we apply an activity theory lens to
                 analyze nonvisual computing for blind and low-vision
                 computer users. Our analysis indicates major challenges
                 for users in translating the activities they are
                 working towards into specific tasks to be \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mcgill:2020:EBS,
  author =       "Mark Mcgill and Aidan Kehoe and Euan Freeman and
                 Stephen Brewster",
  title =        "Expanding the Bounds of Seated Virtual Workspaces",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "3",
  pages =        "13:1--13:40",
  month =        jun,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3380959",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 17 07:14:46 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3380959",
  abstract =     "Mixed Reality (MR), Augmented Reality (AR) and Virtual
                 Reality (VR) headsets can improve upon existing
                 physical multi-display environments by rendering large,
                 ergonomic virtual display spaces whenever and wherever
                 they are needed. However, given the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Khot:2020:SFD,
  author =       "Rohit Ashok Khot and Larissa Hjorth and Florian
                 Mueller",
  title =        "{Shelfie}: a Framework for Designing Material
                 Representations of Physical Activity Data",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "3",
  pages =        "14:1--14:52",
  month =        jun,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3379539",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 17 07:14:46 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3379539",
  abstract =     "Self-monitoring devices are becoming increasingly
                 popular in the support of physical activity
                 experiences. These devices mostly represent on-screen
                 data using numbers and graphs and in doing so, they may
                 miss multi-sensorial methods for engaging with
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Xiao:2020:TMA,
  author =       "Ziang Xiao and Michelle X. Zhou and Q. Vera Liao and
                 Gloria Mark and Changyan Chi and Wenxi Chen and Huahai
                 Yang",
  title =        "Tell Me About Yourself: Using an {AI}-Powered Chatbot
                 to Conduct Conversational Surveys with Open-ended
                 Questions",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "3",
  pages =        "15:1--15:37",
  month =        jun,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3381804",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 17 07:14:46 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3381804",
  abstract =     "The rise of increasingly more powerful chatbots offers
                 a new way to collect information through conversational
                 surveys, where a chatbot asks open-ended questions,
                 interprets a user's free-text responses, and probes
                 answers whenever needed. To \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Clemmensen:2020:OUE,
  author =       "Torkil Clemmensen and Morten Hertzum and Jose
                 Abdelnour-Nocera",
  title =        "Ordinary User Experiences at Work: a Study of
                 Greenhouse Growers",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "3",
  pages =        "16:1--16:31",
  month =        jun,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3386089",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 17 07:14:46 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386089",
  abstract =     "We investigate professional greenhouse growers' user
                 experience (UX) when using climate-management systems
                 in their daily work. We build on the literature on UX,
                 in particular UX at work, and extend it to ordinary UX
                 at work. In a 10-day diary study, we \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Asplund:2020:ATP,
  author =       "Christopher L. Asplund and Takashi Obana and Parag
                 Bhatnagar and Xun Quan Koh and Simon T. Perrault",
  title =        "It's All in the Timing: Principles of Transient
                 Distraction Illustrated with Vibrotactile Tasks",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "3",
  pages =        "17:1--17:29",
  month =        jun,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3386358",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 17 07:14:46 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386358",
  abstract =     "Vibration is an efficient way of conveying information
                 from a device to its user, and it is increasingly used
                 for wrist or finger-worn devices such as smart rings.
                 Unexpected vibrations or sounds from the environment
                 may disrupt the perception of such \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Andalibi:2020:DPS,
  author =       "Nazanin Andalibi",
  title =        "Disclosure, Privacy, and Stigma on Social Media:
                 Examining Non-Disclosure of Distressing Experiences",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "3",
  pages =        "18:1--18:43",
  month =        jun,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3386600",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 17 07:14:46 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3386600",
  abstract =     "Disclosures of distress and stigma on identified
                 social media can be beneficial. Yet, many who may
                 benefit from such disclosures do not engage in them. I
                 examine factors that inform decisions to not disclose
                 stigmatized experiences on identified social \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Byrne:2020:DDV,
  author =       "Richard Byrne and Joe Marshall and Florian `Floyd'
                 Mueller",
  title =        "Designing Digital Vertigo Experiences",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "3",
  pages =        "19:1--19:30",
  month =        jun,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3387167",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Jun 17 07:14:46 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/abs/10.1145/3387167",
  abstract =     "Many people enjoy ``vertigo'' sensations caused by
                 intense playful bodily activities such as spinning in
                 circles, and riding fairground rides. Game scholar
                 Caillois calls such experiences ``vertigo play,''
                 elucidating that these enjoyable activities are a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Almeida:2020:ISI,
  author =       "Teresa Almeida and Madeline Balaam and Shaowen
                 Bardzell and Lone Koefoed Hansen",
  title =        "Introduction to the Special Issue on {HCI} and the
                 Body: Reimagining Women's Health",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "20:1--20:32",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3406091",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3406091",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ng:2020:MEK,
  author =       "Sarah Ng and Shaowen Bardzell and Jeffrey Bardzell",
  title =        "The Menstruating Entrepreneur Kickstarting a New
                 Politics of Women's Health",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "21:1--21:25",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3397158",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3397158",
  abstract =     "This article addresses itself to two developments in
                 recent HCI research. One is the rising emphasis on
                 women's health, a topic that is often seen as at least
                 partly political. The other development in HCI research
                 is the ongoing interest in supporting \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Fox:2020:MMI,
  author =       "Sarah E. Fox and Amanda Menking and Jordan Eschler and
                 Uba Backonja",
  title =        "Multiples Over Models: Interrogating the Past and
                 Collectively Reimagining the Future of Menstrual
                 Sensemaking",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "22:1--22:24",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3397178",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3397178",
  abstract =     "In this article, we describe our efforts to retrace
                 and reimagine period tracking technology-or, mobile
                 applications designed to support the documentation and
                 quantification of menstrual cycle data. In their
                 current form, these systems often encourage \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kumar:2020:TLH,
  author =       "Neha Kumar and Naveena Karusala and Azra Ismail and
                 Anupriya Tuli",
  title =        "Taking the Long, Holistic, and Intersectional View to
                 Women's Wellbeing",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "23:1--23:32",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3397159",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3397159",
  abstract =     "In this article, we present 6 cases (contained in 13
                 studies) variously connected with women's health in a
                 range of Indian contexts. Analyzing these cases, we
                 highlight that ``women's health'' is inextricably
                 linked with extrinsic factors that also need \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sondergaard:2020:TDD,
  author =       "Marie Louise Juul S{\o}ndergaard",
  title =        "Troubling Design: a Design Program for Designing with
                 Women's Health",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "24:1--24:36",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3397199",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3397199",
  abstract =     "The euphemism ``female trouble'' (discreetly referring
                 to women's health experiences) suggests that trouble is
                 linked to women and bodily transitions women can go
                 through. However, trouble is not only a noun; it is
                 also a verb with a strong feminist \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Keyes:2020:RWH,
  author =       "Os Keyes and Burren Peil and Rua M. Williams and Katta
                 Spiel",
  title =        "Reimagining (Women's) Health: {HCI}, Gender and
                 Essentialised Embodiment",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "25:1--25:42",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3404218",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3404218",
  abstract =     "An ever-increasing body of work within HCI
                 investigates questions of around ``Women's Health''
                 with the aim to disrupt the status quo of defaulting to
                 an implicit norm of cis-male bodies. This laudable and
                 feminist project has the potential to drastically
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Devendorf:2020:FUM,
  author =       "Laura Devendorf and Kristina Andersen and Aisling
                 Kelliher",
  title =        "The Fundamental Uncertainties of Mothering: Finding
                 Ways to Honor Endurance, Struggle, and Contradiction",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "26:1--26:24",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3397177",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3397177",
  abstract =     "Present day ideals of good parenting are
                 socio-technical constructs formed at the intersection
                 of medical best practices, cultural norms, and
                 technical innovation. These ideals take shape in
                 relation to the fundamental uncertainty that
                 parents/mothers \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Almeida:2020:WCD,
  author =       "Teresa Almeida and Madeline Balaam and Rob Comber",
  title =        "Woman-Centered Design through Humanity, Activism, and
                 Inclusion",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "27:1--27:30",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3397176",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3397176",
  abstract =     "Women account for over half of the global population,
                 however, continue to be subject to systematic and
                 systemic disadvantage, particularly in terms of access
                 to health and education. At every intersection, where
                 systemic inequality accounts for greater \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ghosh:2020:CRD,
  author =       "Debjyoti Ghosh and Can Liu and Shengdong Zhao and
                 Kotaro Hara",
  title =        "Commanding and Re-Dictation: Developing Eyes-Free
                 Voice-Based Interaction for Editing Dictated Text",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "28:1--28:31",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3390889",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3390889",
  abstract =     "Existing voice-based interfaces have limited support
                 for text editing, especially when seeing the text is
                 difficult, e.g., while walking or cooking. This
                 research develops voice interaction techniques for
                 eyes-free text editing. First, with a Wizard-of-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Velt:2020:TBG,
  author =       "Raphael Velt and Steve Benford and Stuart Reeves",
  title =        "Translations and Boundaries in the Gap Between {HCI}
                 Theory and Design Practice",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "29:1--29:28",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3386247",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3386247",
  abstract =     "The gap between research and design practice has long
                 been a concern for the HCI community. In this article,
                 we explore how different translations of HCI knowledge
                 might bridge this gap. A literature review
                 characterizes the gap as having two key \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hoyle:2020:PNP,
  author =       "Roberto Hoyle and Luke Stark and Qatrunnada Ismail and
                 David Crandall and Apu Kapadia and Denise Anthony",
  title =        "Privacy Norms and Preferences for Photos Posted
                 Online",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "30:1--30:27",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3380960",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3380960",
  abstract =     "We are surrounded by digital images of personal lives
                 posted online. Changes in information and
                 communications technology have enabled widespread
                 sharing of personal photos, increasing access to
                 aspects of private life previously less observable.
                 Most \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pradhan:2020:UIV,
  author =       "Alisha Pradhan and Amanda Lazar and Leah Findlater",
  title =        "Use of Intelligent Voice Assistants by Older Adults
                 with Low Technology Use",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "4",
  pages =        "31:1--31:27",
  month =        sep,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3373759",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 26 07:19:07 MDT 2020",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3373759",
  abstract =     "Voice assistants embodied in smart speakers (e.g.,
                 Amazon Echo, Google Home) enable voice-based
                 interaction that does not necessarily rely on expertise
                 with mobile or desktop computing. Hence, these voice
                 assistants offer new opportunities to different
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Borghouts:2020:TFI,
  author =       "Judith Borghouts and Duncan P. Brumby and Anna L.
                 Cox",
  title =        "{TimeToFocus}: Feedback on Interruption Durations
                 Discourages Distractions and Shortens Interruptions",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "5",
  pages =        "32:1--32:31",
  month =        oct,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3396044",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:23 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3396044",
  abstract =     "Many computer tasks involve looking up information
                 from different sources, and these self-interruptions
                 can be disruptive. In this article, we investigate
                 whether giving people feedback on how long they are
                 away from their task influences their self-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Le:2020:SGM,
  author =       "Huy Viet Le and Sven Mayer and Maximilian Wei{\ss} and
                 Jonas Vogelsang and Henrike Weing{\"a}rtner and Niels
                 Henze",
  title =        "Shortcut Gestures for Mobile Text Editing on Fully
                 Touch Sensitive Smartphones",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "5",
  pages =        "33:1--33:38",
  month =        oct,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3396233",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:23 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3396233",
  abstract =     "While advances in mobile text entry enable smartphone
                 users to type almost as fast as on hardware keyboards,
                 text-heavy activities are still not widely adopted. One
                 reason is the lack of shortcut mechanisms. In this
                 article, we determine shortcuts for \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Thieme:2020:MLM,
  author =       "Anja Thieme and Danielle Belgrave and Gavin Doherty",
  title =        "Machine Learning in Mental Health: a Systematic Review
                 of the {HCI} Literature to Support the Development of
                 Effective and Implementable {ML} Systems",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "5",
  pages =        "34:1--34:53",
  month =        oct,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3398069",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:23 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3398069",
  abstract =     "High prevalence of mental illness and the need for
                 effective mental health care, combined with recent
                 advances in AI, has led to an increase in explorations
                 of how the field of machine learning (ML) can assist in
                 the detection, diagnosis and treatment \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Campos:2020:SAS,
  author =       "Jos{\'e} Creissac Campos and Camille Fayollas and
                 Michael D. Harrison and C{\'e}lia Martinie and Paolo
                 Masci and Philippe Palanque",
  title =        "Supporting the Analysis of Safety Critical User
                 Interfaces: an Exploration of Three Formal Tools",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "5",
  pages =        "35:1--35:48",
  month =        oct,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3404199",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:23 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3404199",
  abstract =     "Use error due to user interface design defects is a
                 major concern in many safety critical domains, for
                 example avionics and health care. Early detection of
                 latent user interface problems can be facilitated by
                 user-centered design methods that integrate \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Maggioni:2020:SSM,
  author =       "Emanuela Maggioni and Robert Cobden and Dmitrijs
                 Dmitrenko and Kasper Hornb{\ae}k and Marianna Obrist",
  title =        "{SMELL SPACE}: Mapping out the Olfactory Design Space
                 for Novel Interactions",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "5",
  pages =        "36:1--36:26",
  month =        oct,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3402449",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:23 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3402449",
  abstract =     "The human sense of smell is powerful. However, the way
                 we use smell as an interaction modality in
                 human-computer interaction (HCI) is limited. We lack a
                 common reference point to guide designers' choices when
                 using smell. Here, we map out an olfactory \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Koleva:2020:DHG,
  author =       "Boriana Koleva and Jocelyn Spence and Steve Benford
                 and Hyosun Kwon and Holger Schn{\"a}delbach and Emily
                 Thorn and William Preston and Adrian Hazzard and Chris
                 Greenhalgh and Matt Adams and Ju Row Farr and Nick
                 Tandavanitj and Alice Angus and Giles Lane",
  title =        "Designing Hybrid Gifts",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "5",
  pages =        "37:1--37:33",
  month =        oct,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3398193",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:23 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3398193",
  abstract =     "Hybrid gifting combines physical artefacts and
                 experiences with digital interactivity to generate new
                 kinds of gifts. Our review details how gifting is a
                 complex social phenomenon and how digital gifting is
                 less engaging than physical gifting for both \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "37",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Smith:2020:CDA,
  author =       "C. Estelle Smith and Zachary Levonian and Haiwei Ma
                 and Robert Giaquinto and Gemma Lein-Mcdonough and
                 Zixuan Li and Susan O'conner-Von and Svetlana Yarosh",
  title =        "``{I} Cannot Do All of This Alone'': Exploring
                 Instrumental and Prayer Support in Online Health
                 Communities",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "5",
  pages =        "38:1--38:41",
  month =        oct,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3402855",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:23 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3402855",
  abstract =     "Instrumental support is critical for patients and
                 family caregivers facing life-threatening illnesses,
                 injuries, or chronic conditions (e.g., cancer). We
                 partner with CaringBridge.org-a prominent online health
                 community for journaling about health \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "38",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Scurto:2021:DDR,
  author =       "Hugo Scurto and Bavo {Van Kerrebroeck} and Baptiste
                 Caramiaux and Fr{\'e}d{\'e}ric Bevilacqua",
  title =        "Designing Deep Reinforcement Learning for Human
                 Parameter Exploration",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "1",
  pages =        "1:1--1:35",
  month =        feb,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3414472",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Feb 5 12:42:02 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3414472",
  abstract =     "Software tools for generating digital sound often
                 present users with high-dimensional, parametric
                 interfaces, that may not facilitate exploration of
                 diverse sound designs. In this article, we propose to
                 investigate artificial agents using deep \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mikusz:2021:LSP,
  author =       "Mateusz Mikusz and Peter Shaw and Nigel Davies and
                 Petteri Nurmi and Sarah Clinch and Ludwig Trotter and
                 Ivan Elhart and Marc Langheinrich and Adrian Friday",
  title =        "A Longitudinal Study of Pervasive Display
                 Personalisation",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "1",
  pages =        "2:1--2:45",
  month =        feb,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3418352",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Feb 5 12:42:02 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3418352",
  abstract =     "Widespread sensing devices enable a world in which
                 physical spaces become personalised in the presence of
                 mobile users. An important example of such
                 personalisation is the use of pervasive displays to
                 show content that matches the requirements of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chikersal:2021:DDP,
  author =       "Prerna Chikersal and Afsaneh Doryab and Michael
                 Tumminia and Daniella K. Villalba and Janine M. Dutcher
                 and Xinwen Liu and Sheldon Cohen and Kasey G. Creswell
                 and Jennifer Mankoff and J. David Creswell and Mayank
                 Goel and Anind K. Dey",
  title =        "Detecting Depression and Predicting its Onset Using
                 Longitudinal Symptoms Captured by Passive Sensing: a
                 Machine Learning Approach With Robust Feature
                 Selection",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "1",
  pages =        "3:1--3:41",
  month =        feb,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3422821",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Feb 5 12:42:02 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3422821",
  abstract =     "We present a machine learning approach that uses data
                 from smartphones and fitness trackers of 138 college
                 students to identify students that experienced
                 depressive symptoms at the end of the semester and
                 students whose depressive symptoms worsened over
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Posch:2021:MTD,
  author =       "Irene Posch and Geraldine Fitzpatrick",
  title =        "The Matter of Tools: Designing, Using and Reflecting
                 on New Tools for Emerging {eTextile} Craft Practices",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "1",
  pages =        "4:1--4:38",
  month =        feb,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3426776",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Feb 5 12:42:02 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3426776",
  abstract =     "Tools, as extensions of hand and mind, prescribe
                 defining properties for a practice. We anchor our tools
                 research within a case study of electronic textiles
                 (eTextiles), combining textile materials and electronic
                 and computational functionality. While \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Taranta:2021:MEE,
  author =       "Eugene M. {Taranta II} and Corey R. Pittman and Mehran
                 Maghoumi and Mykola Maslych and Yasmine M. Moolenaar
                 and Joseph J. Laviola Jr",
  title =        "{Machete}: Easy, Efficient, and Precise Continuous
                 Custom Gesture Segmentation",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "1",
  pages =        "5:1--5:46",
  month =        feb,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3428068",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Feb 5 12:42:02 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3428068",
  abstract =     "We present Machete, a straightforward segmenter one
                 can use to isolate custom gestures in continuous input.
                 Machete uses traditional continuous dynamic programming
                 with a novel dissimilarity measure to align incoming
                 data with gesture class templates in \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mathis:2021:FSA,
  author =       "Florian Mathis and John H. Williamson and Kami Vaniea
                 and Mohamed Khamis",
  title =        "Fast and Secure Authentication in Virtual Reality
                 Using Coordinated {$3$D} Manipulation and Pointing",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "1",
  pages =        "6:1--6:44",
  month =        feb,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3428121",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Feb 5 12:42:02 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/cryptography2020.bib;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3428121",
  abstract =     "There is a growing need for usable and secure
                 authentication in immersive virtual reality (VR).
                 Established concepts (e.g., 2D authentication schemes)
                 are vulnerable to observation attacks, and most
                 alternatives are relatively slow. We present
                 RubikAuth, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zimmermann:2021:NPM,
  author =       "Verena Zimmermann and Karen Renaud",
  title =        "The Nudge Puzzle: Matching Nudge Interventions to
                 Cybersecurity Decisions",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "1",
  pages =        "7:1--7:45",
  month =        feb,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3429888",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Feb 5 12:42:02 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3429888",
  abstract =     "Nudging is a promising approach, in terms of
                 influencing people to make advisable choices in a range
                 of domains, including cybersecurity. However, the
                 processes underlying the concept and the nudge's
                 effectiveness in different contexts, and in the long
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Halskov:2021:FID,
  author =       "Kim Halskov and Caroline Lundqvist",
  title =        "Filtering and Informing the Design Space: Towards
                 Design-Space Thinking",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "1",
  pages =        "8:1--8:28",
  month =        feb,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3434462",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Feb 5 12:42:02 MST 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3434462",
  abstract =     "Building on the concept ``prototypes that filter the
                 design space,'' we establish how other kinds of design
                 artifacts and activities (e.g., sketching, tests,
                 concept posters, metaphors, design tools) are equally
                 critical in filtering the design space. We \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rothwell:2021:CCG,
  author =       "Clayton D. Rothwell and Valerie L. Shalin and Griffin
                 D. Romigh",
  title =        "Comparison of Common Ground Models for Human--Computer
                 Dialogue: Evidence for Audience Design",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "2",
  pages =        "9:1--9:35",
  month =        apr,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3410876",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 29 09:46:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3410876",
  abstract =     "Common ground processes [26] can improve performance
                 in communication tasks [72, 42, 43, 24], and
                 understanding these processes will likely benefit
                 human--computer dialogue interfaces. However, there are
                 multiple proposed theories with different \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wiese:2021:IMI,
  author =       "Eliane S. Wiese and Marcia C. Linn",
  title =        "{``It Must Include Rules''}: Middle School Students'
                 Computational Thinking with Computer Models in
                 Science",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "2",
  pages =        "10:1--10:41",
  month =        apr,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3415582",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 29 09:46:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3415582",
  abstract =     "When middle school students encounter computer models
                 of science phenomenon in science class, how do they
                 think those computer models work? Computer models
                 operationalize real-world behaviors of selected
                 variables, and can simulate interactions between
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Spiel:2021:PPH,
  author =       "Katta Spiel and Kathrin Gerling",
  title =        "The Purpose of Play: How {HCI} Games Research Fails
                 Neurodivergent Populations",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "2",
  pages =        "11:1--11:40",
  month =        apr,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3432245",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 29 09:46:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3432245",
  abstract =     "Play presents a popular pastime for all humans, though
                 not all humans play alike. Subsequently, Human-Computer
                 Interaction Games research is increasingly concerned
                 with the development of games that serve neurodivergent
                 players. In a critical review of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kulp:2021:TDC,
  author =       "Leah Kulp and Aleksandra Sarcevic and Megan Cheng and
                 Randall S. Burd",
  title =        "Towards Dynamic Checklists: Understanding Contexts of
                 Use and Deriving Requirements for Context-Driven
                 Adaptation",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "2",
  pages =        "12:1--12:33",
  month =        apr,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3444947",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 29 09:46:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3444947",
  abstract =     "The goal of this in-the-wild study was to understand
                 how different patient, provider, and environment
                 contexts affected the use of a tablet-based checklist
                 in a dynamic medical setting. Fifteen team leaders used
                 the digital checklist in 187 actual \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Norrie:2021:ECA,
  author =       "Christopher S. Norrie and Annalu Waller and Elizabeth
                 F. S. Hannah",
  title =        "Establishing Context: {AAC} Device Adoption and
                 Support in a Special-Education Setting",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "2",
  pages =        "13:1--13:30",
  month =        apr,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3446205",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 29 09:46:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3446205",
  abstract =     "Current mechanisms for adopting and supporting
                 high-tech augmentative and alternative communication
                 (AAC) within special-education appear limited in their
                 success, despite recognition of the potential benefits
                 they represent for young emerging \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Liang:2021:EFT,
  author =       "Calvin A. Liang and Sean A. Munson and Julie A.
                 Kientz",
  title =        "Embracing Four Tensions in Human-Computer Interaction
                 Research with Marginalized People",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "2",
  pages =        "14:1--14:47",
  month =        apr,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3443686",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 29 09:46:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3443686",
  abstract =     "Human-computer interaction has a long history of
                 working with marginalized people. We sought to
                 understand how HCI researchers navigate work that
                 engages with marginalized people and considerations
                 researchers might work through to expand benefits and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Yuan:2021:CMH,
  author =       "Haiyue Yuan and Shujun Li and Patrice Rusconi",
  title =        "{CogTool+}: Modeling Human Performance at Large
                 Scale",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "2",
  pages =        "15:1--15:38",
  month =        apr,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3447534",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Apr 29 09:46:03 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3447534",
  abstract =     "Cognitive modeling tools have been widely used by
                 researchers and practitioners to help design, evaluate,
                 and study computer user interfaces (UIs). Despite their
                 usefulness, large-scale modeling tasks can still be
                 very challenging due to the amount of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Duarte:2021:SPG,
  author =       "Marisa Elena Duarte and Morgan Vigil-Hayes and Ellen
                 Zegura and Elizabeth Belding and Ivone Masara and
                 Jennifer Case Nevarez",
  title =        "As a Squash Plant Grows: Social Textures of Sparse
                 {Internet} Connectivity in Rural and Tribal
                 Communities",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "3",
  pages =        "16:1--16:16",
  month =        jul,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3453862",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Aug 10 13:31:06 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3453862",
  abstract =     "Researching and designing Internet infrastructure
                 solutions in rural and tribal contexts requires
                 reciprocal relationships between researchers and
                 community partners. Methodologies must be meaningful
                 amid local social textures of life. Achieving
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Su:2021:IPR,
  author =       "Norman Makoto Su and Jean Hardy and Morgan Vigil-Hayes
                 and Tiffany Veinot and Rob Comber",
  title =        "Introduction: Performing Rurality with Computing",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "3",
  pages =        "16e:1--16e:13",
  month =        jul,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3461832",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Aug 10 13:31:06 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3461832",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16e",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kahn:2021:SEI,
  author =       "Zoe Kahn and Jenna Burrell",
  title =        "A Sociocultural Explanation of {Internet}-Enabled Work
                 in Rural Regions",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "3",
  pages =        "17:1--17:22",
  month =        jul,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3443705",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Aug 10 13:31:06 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3443705",
  abstract =     "This article draws on ethnographic research in three
                 rural places in the Western United States to understand
                 how rural workers incorporate the Internet into their
                 work practices. We find two key, divergent types of
                 work in rural areas that leverage the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{DeCastroLeal:2021:DTE,
  author =       "D{\'e}bora {De Castro Leal} and Max Kr{\"u}ger and
                 Vanessa {Teles E.Teles} and Carlos Ant{\^o}nio {Teles
                 E.Teles} and Denise Machado Cardoso and Dave Randall
                 and Volker Wulf",
  title =        "Digital Technology at the Edge of Capitalism:
                 Experiences from the {Brazilian} {Amazon} Rainforest",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "3",
  pages =        "18:1--18:39",
  month =        jul,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3448072",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Aug 10 13:31:06 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3448072",
  abstract =     "It is sometimes argued that there is hardly a place in
                 the world in the 21st century left untouched by global
                 capitalism [111, 112]. Even so, some places remain at
                 the periphery, participating in this system without
                 being fully absorbed by it. In this \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bidwell:2021:RUW,
  author =       "Nicola J. Bidwell",
  title =        "Rural Uncommoning: Women, Community Networks and the
                 Enclosure of Life",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "3",
  pages =        "19:1--19:50",
  month =        jul,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3445793",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Aug 10 13:31:06 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3445793",
  abstract =     "Shared use of small-scale natural commons is vital to
                 the livelihoods of billions of rural inhabitants,
                 particularly women, and advocates propose that local
                 telecommunications systems that are oriented by the
                 commons can close rural connectivity gaps. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Robinson:2021:RIL,
  author =       "Sarah Robinson and Nicola J. Bidwell and Roberto Cibin
                 and Conor Linehan and Laura Maye and John Mccarthy and
                 Nadia Pantidi and Maurizio Teli",
  title =        "Rural Islandness as a Lens for (Rural) {HCI}",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "3",
  pages =        "20:1--20:32",
  month =        jul,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3443704",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Aug 10 13:31:06 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3443704",
  abstract =     "This article contributes to research that aims to
                 better understand and describe the rural context for
                 rural computing. We argue that the particularities of
                 rurality are heightened by the experience of
                 `islandness'. We report on our experiences of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wang:2021:LCL,
  author =       "Yi Wang",
  title =        "Living in a City, Living a Rural Life: Understanding
                 Second Generation {Mingongs}' Experiences with
                 Technologies in {China}",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "3",
  pages =        "21:1--21:29",
  month =        jul,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3448979",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Tue Aug 10 13:31:06 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3448979",
  abstract =     "Rural-urban migrants (mingongs) provide crucial labor
                 for China's economic growth and global supply chains.
                 Today, second generation mingongs who have spent most
                 of their lives in cities have grown up. However, we
                 know little about if their experiences \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Schaper:2021:CDT,
  author =       "Marie-Monique Schaper and Narcis Pares",
  title =        "Co-design Techniques for and with Children based on
                 Physical Theatre Practice to promote Embodied
                 Awareness",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "4",
  pages =        "22:1--22:42",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3450446",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sun Aug 15 06:45:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450446",
  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
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Alharthi:2021:IEI,
  author =       "Sultan A. Alharthi and George E. Raptis and Christina
                 Katsini and Igor Dolgov and Lennart E. Nacke and Z. O.
                 Toups",
  title =        "Investigating the Effects of Individual Cognitive
                 Styles on Collaborative Gameplay",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "4",
  pages =        "23:1--23:49",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3445792",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sun Aug 15 06:45:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3445792",
  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 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tekinbas:2021:DYC,
  author =       "Katie Salen Tekinbas and Krithika Jagannath and Ulrik
                 Lyngs and Petr Slov{\'a}k",
  title =        "Designing for Youth-Centered Moderation and Community
                 Governance in {Minecraft}",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "4",
  pages =        "24:1--24:41",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3450290",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sun Aug 15 06:45:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3450290",
  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 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bruun:2021:DYF,
  author =       "Anders Bruun and Effie Lai-Chong Law and Thomas Dyhre
                 Nielsen and Matthias Heintz",
  title =        "Do You Feel the Same? {On} the Robustness of
                 Cued-Recall Debriefing for User Experience Evaluation",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "4",
  pages =        "25:1--25:45",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3453479",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sun Aug 15 06:45:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3453479",
  abstract =     "Cued Recall Debriefing (CRD) is a form of
                 retrospective think aloud approach. It involves
                 re-immersing users to a level where emotional responses
                 are comparable to those experienced during actual
                 interaction with a system. To validate whether the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Khan:2021:GGA,
  author =       "Anam Ahmad Khan and Joshua Newn and Ryan M. Kelly and
                 Namrata Srivastava and James Bailey and Eduardo
                 Velloso",
  title =        "{GAVIN}: Gaze-Assisted Voice-Based Implicit
                 Note-taking",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "4",
  pages =        "26:1--26:32",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3453988",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sun Aug 15 06:45:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3453988",
  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 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kaul:2021:AHT,
  author =       "Oliver Beren Kaul and Michael Rohs and Marc Mogalle
                 and Benjamin Simon",
  title =        "Around-the-Head Tactile System for Supporting Micro
                 Navigation of People with Visual Impairments",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "4",
  pages =        "27:1--27:35",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3458021",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sun Aug 15 06:45:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3458021",
  abstract =     "Tactile patterns are a means to convey navigation
                 instructions to pedestrians and are especially helpful
                 for people with visual impairments. This article
                 presents a concept to provide precise micro-navigation
                 instructions through a tactile around-the-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Coblenz:2021:PPI,
  author =       "Michael Coblenz and Gauri Kambhatla and Paulette
                 Koronkevich and Jenna L. Wise and Celeste Barnaby and
                 Joshua Sunshine and Jonathan Aldrich and Brad A.
                 Myers",
  title =        "{PLIERS}: a Process that Integrates User-Centered
                 Methods into Programming Language Design",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "4",
  pages =        "28:1--28:53",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3452379",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sun Aug 15 06:45:45 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3452379",
  abstract =     "Programming language design requires making many
                 usability-related design decisions. However, existing
                 HCI methods can be impractical to apply to programming
                 languages: languages have high iteration costs,
                 programmers require significant learning time,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jacucci:2021:ERE,
  author =       "Giulio Jacucci and Pedram Daee and Tung Vuong and
                 Salvatore Andolina and Khalil Klouche and Mats
                 Sj{\"O}berg and Tuukka Ruotsalo and Samuel Kaski",
  title =        "Entity Recommendation for Everyday Digital Tasks",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "5",
  pages =        "29:1--29:41",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3458919",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:24 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3458919",
  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 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Marky:2021:IUU,
  author =       "Karola Marky and Marie-Laure Zollinger and Peter
                 Roenne and Peter Y. A. Ryan and Tim Grube and Kai
                 Kunze",
  title =        "Investigating Usability and User Experience of
                 Individually Verifiable {Internet} Voting Schemes",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "5",
  pages =        "30:1--30:36",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3459604",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:24 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3459604",
  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 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mcdonald:2021:CTS,
  author =       "Nora Mcdonald and Helena M. Mentis",
  title =        "{``Citizens Too''}: Safety Setting Collaboration Among
                 Older Adults with Memory Concerns",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "5",
  pages =        "31:1--31:32",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3465217",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:24 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3465217",
  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 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lazar:2021:ADR,
  author =       "Amanda Lazar and Ben Jelen and Alisha Pradhan and
                 Katie A. Siek",
  title =        "Adopting Diffractive Reading to Advance {HCI}
                 Research: a Case Study on Technology for Aging",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "5",
  pages =        "32:1--32:29",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3462326",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:24 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3462326",
  abstract =     "Researchers in Human-Computer Interaction (HCI) have
                 long developed technologies for older adults. Recently,
                 researchers are engaging in critical reflections of
                 these approaches. IoT for aging in place is one area
                 around which these conflicting discourses \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Uzor:2021:EFC,
  author =       "Stephen Uzor and Per Ola Kristensson",
  title =        "An Exploration of Freehand Crossing Selection in
                 Head-Mounted Augmented Reality",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "5",
  pages =        "33:1--33:27",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3462546",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:24 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3462546",
  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).
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jin:2021:LPR,
  author =       "Haojian Jin and Hong Shen and Mayank Jain and Swarun
                 Kumar and Jason I. Hong",
  title =        "Lean Privacy Review: Collecting Users' Privacy
                 Concerns of Data Practices at a Low Cost",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "5",
  pages =        "34:1--34:55",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3463910",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:24 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3463910",
  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 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Martin:2021:ICM,
  author =       "J. Alberto {\'A}lvarez Mart{\'\i}n and Henrik Gollee
                 and J{\"o}rg M{\"u}ller and Roderick Murray-Smith",
  title =        "Intermittent Control as a Model of Mouse Movements",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "5",
  pages =        "35:1--35:46",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3461836",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:24 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3461836",
  abstract =     "We present Intermittent Control (IC) models as a
                 candidate framework for modelling human input movements
                 in Human-Computer Interaction (HCI). IC differs from
                 continuous control in that users are not assumed to use
                 feedback to adjust their movements \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Schadenberg:2021:PRA,
  author =       "Bob R. Schadenberg and Dennis Reidsma and Vanessa
                 Evers and Daniel P. Davison and Jamy J. Li and Dirk K.
                 J. Heylen and Carlos Neves and Paulo Alvito and Jie
                 Shen and Maja Panti{\'c} and Bj{\"o}rn W. Schuller and
                 Nicholas Cummins and Vlad Olaru and Cristian
                 Sminchisescu and Snezana Babovi{\'c} Dimitrijevi{\'c}
                 and Suncica Petrovi{\'c} and Aur{\'e}lie Baranger and
                 Alria Williams and Alyssa M. Alcorn and Elizabeth
                 Pellicano",
  title =        "Predictable Robots for Autistic Children-Variance in
                 Robot Behaviour, Idiosyncrasies in Autistic Children's
                 Characteristics, and Child-Robot Engagement",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "5",
  pages =        "36:1--36:42",
  month =        oct,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3468849",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Sat Sep 4 06:40:24 MDT 2021",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3468849",
  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
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Maity:2020:BHE,
  author =       "Shovan Maity and David Yang and Scott Stanton Redford
                 and Debayan Das and Baibhab Chatterjee and Shreyas
                 Sen",
  title =        "{BodyWire-HCI}: Enabling New Interaction Modalities by
                 Communicating Strictly During Touch Using
                 Electro-Quasistatic Human Body Communication",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "6",
  pages =        "39:1--39:25",
  month =        nov,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3406238",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:34 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3406238",
  abstract =     "Communication during touch provides a seamless and
                 natural way of interaction between humans and ambient
                 intelligence. Current techniques that couple wireless
                 transmission with touch detection suffer from the
                 problem of selectivity and security, i.e., \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "39",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cho:2020:PRE,
  author =       "Hichang Cho and Pengxiang Li and Zhang Hao Goh",
  title =        "Privacy Risks, Emotions, and Social Media: a Coping
                 Model of Online Privacy",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "6",
  pages =        "40:1--40:28",
  month =        dec,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3412367",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:34 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3412367",
  abstract =     "This study proposes a novel coping model of privacy
                 that extends prior privacy work in two important ways:
                 first, the reconceptualization of privacy coping
                 reflecting both problem- and emotion-focused
                 strategies, and second, the incorporation of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "40",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jung:2020:RGR,
  author =       "Hee-Tae Jung and Taiwoo Park and Narges MAhyar and
                 Sungji Park and Taekyeong Ryu and Yangsoo Kim and
                 Sunghoon Ivan Lee",
  title =        "Rehabilitation Games in Real-World Clinical Settings:
                 Practices, Challenges, and Opportunities",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "6",
  pages =        "41:1--41:43",
  month =        dec,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3418197",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:34 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3418197",
  abstract =     "Upper-limb impairments due to stroke can severely
                 affect the quality of life in patients. Scientific
                 evidence supports that repetitive rehabilitation
                 exercises can improve motor ability in stroke patients.
                 Rehabilitation games gained tremendous interest
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "41",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chen:2020:MCM,
  author =       "Siyuan Chen and Julien Epps",
  title =        "Multimodal Coordination Measures to Understand Users
                 and Tasks",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "6",
  pages =        "42:1--42:26",
  month =        nov,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3412365",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:34 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3412365",
  abstract =     "Physiological and behavioral measures allow computing
                 devices to augment user interaction experience by
                 understanding their mental load. Current techniques
                 often utilize complementary information between
                 different modalities to index load level \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "42",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Yang:2020:EDE,
  author =       "Mochen Yang and Yuqing Ren and Gediminas Adomavicius",
  title =        "Engagement by Design: an Empirical Study of the
                 ``Reactions'' Feature on {Facebook} Business Pages",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "6",
  pages =        "43:1--43:35",
  month =        nov,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3412844",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:34 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3412844",
  abstract =     "We study the impact and interplay of social design
                 features on the engagement behaviors toward
                 user-generated content on Facebook business pages. By
                 examining the introduction of the ``Reactions'' feature
                 on Facebook, we aim to understand how the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "43",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Yamanaka:2020:NUD,
  author =       "Shota Yamanaka and Wolfgang Stuerzlinger",
  title =        "Necessary and Unnecessary Distractor Avoidance
                 Movements Affect User Behaviors in Crossing
                 Operations",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "6",
  pages =        "44:1--44:31",
  month =        nov,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3418413",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:34 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3418413",
  abstract =     "The ``crossing time'' to pass between objects in
                 lassoing tasks is predicted by Fitts' law. When an
                 unwanted object, or obstacle, intrudes into the user's
                 path, users curve the stroke to avoid hitting that
                 obstacle. We empirically show that, in the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "44",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lewis:2020:LDR,
  author =       "Blaine Lewis and Daniel Vogel",
  title =        "Longer Delays in Rehearsal-based Interfaces Increase
                 Expert Use",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "6",
  pages =        "45:1--45:41",
  month =        nov,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3418196",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:34 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3418196",
  abstract =     "Rehearsal-based interfaces are designed to encourage a
                 transition from novice to expert, but many users fail
                 to make this transition. Most of these interfaces
                 activate novice mode after a short delay, between 150
                 and 500 ms. We investigate the impact of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "45",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hwang:2020:EHP,
  author =       "Amy S. Hwang and Piper Jackson and Andrew Sixsmith and
                 Louise Nyg{\aa}rd and Arlene Astell and Khai N. Truong
                 and Alex Mihailidis",
  title =        "Exploring How Persons with Dementia and Care Partners
                 Collaboratively Appropriate Information and
                 Communication Technologies",
  journal =      j-TOCHI,
  volume =       "27",
  number =       "6",
  pages =        "46:1--46:38",
  month =        nov,
  year =         "2020",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3389377",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:34 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3389377",
  abstract =     "Persons with dementia and their care partners have
                 been found to adapt their own technological
                 arrangements using commercially available information
                 and communication technologies (ICTs). Yet, little is
                 known about these processes of technology \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "46",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Desjardins:2021:ISI,
  author =       "Audrey Desjardins and Oscar Tomico and Andr{\'e}s
                 Lucero and Marta E. Cecchinato and Carman Neustaedter",
  title =        "Introduction to the Special Issue on First-Person
                 Methods in {HCI}",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "37:1--37:12",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3492342",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3492342",
  abstract =     "In this introduction to the special issue on
                 First-Person Methods in (Human-Computer Interaction)
                 HCI, we present a brief overview of first-person
                 methods, their origin, and their use in Human-Computer
                 Interaction. We also detail the difference between
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "37",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Staahl:2021:VRS,
  author =       "Anna St{\aa}hl and Vasiliki Tsaknaki and Madeline
                 Balaam",
  title =        "Validity and Rigour in Soma Design-Sketching with the
                 Soma",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "38:1--38:36",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3470132",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3470132",
  abstract =     "We report on the design processes of two ongoing soma
                 design projects: the Pelvic Chair and the Breathing
                 Wings. These projects take a first-person, soma design
                 approach, grounded in a holistic perspective of the
                 mind and body (the soma). We contribute a \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "38",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mah:2021:TCR,
  author =       "Kristina Mah and Lian Loke and Luke Hespanhol",
  title =        "Towards a Contemplative Research Framework for
                 Training Self-Observation in {HCI}: a Study of
                 Compassion Cultivation",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "39:1--39:27",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3471932",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3471932",
  abstract =     "With the emergence in human-computer interaction (HCI)
                 of researching contemplative practices, authentic
                 descriptions of first-person lived experience informing
                 design are few. Most researchers in HCI are not trained
                 in observing the mind. We draw on \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "39",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hook:2021:UND,
  author =       "Kristina H{\"o}{\"o}k and Steve Benford and Paul
                 Tennent and Vasiliki Tsaknaki and Miquel Alfaras and
                 Juan Martinez Avila and Christine Li and Joseph
                 Marshall and Claudia Daud{\'e}n Roquet and Pedro
                 Sanches and Anna St{\aa}hl and Muhammad Umair and
                 Charles Windlin and Feng Zhou",
  title =        "Unpacking Non-Dualistic Design: The Soma Design Case",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "40:1--40:36",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3462448",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3462448",
  abstract =     "We report on a somaesthetic design workshop and the
                 subsequent analytical work aiming to demystify what is
                 entailed in a non-dualistic design stance on embodied
                 interaction and why a first-person engagement is
                 crucial to its unfoldings. However, as we \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "40",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wirfs-Brock:2021:ENS,
  author =       "Jordan Wirfs-Brock and Alli Fam and Laura Devendorf
                 and Brian Keegan",
  title =        "Examining Narrative Sonification: Using First-Person
                 Retrospection Methods to Translate Radio Production to
                 Interaction Design",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "41:1--41:34",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3461762",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3461762",
  abstract =     "We present a first-person, retrospective exploration
                 of two radio sonification pieces that employ narrative
                 scaffolding to teach audiences how to listen to data.
                 To decelerate and articulate design processes that
                 occurred at the rapid pace of radio \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "41",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Howell:2021:CSN,
  author =       "Noura Howell and Audrey Desjardins and Sarah Fox",
  title =        "Cracks in the Success Narrative: Rethinking Failure in
                 Design Research through a Retrospective
                 Trioethnography",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "42:1--42:31",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3462447",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3462447",
  abstract =     "What can design researchers learn from our own and
                 each other's failures? We explore ``failure''
                 expansively-turning away from tidy success narratives
                 toward messy unfoldings and reflexive
                 discomfort-through retrospective trioethnography. Our
                 findings \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "42",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Distler:2021:SLR,
  author =       "Verena Distler and Matthias Fassl and Hana Habib and
                 Katharina Krombholz and Gabriele Lenzini and Carine
                 Lallemand and Lorrie Faith Cranor and Vincent Koenig",
  title =        "A Systematic Literature Review of Empirical Methods
                 and Risk Representation in Usable Privacy and Security
                 Research",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "43:1--43:50",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3469845",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3469845",
  abstract =     "Usable privacy and security researchers have developed
                 a variety of approaches to represent risk to research
                 participants. To understand how these approaches are
                 used and when each might be most appropriate, we
                 conducted a systematic literature review of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "43",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Torre:2021:EAV,
  author =       "Ilaria Torre and Emma Carrigan and Katarina Domijan
                 and Rachel McDonnell and Naomi Harte",
  title =        "The Effect of Audio-Visual Smiles on Social Influence
                 in a Cooperative Human-Agent Interaction Task",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "44:1--44:38",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3469232",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3469232",
  abstract =     "Emotional expressivity is essential for human
                 interactions, informing both perception and
                 decision-making. Here, we examine whether creating an
                 audio-visual emotional channel mismatch influences
                 decision-making in a cooperative task with a virtual
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "44",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Beaudouin-Lafon:2021:GTI,
  author =       "Michel Beaudouin-Lafon and Susanne B{\o}dker and Wendy
                 E. Mackay",
  title =        "Generative Theories of Interaction",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "45:1--45:54",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3468505",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3468505",
  abstract =     "Although Human-Computer Interaction research has
                 developed various theories and frameworks for analyzing
                 new and existing interactive systems, few address the
                 generation of novel technological solutions, and new
                 technologies often lack theoretical \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "45",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Radiah:2021:RVS,
  author =       "Rivu Radiah and Ville M{\"a}kel{\"a} and Sarah Prange
                 and Sarah Delgado Rodriguez and Robin Piening and
                 Yumeng Zhou and Kay K{\"o}hle and Ken Pfeuffer and
                 Yomna Abdelrahman and Matthias Hoppe and Albrecht
                 Schmidt and Florian Alt",
  title =        "Remote {VR} Studies: a Framework for Running Virtual
                 Reality Studies Remotely Via Participant-Owned {HMDs}",
  journal =      j-TOCHI,
  volume =       "28",
  number =       "6",
  pages =        "46:1--46:36",
  month =        dec,
  year =         "2021",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3472617",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:35 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3472617",
  abstract =     "We investigate opportunities and challenges of running
                 virtual reality (VR) studies remotely. Today, many
                 consumers own head-mounted displays (HMDs), allowing
                 them to participate in scientific studies from their
                 homes using their own equipment. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "46",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rocheleau:2022:PSS,
  author =       "Jessica N. Rocheleau and Sonia Chiasson",
  title =        "Privacy and Safety on Social Networking Sites:
                 Autistic and Non-Autistic Teenagers' Attitudes and
                 Behaviors",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "1",
  pages =        "1:1--1:39",
  month =        feb,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3469859",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:36 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3469859",
  abstract =     "Autistic teenagers are suspected to be more vulnerable
                 to privacy and safety threats on social networking
                 sites (SNS) than the general population. However, there
                 are no studies comparing these users' privacy and
                 safety concerns and protective strategies \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Andalibi:2022:LPU,
  author =       "Nazanin Andalibi and Ashley Lacombe-Duncan and Lee
                 Roosevelt and Kylie Wojciechowski and Cameron Giniel",
  title =        "{LGBTQ} Persons' Use of Online Spaces to Navigate
                 Conception, Pregnancy, and Pregnancy Loss: an
                 Intersectional Approach",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "1",
  pages =        "2:1--2:46",
  month =        feb,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3474362",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:36 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3474362",
  abstract =     "Navigating conception, pregnancy, and loss is
                 challenging for lesbian, gay, bisexual, transgender,
                 and queer (LGBTQ) people, who experience stigma due to
                 LGBTQ identity, other identities (e.g., loss), and
                 intersections thereof. We conducted interviews
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ambe:2022:CHE,
  author =       "Aloha Hufana Ambe and Alessandro Soro and Daniel
                 Johnson and Margot Brereton",
  title =        "From Collaborative Habituation to Everyday
                 Togetherness: a Long-Term Study of Use of the Messaging
                 Kettle",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "1",
  pages =        "3:1--3:47",
  month =        feb,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3470973",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:36 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3470973",
  abstract =     "We present a long-term study of use of the Messaging
                 Kettle, an Internet of Things (IOT) research prototype
                 that augments an everyday kettle with both sensing and
                 messaging capability and a beautiful light display in
                 order to investigate connecting \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Fennedy:2022:TUE,
  author =       "Katherine Fennedy and Angad Srivastava and Sylvain
                 Malacria and Simon T. Perrault",
  title =        "Towards a Unified and Efficient Command Selection
                 Mechanism for Touch-Based Devices Using Soft Keyboard
                 Hotkeys",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "1",
  pages =        "4:1--4:39",
  month =        feb,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3476510",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:36 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3476510",
  abstract =     "We advocate for the usage of hotkeys on touch-based
                 devices by capitalising on soft keyboards through four
                 studies. First, we evaluated visual designs and
                 recommended icons with command names for novices while
                 letters with command names for experts. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Vatavu:2022:CAC,
  author =       "Radu-Daniel Vatavu and Jacob O. Wobbrock",
  title =        "Clarifying Agreement Calculations and Analysis for
                 End-User Elicitation Studies",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "1",
  pages =        "5:1--5:70",
  month =        feb,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3476101",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:36 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3476101",
  abstract =     "We clarify fundamental aspects of end-user
                 elicitation, enabling such studies to be run and
                 analyzed with confidence, correctness, and scientific
                 rigor. To this end, our contributions are multifold. We
                 introduce a formal model of end-user elicitation in
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jun:2022:HFE,
  author =       "Eunice Jun and Melissa Birchfield and Nicole {De
                 Moura} and Jeffrey Heer and Ren{\'e} Just",
  title =        "Hypothesis Formalization: Empirical Findings, Software
                 Limitations, and Design Implications",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "1",
  pages =        "6:1--6:28",
  month =        feb,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3476980",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:36 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3476980",
  abstract =     "Data analysis requires translating higher level
                 questions and hypotheses into computable statistical
                 models. We present a mixed-methods study aimed at
                 identifying the steps, considerations, and challenges
                 involved in operationalizing hypotheses into \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Liu:2022:PPM,
  author =       "Zilong Liu and Xuequn Wang and Xiaohan Li and Jun
                 Liu",
  title =        "Protecting Privacy on Mobile Apps: a Principal-Agent
                 Perspective",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "1",
  pages =        "7:1--7:32",
  month =        feb,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3475797",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:36 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3475797",
  abstract =     "Although individuals increasingly use mobile
                 applications (apps) in their daily lives, uncertainty
                 exists regarding how the apps will use the information
                 they request, and it is necessary to protect users from
                 privacy-invasive apps. Recent literature has \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bharadwaj:2022:FHC,
  author =       "Aditya Bharadwaj and David Gwizdala and Yoonjin Kim
                 and Kurt Luther and T. M. Murali",
  title =        "{Flud}: a Hybrid Crowd-Algorithm Approach for
                 Visualizing Biological Networks",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "1",
  pages =        "8:1--8:53",
  month =        feb,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3479196",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 14 06:37:36 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3479196",
  abstract =     "Modern experiments in many disciplines generate large
                 quantities of network (graph) data. Researchers require
                 aesthetic layouts of these networks that clearly convey
                 the domain knowledge and meaning. However, the problem
                 remains challenging due to \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Das:2022:DEA,
  author =       "Maitraye Das and Anne Marie Piper and Darren Gergle",
  title =        "Design and Evaluation of Accessible Collaborative
                 Writing Techniques for People with Vision Impairments",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "9:1--9:42",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3480169",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3480169",
  abstract =     "Collaborative writing tools have been used widely in
                 professional and academic organizations for many years.
                 Yet, there has not been much work to improve screen
                 reader access in mainstream collaborative writing
                 tools. This severely affects the way people \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bosch:2022:CCO,
  author =       "Nigel Bosch and Sidney K. D'Mello",
  title =        "Can Computers Outperform Humans in Detecting User
                 Zone-Outs? {Implications} for Intelligent Interfaces",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "10:1--10:33",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3481889",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3481889",
  abstract =     "The ability to identify whether a user is ``zoning
                 out'' (mind wandering) from video has many HCI (e.g.,
                 distance learning, high-stakes vigilance tasks).
                 However, it remains unknown how well humans can perform
                 this task, how they compare to automatic \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Garg:2022:SCA,
  author =       "Radhika Garg and Hua Cui",
  title =        "Social Contexts, Agency, and Conflicts: Exploring
                 Critical Aspects of Design for Future Smart Home
                 Technologies",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "11:1--11:30",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3485058",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3485058",
  abstract =     "Smart devices are increasingly being designed for, and
                 adopted in, the home environment. Prior scholarship has
                 investigated the challenges that users face as they
                 take up these devices in their homes. However, little
                 is known about when and how users or \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gauthier:2022:MID,
  author =       "Andrea Gauthier and Kaska Porayska-Pomsta and Iroise
                 Dumontheil and Sveta Mayer and Denis Mareschal",
  title =        "Manipulating Interface Design Features Affects
                 Children's Stop-And-Think Behaviours in a
                 Counterintuitive-Problem Game",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "12:1--12:22",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3485168",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3485168",
  abstract =     "The human-computer interaction (HCI) design of
                 educational technologies influences cognitive
                 behaviour, so it is imperative to assess how different
                 HCI strategies support intended behaviour. We developed
                 a neuroscience-inspired game that trains children's
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chaves:2022:CLD,
  author =       "Ana Paula Chaves and Jesse Egbert and Toby Hocking and
                 Eck Doerry and Marco Aurelio Gerosa",
  title =        "Chatbots Language Design: The Influence of Language
                 Variation on User Experience with Tourist Assistant
                 Chatbots",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "13:1--13:38",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3487193",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3487193",
  abstract =     "Chatbots are often designed to mimic social roles
                 attributed to humans. However, little is known about
                 the impact of using language that fails to conform to
                 the associated social role. Our research draws on
                 sociolinguistic to investigate how a chatbot's
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Salminen:2022:CUP,
  author =       "Joni Salminen and Sercan Seng{\"u}n and Jo{\~a}o M.
                 Santos and Soon-Gyo Jung and Bernard Jansen",
  title =        "Can Unhappy Pictures Enhance the Effect of Personas?
                 {A} User Experiment",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "14:1--14:59",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3485872",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3485872",
  abstract =     "There has been little research into whether a
                 persona's picture should portray a happy or unhappy
                 individual. We report a user experiment with 235
                 participants, testing the effects of happy and unhappy
                 image styles on user perceptions, engagement, and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{McGill:2022:CAK,
  author =       "Mark McGill and Stephen Brewster and Daniel {Pires De
                 Sa Medeiros} and Sidney Bovet and Mario Gutierrez and
                 Aidan Kehoe",
  title =        "Creating and Augmenting Keyboards for Extended Reality
                 with the Keyboard Augmentation Toolkit",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "15:1--15:39",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490495",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490495",
  abstract =     "This article discusses the Keyboard Augmentation
                 Toolkit (KAT), which supports the creation of virtual
                 keyboards that can be used both for standalone input
                 (e.g., for mid-air text entry) and to augment
                 physically tracked keyboards/surfaces in mixed
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gayler:2022:EDS,
  author =       "Tom Gayler and Corina Sas and Vaiva Kalnikaite",
  title =        "Exploring the Design Space for Human-Food-Technology
                 Interaction: an Approach from the Lens of Eating
                 Experiences",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "16:1--16:52",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3484439",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3484439",
  abstract =     "Embedded in everyday practices, food can be a rich
                 resource for interaction design. This article focuses
                 on eating experiences to uncover how bodily, sensory,
                 and socio-cultural aspects of eating can be better
                 leveraged for the design of user experience. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wang:2022:DMH,
  author =       "April Yi Wang and Dakuo Wang and Jaimie Drozdal and
                 Michael Muller and Soya Park and Justin D. Weisz and
                 Xuye Liu and Lingfei Wu and Casey Dugan",
  title =        "Documentation Matters: Human-Centered {AI} System to
                 Assist Data Science Code Documentation in Computational
                 Notebooks",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "2",
  pages =        "17:1--17:33",
  month =        apr,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3489465",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Jan 28 06:56:15 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3489465",
  abstract =     "Computational notebooks allow data scientists to
                 express their ideas through a combination of code and
                 documentation. However, data scientists often pay
                 attention only to the code, and neglect creating or
                 updating their documentation during quick \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Price:2022:ISI,
  author =       "Sara Price and Nadia Bianchi-Berthouze and Carey
                 Jewitt and J{\"u}rgen Steimle",
  title =        "Introduction to the Special Issue on Digital Touch:
                 Reshaping Interpersonal Communicative Capacity and
                 Touch Practices",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "18:1--18:8",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3505591",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3505591",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Messerschmidt:2022:APT,
  author =       "Moritz Alexander Messerschmidt and Sachith
                 Muthukumarana and Nur Al-Huda Hamdan and Adrian Wagner
                 and Haimo Zhang and Jan Borchers and Suranga Chandima
                 Nanayakkara",
  title =        "{ANISMA}: a Prototyping Toolkit to Explore Haptic Skin
                 Deformation Applications Using Shape-Memory Alloys",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "19:1--19:34",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490497",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490497",
  abstract =     "We present ANISMA, a software and hardware toolkit to
                 prototype on-skin haptic devices that generate skin
                 deformation stimuli like pressure, stretch, and motion
                 using shape-memory alloys (SMAs). Our toolkit embeds
                 expert knowledge that makes SMA spring \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Elvitigala:2022:TDD,
  author =       "Don Samitha Elvitigala and Roger Boldu and Suranga
                 Nanayakkara and Denys J. C. Matthies",
  title =        "{TickleFoot}: Design, Development and Evaluation of a
                 Novel Foot-Tickling Mechanism That Can Evoke Laughter",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "20:1--20:23",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490496",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490496",
  abstract =     "Tickling is a type of sensation that is associated
                 with laughter, smiling, or other similar reactions.
                 Psychology research has shown that tickling and
                 laughter can significantly relieve stress. Although
                 several tickling artifacts have been suggested in
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Price:2022:MMT,
  author =       "Sara Price and Nadia Bianchi-Berthouze and Carey
                 Jewitt and Nikoleta Yiannoutsou and Katerina Fotopoulou
                 and Svetlana Dajic and Juspreet Virdee and Yixin Zhao
                 and Douglas Atkinson and Frederik Brudy",
  title =        "The Making of Meaning through Dyadic Haptic Affective
                 Touch",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "21:1--21:42",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490494",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490494",
  abstract =     "Despite the importance of touch in human-human
                 relations, research in affective tactile practices is
                 in its infancy, lacking in-depth understanding needed
                 to inform the design of remote digital touch
                 communication. This article reports two qualitative
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Karpashevich:2022:TOB,
  author =       "Pavel Karpashevich and Pedro Sanches and Rachael
                 Garrett and Yoav Luft and Kelsey Cotton and Vasiliki
                 Tsaknaki and Kristina H{\"o}{\"o}k",
  title =        "Touching Our Breathing through Shape-Change: Monster,
                 Organic Other, or Twisted Mirror",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "22:1--22:40",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490498",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490498",
  abstract =     "We report on a soma design process, where we designed
                 a novel shape-changing garment-the Soma Corset. The
                 corset integrates sensing and actuation around the
                 torso in tight interaction loops. The design process
                 revealed how boundaries between the garment \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ruller:2022:SDC,
  author =       "Sarah R{\"u}ller and Konstantin Aal and Peter Tolmie
                 and Andrea Hartmann and Markus Rohde and Volker Wulf",
  title =        "Speculative Design as a Collaborative Practice:
                 Ameliorating the Consequences of Illiteracy through
                 Digital Touch",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "23:1--23:58",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3487917",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3487917",
  abstract =     "This article and the design fictions it presents are
                 bound up with an ongoing qualitative-ethnographic study
                 with Imazighen, the native people in remote Morocco.
                 This group of people is marked by textual and digital
                 illiteracy. We are in the process of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Tajima:2022:WTU,
  author =       "Daisuke Tajima and Jun Nishida and Pedro Lopes and
                 Shunichi Kasahara",
  title =        "Whose Touch is This?: {Understanding} the Agency
                 Trade-Off Between User-Driven Touch vs. Computer-Driven
                 Touch",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "24:1--24:27",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3489608",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3489608",
  abstract =     "Force-feedback enhances digital touch by enabling
                 users to share non-verbal aspects such as rhythm,
                 poses, and so on. To achieve this, interfaces actuate
                 the user's to touch involuntarily (using exoskeletons
                 or electrical-muscle-stimulation); we refer to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Reicherts:2022:GTC,
  author =       "Leon Reicherts and Yvonne Rogers and Licia Capra and
                 Ethan Wood and Tu Dinh Duong and Neil Sebire",
  title =        "It's Good to Talk: a Comparison of Using Voice Versus
                 Screen-Based Interactions for Agent-Assisted Tasks",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "25:1--25:41",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3484221",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3484221",
  abstract =     "Voice assistants have become hugely popular in the
                 home as domestic and entertainment devices. Recently,
                 there has been a move towards developing them for work
                 settings. For example, Alexa for Business and IBM
                 Watson for Business were designed to improve \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sutton:2022:SCA,
  author =       "Jonathan Sutton and Tobias Langlotz and Alexander
                 Plopski",
  title =        "Seeing Colours: Addressing Colour Vision Deficiency
                 with Vision Augmentations using Computational Glasses",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "26:1--26:53",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3486899",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3486899",
  abstract =     "Colour vision deficiency is a common visual impairment
                 that cannot be compensated for using optical lenses in
                 traditional glasses, and currently remains untreatable.
                 In our work, we report on research on Computational
                 Glasses for compensating colour \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sauve:2022:PCF,
  author =       "Kim Sauv{\'e} and Miriam Sturdee and Steven Houben",
  title =        "Physecology: a Conceptual Framework to Describe Data
                 Physicalizations in their Real-World Context",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "3",
  pages =        "27:1--27:33",
  month =        jun,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3505590",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Feb 10 07:51:08 MST 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3505590",
  abstract =     "The standard definition for ``physicalizations'' is
                 ``a physical artifact whose geometry or material
                 properties encode data'' [ 47 ]. While this working
                 definition provides the fundamental groundwork for
                 conceptualizing physicalization, in practice many
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bergstrom:2022:SAU,
  author =       "Joanna Bergstr{\"o}m and Jarrod Knibbe and Henning
                 Pohl and Kasper Hornb{\ae}k",
  title =        "Sense of Agency and User Experience: Is There a
                 Link?",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "28:1--28:22",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490493",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490493",
  abstract =     "Sense of control is increasingly used as a measure of
                 quality in human-computer interaction. Control has been
                 investigated mainly at a high level, using subjective
                 questionnaire data, but also at a low level, using
                 objective data on participants' sense of \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chandrasekharan:2022:QEE,
  author =       "Eshwar Chandrasekharan and Shagun Jhaver and Amy
                 Bruckman and Eric Gilbert",
  title =        "Quarantined! {Examining} the Effects of a
                 Community-Wide Moderation Intervention on {Reddit}",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "29:1--29:26",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490499",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490499",
  abstract =     "Should social media platforms override a community's
                 self-policing when it repeatedly break rules? What
                 actions can they consider? In light of this debate,
                 platforms have begun experimenting with softer
                 alternatives to outright bans. We examine one such
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sabie:2022:DIM,
  author =       "Dina Sabie and Cansu Ekmekcioglu and Syed Ishtiaque
                 Ahmed",
  title =        "A Decade of International Migration Research in {HCI}:
                 Overview, Challenges, Ethics, Impact, and Future
                 Directions",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "30:1--30:35",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490555",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490555",
  abstract =     "This article presents a thorough discussion of the
                 trajectories of international migration research in
                 HCI. We begin by reporting our survey findings of 282
                 HCI-related publications about migration from nine
                 digital libraries between 2010-2019, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Putze:2022:UHP,
  author =       "Felix Putze and Susanne Putze and Merle Sagehorn and
                 Christopher Micek and Erin T. Solovey",
  title =        "Understanding {HCI} Practices and Challenges of
                 Experiment Reporting with Brain Signals: Towards
                 Reproducibility and Reuse",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "31:1--31:43",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490554",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490554",
  abstract =     "In human-computer interaction (HCI), there has been a
                 push towards open science, but to date, this has not
                 happened consistently for HCI research utilizing brain
                 signals due to unclear guidelines to support reuse and
                 reproduction. To understand existing \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Isbister:2022:DLT,
  author =       "Katherine Isbister and Peter Cottrell and Alessia
                 Cecchet and Ella Dagan and Nikki Theofanopoulou and
                 Ferran Altarriba Bertran and Aaron J. Horowitz and Nick
                 Mead and Joel B. Schwartz and Petr Slovak",
  title =        "Design (Not) Lost in Translation: a Case Study of an
                 Intimate-Space Socially Assistive ``Robot'' for Emotion
                 Regulation",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "32:1--32:36",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3491083",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3491083",
  abstract =     "We present a Research-through-Design case study of the
                 design and development of an intimate-space tangible
                 device perhaps best understood as a socially assistive
                 robot, aimed at scaffolding children's efforts at
                 emotional regulation. This case study \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hirzle:2022:UAA,
  author =       "Teresa Hirzle and Fabian Fischbach and Julian
                 Karlbauer and Pascal Jansen and Jan Gugenheimer and
                 Enrico Rukzio and Andreas Bulling",
  title =        "Understanding, Addressing, and Analysing Digital Eye
                 Strain in Virtual Reality Head-Mounted Displays",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "33:1--33:80",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3492802",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3492802",
  abstract =     "Digital eye strain (DES), caused by prolonged exposure
                 to digital screens, stresses the visual system and
                 negatively affects users' well-being and productivity.
                 While DES is well-studied in computer displays, its
                 impact on users of virtual reality (VR) \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Robe:2022:DPC,
  author =       "Peter Robe and Sandeep Kaur Kuttal",
  title =        "Designing {PairBuddy} --- a Conversational Agent for
                 Pair Programming",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "34:1--34:44",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3498326",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3498326",
  abstract =     "From automated customer support to virtual assistants,
                 conversational agents have transformed everyday
                 interactions, yet despite phenomenal progress, no agent
                 exists for programming tasks. To understand the design
                 space of such an agent, we prototyped \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Papenmeier:2022:CRB,
  author =       "Andrea Papenmeier and Dagmar Kern and Gwenn
                 Englebienne and Christin Seifert",
  title =        "It's Complicated: The Relationship between User Trust,
                 Model Accuracy and Explanations in {AI}",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "35:1--35:33",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3495013",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3495013",
  abstract =     "Automated decision-making systems become increasingly
                 powerful due to higher model complexity. While powerful
                 in prediction accuracy, Deep Learning models are black
                 boxes by nature, preventing users from making informed
                 judgments about the correctness and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Xie:2022:IDP,
  author =       "Jingyi Xie and Madison Reddie and Sooyeon Lee and Syed
                 Masum Billah and Zihan Zhou and Chun-Hua Tsai and John
                 M. Carroll",
  title =        "Iterative Design and Prototyping of Computer Vision
                 Mediated Remote Sighted Assistance",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "36:1--36:40",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3501298",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3501298",
  abstract =     "Remote sighted assistance (RSA) is an emerging
                 navigational aid for people with visual impairments
                 (PVI). Using scenario-based design to illustrate our
                 ideas, we developed a prototype showcasing potential
                 applications for computer vision to support RSA
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Xia:2022:IDG,
  author =       "Haijun Xia and Michael Glueck and Michelle Annett and
                 Michael Wang and Daniel Wigdor",
  title =        "Iteratively Designing Gesture Vocabularies: a Survey
                 and Analysis of Best Practices in the {HCI}
                 Literature",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "37:1--37:54",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3503537",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3503537",
  abstract =     "Gestural interaction has evolved from a set of novel
                 interaction techniques developed in research labs, to a
                 dominant interaction modality used by millions of users
                 everyday. Despite its widespread adoption, the design
                 of appropriate gesture vocabularies \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "37",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wallace:2022:TIR,
  author =       "Shaun Wallace and Zoya Bylinskii and Jonathan Dobres
                 and Bernard Kerr and Sam Berlow and Rick Treitman and
                 Nirmal Kumawat and Kathleen Arpin and Dave B. Miller
                 and Jeff Huang and Ben D. Sawyer",
  title =        "Towards Individuated Reading Experiences: Different
                 Fonts Increase Reading Speed for Different
                 Individuals",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "4",
  pages =        "38:1--38:56",
  month =        aug,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3502222",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri May 6 07:24:01 MDT 2022",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3502222",
  abstract =     "In our age of ubiquitous digital displays, adults
                 often read in short, opportunistic interludes. In this
                 context of Interlude Reading, we consider if
                 manipulating font choice can improve adult readers'
                 reading outcomes. Our studies normalize font size by
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "38",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Li:2022:ANN,
  author =       "Tianshi Li and Julia Katherine Haines and Miguel
                 {Flores Ruiz De Eguino} and Jason I. Hong and Jeffrey
                 Nichols",
  title =        "Alert Now or Never: Understanding and Predicting
                 Notification Preferences of Smartphone Users",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "39:1--39:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3478868",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3478868",
  abstract =     "Notifications are an indispensable feature of mobile
                 devices, but their delivery can interrupt and distract
                 users. Prior work has examined interventions, such as
                 deferring notification delivery to opportune moments,
                 but has not systematically studied how \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "39",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Persa:2022:EYS,
  author =       "Nicholas Persa and Craig G. Anderson and Richard
                 Martinez and Max Collins and Maria J. Anderson-Coto and
                 Kurt D. Squire",
  title =        "Enhancing Youth Self-Regulation Through Wearable Apps:
                 Increasing Usage Through Participatory Design in Low
                 Income Youth",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "40:1--40:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3490169",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3490169",
  abstract =     "Managing attention, progressing towards goals, and
                 monitoring behaviors are elements of self-regulation
                 (SR). SR applications based on contemplative practices
                 such as breath counting have demonstrated gains in
                 field studies but have failed to engage youth
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "40",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Murray-Rust:2022:BBU,
  author =       "Dave Murray-Rust and Chris Elsden and Bettina Nissen
                 and Ella Tallyn and Larissa Pschetz and Chris Speed",
  title =        "Blockchain and Beyond: Understanding Blockchains
                 Through Prototypes and Public Engagement",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "41:1--41:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3503462",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/bitcoin.bib;
                 https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3503462",
  abstract =     "This article presents an annotated portfolio of
                 projects that seek to understand and communicate the
                 social and societal implications of blockchains, DLTs
                 and smart contracts. These complex technologies rely on
                 human and technical factors to deliver \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "41",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Liu:2022:IUT,
  author =       "Jie Liu and Kim Marriott and Tim Dwyer and Guido
                 Tack",
  title =        "Increasing User Trust in Optimisation through Feedback
                 and Interaction",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "42:1--42:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3503461",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3503461",
  abstract =     "User trust plays a key role in determining whether
                 autonomous computer applications are relied upon. It
                 will play a key role in the acceptance of emerging AI
                 applications such as optimisation. Two important
                 factors known to affect trust are system \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "42",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Marky:2022:NJA,
  author =       "Karola Marky and Kirill Ragozin and George Chernyshov
                 and Andrii Matviienko and Martin Schmitz and Max
                 M{\"u}hlh{\"a}user and Chloe Eghtebas and Kai Kunze",
  title =        "{``Nah, it's just annoying!''} A Deep Dive into User
                 Perceptions of Two-Factor Authentication",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "43:1--43:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3503514",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3503514",
  abstract =     "Two-factor authentication (2FA) is a recommended or
                 imposed authentication mechanism for valuable online
                 assets. However, 2FA mechanisms usually exhibit user
                 experience issues that create user friction and even
                 lead to poor acceptance, hampering the wider \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "43",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bertran:2022:DTE,
  author =       "Ferran Altarriba Bertran and Alexandra Pometko and
                 Muskan Gupta and Lauren Wilcox and Reeta Banerjee and
                 Katherine Isbister",
  title =        "Designerly Tele-Experiences: a New Approach to Remote
                 Yet Still Situated Co-Design",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "44:1--44:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3506698",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3506698",
  abstract =     "The COVID-19 pandemic disrupted processes interaction
                 designers took for granted, challenging some of our
                 most commonplace design practices. Participatory and
                 situated approaches have been impacted the most: where
                 we engaged stakeholders in-person and in-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "44",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sun:2022:MSG,
  author =       "Zhida Sun and Sitong Wang and Chengzhong Liu and
                 Xiaojuan Ma",
  title =        "Metaphoraction: Support Gesture-based Interaction
                 Design with Metaphorical Meanings",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "45:1--45:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3511892",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3511892",
  abstract =     "Previous user experience research emphasizes meaning
                 in interaction design beyond conventional interactive
                 gestures. However, existing exemplars that successfully
                 reify abstract meanings through interactions are
                 usually case-specific, and it is currently \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "45",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Fell:2022:BPH,
  author =       "Jan Fell and Pei-Yi Kuo and Travis Greene and
                 Jyun-Cheng Wang",
  title =        "A Biocentric Perspective on {HCI} Design Research
                 Involving Plants",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "46:1--46:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3512887",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3512887",
  abstract =     "HCI researchers increasingly involve plants in their
                 interaction design research, such as using plants as
                 novel interfaces or sensors. While research involving
                 other living entities, namely humans and animals is
                 regulated, there exists no guidance for \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "46",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wakkary:2022:TYM,
  author =       "Ron Wakkary and Doenja Oogjes and Armi Behzad",
  title =        "Two Years or More of Co-speculation: Polylogues of
                 Philosophers, Designers, and a Tilting Bowl",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "47:1--47:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3514235",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3514235",
  abstract =     "This article investigates new relations with things
                 that are expansive and inclusive of the pluralities and
                 differences within our entanglements with technologies.
                 We do this by extending our commitments to the
                 methodological approaches of material \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "47",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Reyes-Cruz:2022:DIC,
  author =       "Gisela Reyes-Cruz and Joel E. Fischer and Stuart
                 Reeves",
  title =        "Demonstrating Interaction: The Case of Assistive
                 Technology",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "48:1--48:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3514236",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3514236",
  abstract =     "Technology ``demos'' have become a staple in
                 technology design practice, especially for showcasing
                 prototypes or systems. However, demonstrations are also
                 commonplace and multifaceted phenomena in everyday
                 life, and thus have found their way into empirical
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "48",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Han:2022:SBS,
  author =       "Dongqi Han and Yasamin Heshmat and Denise Y.
                 Geiskkovitch and Zixuan Tan and Carman Neustaedter",
  title =        "A Scenario-Based Study of Doctors and Patients on
                 Video Conferencing Appointments from Home",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "49:1--49:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3514234",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3514234",
  abstract =     "Telemedicine systems that involve the use of video
                 conferencing technologies have been available for more
                 than three decades. Yet, they have primarily been used
                 for specialist appointments or within health care
                 facilities. We are now seeing a shift with \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "49",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Munoz:2022:EET,
  author =       "Diego Mu{\~n}oz and Sonja Pedell and Leon Sterling",
  title =        "Evaluating Engagement in Technology-Supported Social
                 Interaction by People Living with Dementia in
                 Residential Care",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "5",
  pages =        "50:1--50:??",
  month =        oct,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3514497",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:44 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3514497",
  abstract =     "Technologies can support the well-being of people
                 living with dementia in residential care by fostering
                 meaningful interactions through multimodal and playful
                 features. This article presents the evaluation of A
                 Better Visit, an app that aims at engaging \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "50",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Fischer:2022:OFC,
  author =       "Florian Fischer and Arthur Fleig and Markus Klar and
                 J{\"o}rg M{\"u}ller",
  title =        "Optimal Feedback Control for Modeling Human-Computer
                 Interaction",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "51:1--51:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3524122",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3524122",
  abstract =     "Optimal feedback control (OFC) is a theory from the
                 motor control literature that explains how humans move
                 their body to achieve a certain goal, e.g., pointing
                 with the finger. OFC is based on the assumption that
                 humans aim at controlling their body \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "51",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Aljaroodi:2022:UIC,
  author =       "Hussain M. Aljaroodi and Marc T. P. Adam and Timm
                 Teubner and Raymond Chiong",
  title =        "Understanding the Importance of Cultural
                 Appropriateness for User Interface Design: an Avatar
                 Study",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "52:1--52:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3517138",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3517138",
  abstract =     "While previous research established that culture plays
                 an important role in technology adoption, there is only
                 limited work on the role of cultural appropriateness in
                 user interface design for users from a specific
                 background. In this study, we focus on \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "52",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hogan:2022:DOM,
  author =       "Mair{\'e}ad Hogan and Chris Barry and Michael Lang",
  title =        "Dissecting Optional Micro-Decisions in Online
                 Transactions: Perceptions, Deceptions, and Errors",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "53:1--53:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3531005",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3531005",
  abstract =     "Online firms frequently increase profit by selling
                 optional extras. However, opt-in rates tend to be low.
                 In response, questionable design practices have emerged
                 to nudge consumers into inadvertent choices. Many of
                 these design constructs are presented \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "53",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lachand-Pascal:2022:COM,
  author =       "Valentin Lachand-Pascal and Christine Michel and
                 Audrey Serna and Aur{\'e}lien Tabard",
  title =        "Challenges and Opportunities for Multi-Device
                 Management in Classrooms",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "54:1--54:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3519025",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3519025",
  abstract =     "Orchestrating digital devices in classrooms is
                 challenging. We conducted an observational study to
                 understand how teachers manage multi-device classrooms
                 involving tablets, computers, and video-projectors. Two
                 categories of device management tasks stand \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "54",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Andres:2022:IEU,
  author =       "Josh Andres and Nathan Semertzidis and Zhuying Li and
                 Yan Wang and Florian Floyd Mueller",
  title =        "Integrated Exertion-Understanding the Design of
                 Human-Computer Integration in an Exertion Context",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "55:1--55:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3528352",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3528352",
  abstract =     "Human-computer interaction (HCI) is increasingly
                 interested in supporting exertion experiences so more
                 people can benefit from physical activity. So far, most
                 systems have focused on sensing and presenting
                 information to the user via screens to support
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "55",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kosch:2022:PEA,
  author =       "Thomas Kosch and Robin Welsch and Lewis Chuang and
                 Albrecht Schmidt",
  title =        "The Placebo Effect of Artificial Intelligence in
                 Human-Computer Interaction",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "56:1--56:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3529225",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3529225",
  abstract =     "In medicine, patients can obtain real benefits from a
                 sham treatment. These benefits are known as the placebo
                 effect. We report two experiments (Experiment I: N =
                 369; Experiment II: N = 100) demonstrating a placebo
                 effect in adaptive interfaces. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "56",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kang:2022:ASC,
  author =       "Hyeonsu B. Kang and Xin Qian and Tom Hope and Dafna
                 Shahaf and Joel Chan and Aniket Kittur",
  title =        "Augmenting Scientific Creativity with an Analogical
                 Search Engine",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "57:1--57:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3530013",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3530013",
  abstract =     "Analogies have been central to creative
                 problem-solving throughout the history of science and
                 technology. As the number of scientific articles
                 continues to increase exponentially, there is a growing
                 opportunity for finding diverse solutions to existing
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "57",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Brianza:2022:QPS,
  author =       "Giada Brianza and Jesse Benjamin and Patricia Cornelio
                 and Emanuela Maggioni and Marianna Obrist",
  title =        "{QuintEssence}: a Probe Study to Explore the Power of
                 Smell on Emotions, Memories, and Body Image in Daily
                 Life",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "58:1--58:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3526950",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3526950",
  abstract =     "Previous research has shown the influence of smell on
                 emotions, memories, and body image. However, most of
                 this work has taken place in laboratory settings and
                 little is known about the influence of smell in
                 real-world environments. In this article, we \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "58",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Greenhalgh:2022:CTS,
  author =       "Chris Greenhalgh and Adrian Hazzard and Steve Benford
                 and Laurence Cliffe and Elizabeth Kelly",
  title =        "Crafting Trajectories of Smart Phone Use at the
                 Opera",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "59:1--59:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3531007",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3531007",
  abstract =     "Losing Her Voice is a new opera which highlights the
                 challenges of subtly interweaving digital technologies
                 into established cultural forms. Audience members were
                 encouraged to use their own mobile phones to interact
                 with on-stage projections before, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "59",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mensonge:2022:HIH,
  author =       "Kien Mensonge",
  title =        "Historically Informed {HCI}: Reflecting on
                 Contemporary Technology through Anachronistic Fiction",
  journal =      j-TOCHI,
  volume =       "29",
  number =       "6",
  pages =        "60:1--60:??",
  month =        dec,
  year =         "2022",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3517144",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:45 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3517144",
  abstract =     "As computing technology comes to dominate every aspect
                 of social and political life, HCI must take greater
                 account of History. The article considers four
                 different historical periods impacted by division and
                 denunciation: the European Witch Hunts, the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "60",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cabrera:2023:WDM,
  author =       "{\'A}ngel Alexander Cabrera and Marco Tulio Ribeiro
                 and Bongshin Lee and Robert Deline and Adam Perer and
                 Steven M. Drucker",
  title =        "What Did My {AI} Learn? {How} Data Scientists Make
                 Sense of Model Behavior",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3542921",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3542921",
  abstract =     "Data scientists require rich mental models of how AI
                 systems behave to effectively train, debug, and work
                 with them. Despite the prevalence of AI analysis tools,
                 there is no general theory describing how people make
                 sense of what their models have \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Brocker:2023:FHS,
  author =       "Anke Brocker and Ren{\'e} Sch{\"a}fer and Christian
                 Remy and Simon Voelker and Jan Borchers",
  title =        "{Flowboard}: How Seamless, Live, Flow-Based
                 Programming Impacts Learning to Code for Embedded
                 Electronics",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3533015",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3533015",
  abstract =     "Toolkits like the Arduino system have brought embedded
                 programming to STEM education. However, learning
                 embedded programming is still hard, requiring an
                 understanding of coding, electronics, and how both
                 sides interact. To investigate the opportunities of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jiang:2023:TCF,
  author =       "Jialun Aaron Jiang and Peipei Nie and Jed R. Brubaker
                 and Casey Fiesler",
  title =        "A Trade-off-centered Framework of Content Moderation",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3534929",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3534929",
  abstract =     "Content moderation research typically prioritizes
                 representing and addressing challenges for one group of
                 stakeholders or communities in one type of context.
                 While taking a focused approach is reasonable or even
                 favorable for empirical case studies, it \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mack:2023:RCO,
  author =       "Kelly Mack and Megan Hofmann and Udaya Lakshmi and
                 Jerry Cao and Nayha Auradkar and Rosa Arriaga and Scott
                 Hudson and Jen Mankoff",
  title =        "Rapid Convergence: The Outcomes of Making {PPE} During
                 a Healthcare Crisis",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3542923",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3542923",
  abstract =     "The U.S. National Institute of Health (NIH) 3D Print
                 Exchange is a public, open-source repository for 3D
                 printable medical device designs with contributions
                 from clinicians, expert-amateur makers, and people from
                 industry and academia. In response to the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Guo:2023:CPI,
  author =       "Shihui Guo and Yubin Shi and Pintong Xiao and Yinan Fu
                 and Juncong Lin and Wei Zeng and Tong-Yee Lee",
  title =        "Creative and Progressive Interior Color Design with
                 Eye-tracked User Preference",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3542922",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3542922",
  abstract =     "Interior scene colorization is vastly demanded in
                 areas such as personalized architecture design.
                 Existing works either require manual efforts to
                 colorize individual objects or conform to fixed color
                 patterns automatically learned from prior knowledge,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Oleson:2023:TID,
  author =       "Alannah Oleson and Meron Solomon and Christopher
                 Perdriau and Amy Ko",
  title =        "Teaching Inclusive Design Skills with the {CIDER}
                 Assumption Elicitation Technique",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3549074",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3549074",
  abstract =     "Technology should be accessible and inclusive, so
                 designers should learn to consider the needs of
                 different users. Toward this end, we created the
                 theoretically-grounded CIDER assumption elicitation
                 technique, an educational analytical design evaluation
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Li:2023:CPC,
  author =       "Tianshi Li and Philip Quinn and Shumin Zhai",
  title =        "{C-PAK}: Correcting and Completing Variable-Length
                 Prefix-Based Abbreviated Keystrokes",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "7:1--7:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3544101",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3544101",
  abstract =     "Improving keystroke savings is a long-term goal of
                 text input research. We present a study into the design
                 space of an abbreviated style of text input called
                 C-PAK (Correcting and completing variable-length
                 Prefix-based Abbreviated Keystrokes) for text
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hossain:2023:BAQ,
  author =       "Tahera Hossain and Wanggang Shen and Anindya Antar and
                 Snehal Prabhudesai and Sozo Inoue and Xun Huan and
                 Nikola Banovic",
  title =        "A {Bayesian} Approach for Quantifying Data Scarcity
                 when Modeling Human Behavior via Inverse Reinforcement
                 Learning",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "8:1--8:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3551388",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3551388",
  abstract =     "Computational models that formalize complex human
                 behaviors enable study and understanding of such
                 behaviors. However, collecting behavior data required
                 to estimate the parameters of such models is often
                 tedious and resource intensive. Thus, estimating
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Han:2023:LAP,
  author =       "Jiawen Han and George Chernyshov and Moe Sugawa and
                 Dingding Zheng and Danny Hynds and Taichi Furukawa and
                 Marcelo Padovani Macieira and Karola Marky and Kouta
                 Minamizawa and Jamie A. Ward and Kai Kunze",
  title =        "Linking Audience Physiology to Choreography",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "9:1--9:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3557887",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3557887",
  abstract =     "The use of wearable sensor technology opens up
                 exciting avenues for both art and HCI research,
                 providing new ways to explore the invisible link
                 between audience and performer. To be effective, such
                 work requires close collaboration between performers
                 and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Harrison:2023:DTM,
  author =       "Daniel Harrison and Scarlett Rowland and Gavin Wood
                 and Lyndsey Bakewell and Ioannis Petridis and Kiel Long
                 and Konstantina Vasileiou and Julie Barnett and Manuela
                 Barreto and Michael Wilson and Shaun Lawson and John
                 Vines",
  title =        "Designing Technology-Mediated Peer Support for
                 Postgraduate Research Students at Risk of Loneliness
                 and Isolation",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "10:1--10:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3534961",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3534961",
  abstract =     "Student mental health and wellbeing have come under
                 increased scrutiny in recent years. Postgraduate
                 research (PGR) students are at risk of experiencing
                 mental health concerns and this, with the often
                 isolated and competitive nature of their work, can
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Spiers:2023:BIP,
  author =       "Adam Spiers and Eric Young and Katherine J.
                 Kuchenbecker",
  title =        "The {S-BAN}: Insights into the Perception of
                 Shape-Changing Haptic Interfaces via Virtual Pedestrian
                 Navigation",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "11:1--11:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3555046",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3555046",
  abstract =     "Screen-based pedestrian navigation assistance can be
                 distracting or inaccessible to users. Shape-changing
                 haptic interfaces can overcome these concerns. The
                 S-BAN is a new handheld haptic interface that utilizes
                 a parallel kinematic structure to deliver 2-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Frik:2023:MCF,
  author =       "Alisa Frik and Julia Bernd and Serge Egelman",
  title =        "A Model of Contextual Factors Affecting Older Adults'
                 Information-Sharing Decisions in the {U.S.}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "12:1--12:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3557888",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3557888",
  abstract =     "The sharing of information between older adults and
                 their friends, families, caregivers, and doctors
                 promotes a collaborative approach to managing their
                 emotional, mental, and physical well-being and health,
                 prolonging independent living, and improving \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Slovak:2023:DER,
  author =       "Petr Slovak and Alissa Antle and Nikki Theofanopoulou
                 and Claudia Daud{\'e}n Roquet and James Gross and
                 Katherine Isbister",
  title =        "Designing for Emotion Regulation Interventions: an
                 Agenda for {HCI} Theory and Research",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "13:1--13:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569898",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569898",
  abstract =     "There is a growing interest in human-computer
                 interaction (HCI) to envision, design, and evaluate
                 technology-enabled interventions that support users'
                 emotion regulation. This interest stems in part from
                 increased recognition that the ability to regulate
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kim:2023:WAE,
  author =       "Antino Kim and Mochen Yang and Jingjing Zhang",
  title =        "When Algorithms Err: Differential Impact of Early vs.
                 Late Errors on Users' Reliance on Algorithms",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "14:1--14:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3557889",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3557889",
  abstract =     "Errors are a natural part of predictive algorithms,
                 but may discourage users from relying on algorithms. We
                 conduct two experiments to demonstrate that reliance on
                 a predictive algorithm following a substantial error is
                 affected by (i) when the error \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Guo:2023:FTF,
  author =       "Xunhua Guo and Lingli Wang and Mingyue Zhang and
                 Guoqing Chen",
  title =        "First Things First? {Order} Effects in Online Product
                 Recommender Systems",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "1",
  pages =        "15:1--15:??",
  month =        feb,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3557886",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Apr 5 10:22:46 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3557886",
  abstract =     "Research on recommender systems has noted that the
                 ranking of recommended items may play an important role
                 in the performance of recommendation algorithms. To
                 advance recommender systems research beyond the
                 traditional approach that ranks recommended \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bodker:2023:RCH,
  author =       "Susanne B{\o}dker and Sarah Fox and Nicolas Lalone and
                 Megh Marathe and Robert Soden",
  title =        "{(Re)Connecting} History to the Theory and Praxis of
                 {HCI}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "16:1--16:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589804",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589804",
  abstract =     "This special issue builds on and expands HCI's
                 engagement with historical approaches, questioning our
                 field's ontological orientations and offering new
                 methods for examining the past. The set of articles
                 featured reinvigorates questions on whose \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chignell:2023:EHH,
  author =       "Mark Chignell and Lu Wang and Atefeh Zare and Jamy
                 Li",
  title =        "The Evolution of {HCI} and Human Factors: Integrating
                 Human and Artificial Intelligence",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "17:1--17:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3557891",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3557891",
  abstract =     "We review HCI history from both the perspective of its
                 1980s split with human factors and its nature as a
                 discipline. We then revisit human augmentation as an
                 alternative to user friendliness that seems
                 particularly relevant in the areas of inclusive
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Goree:2023:IWR,
  author =       "Samuel Goree and David Crandall and Norman Makoto Su",
  title =        "{``It Was Really All About Books:''} Speech-like
                 Techno-Masculinity in the Rhetoric of Dot-Com Era {Web}
                 Design Books",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "18:1--18:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3508067",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3508067",
  abstract =     "The future of Human-computer interaction (HCI)
                 communication requires researchers to develop a strong
                 understanding of the factors that influence design
                 practitioners. As a step towards building that
                 understanding, based on interviews conducted with
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Axtell:2023:UMM,
  author =       "Benett Axtell and Eleen Gong and Cosmin Munteanu",
  title =        "An Underdeveloped Metaphor: The Mismatched Designs and
                 Motivations of Digital Picture Interactions",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "19:1--19:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569887",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569887",
  abstract =     "Picture interactions are key to daily and long-term
                 social connections between families and communities,
                 especially through reminiscence. Across the nearly
                 200-year history of domestic photography, this social
                 reminiscence has been accomplished largely \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cunningham:2023:GSO,
  author =       "Jay Cunningham and Gabrielle Benabdallah and Daniela
                 Rosner and Alex Taylor",
  title =        "On the Grounds of Solutionism: Ontologies of Blackness
                 and {HCI}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "20:1--20:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3557890",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3557890",
  abstract =     "Why is the solution the end point to a problem? While
                 many in HCI and design have examined the impulse to
                 solve problems-the solutionist or techno-solutionist
                 mindset-we examine the logic that binds the solution
                 and the problem together as a pair. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Adamu:2023:NMS,
  author =       "Muhammad Sadi Adamu",
  title =        "No More {``Solutionism''} or {``Saviourism''} in
                 Futuring {African} {HCI}: a Manyfesto",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "21:1--21:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3571811",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3571811",
  abstract =     "Research in HCI4D has continuously advanced a
                 narrative of ``lacks'' and ``gaps'' of the African
                 perspective in technoscience. In response to such
                 misguided assumptions, this article attempts to
                 reformulate the common and perhaps unfortunate thinking
                 about \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Forlano:2023:SHJ,
  author =       "Laura E. Forlano and Megan K. Halpern",
  title =        "Speculative Histories, Just Futures: From
                 Counterfactual Artifacts to Counterfactual Actions",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "22:1--22:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577212",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577212",
  abstract =     "This article engages with history as a speculative
                 space for the purpose of critically engaging with
                 discourses around the politics of technology in HCI.
                 Drawing on approaches within critical design and based
                 on evidence from two different projects, we \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Haimson:2023:UPH,
  author =       "Oliver L. Haimson and Megh Marathe",
  title =        "Uncovering Personal Histories: a Technology-Mediated
                 Approach to Eliciting Reflection on Identity
                 Transitions",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "23:1--23:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3504004",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3504004",
  abstract =     "When studying identity transitions, interview
                 participants can find it difficult to reflect on their
                 transitions and recall specific details related to past
                 experiences. We present a new approach to enable
                 participant reflection on past identity \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Erete:2023:MMA,
  author =       "Sheena Erete and Yolanda Rankin and Jakita Thomas",
  title =        "A Method to the Madness: Applying an Intersectional
                 Analysis of Structural Oppression and Power in {HCI}
                 and Design",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "24:1--24:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3507695",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3507695",
  abstract =     "With increased focus on historically excluded
                 populations, there have been recent calls for HCI
                 research methods to more adequately acknowledge and
                 address the historical context of racism, sexism,
                 gendered racism, epistemic violence, classism, and so
                 on. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Andersen:2023:ISI,
  author =       "Tariq Osman Andersen and Francisco Nunes and Lauren
                 Wilcox and Enrico Coiera and Yvonne Rogers",
  title =        "Introduction to the Special Issue on Human-Centred
                 {AI} in Healthcare: Challenges Appearing in the Wild",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "25:1--25:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589961",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589961",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bossen:2023:BRH,
  author =       "Claus Bossen and Kathleen H. Pine",
  title =        "{Batman} and {Robin} in Healthcare Knowledge Work:
                 {Human-AI} Collaboration by Clinical Documentation
                 Integrity Specialists",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "26:1--26:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569892",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569892",
  abstract =     "This article describes the successful collaboration
                 ``in the wild'' between Clinical Documentation
                 Integrity Specialists (CDIS) and an Artificial
                 Intelligence (AI)-embedded software to conduct
                 knowledge work. CDIS review patient charts in near
                 real-time to \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Thieme:2023:DHC,
  author =       "Anja Thieme and Maryann Hanratty and Maria Lyons and
                 Jorge Palacios and Rita Faia Marques and Cecily
                 Morrison and Gavin Doherty",
  title =        "Designing Human-centered {AI} for Mental Health:
                 Developing Clinically Relevant Applications for Online
                 {CBT} Treatment",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "27:1--27:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3564752",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3564752",
  abstract =     "Recent advances in AI and machine learning (ML)
                 promise significant transformations in the future
                 delivery of healthcare. Despite a surge in research and
                 development, few works have moved beyond demonstrations
                 of technical feasibility and algorithmic \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gu:2023:IWI,
  author =       "Hongyan Gu and Yuan Liang and Yifan Xu and Christopher
                 Kazu Williams and Shino Magaki and Negar Khanlou and
                 Harry Vinters and Zesheng Chen and Shuo Ni and Chunxu
                 Yang and Wenzhong Yan and Xinhai Robert Zhang and Yang
                 Li and Mohammad Haeri and Xiang `Anthony' Chen",
  title =        "Improving Workflow Integration with {xPath}: Design
                 and Evaluation of a {Human-AI} Diagnosis System in
                 Pathology",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "28:1--28:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577011",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577011",
  abstract =     "Recent developments in AI have provided assisting
                 tools to support pathologists' diagnoses. However, it
                 remains challenging to incorporate such tools into
                 pathologists' practice; one main concern is AI's
                 insufficient workflow integration with medical
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Navarro:2023:CCU,
  author =       "David Fraile Navarro and A. Baki Kocaballi and Mark
                 Dras and Shlomo Berkovsky",
  title =        "Collaboration, not Confrontation: Understanding
                 General Practitioners' Attitudes Towards Natural
                 Language and Text Automation in Clinical Practice",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "29:1--29:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569893",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569893",
  abstract =     "General Practitioners are among the primary users and
                 curators of textual electronic health records,
                 highlighting the need for technologies supporting
                 record access and administration. Recent advancements
                 in natural language processing facilitate the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "29",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Breuer:2023:HEI,
  author =       "Svenja Breuer and Maximilian Braun and Daniel Tigard
                 and Alena Buyx and Ruth M{\"u}ller",
  title =        "How Engineers' Imaginaries of Healthcare Shape Design
                 and User Engagement: a Case Study of a Robotics
                 Initiative for Geriatric Healthcare {AI} Applications",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "30:1--30:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577010",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577010",
  abstract =     "In the development of robotics and Artificial
                 Intelligence (AI) for healthcare, human-centered
                 approaches seek to meet the requirements of healthcare
                 practice and address social and ethical aspects
                 proactively. In this work, an important but neglected
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "30",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Procter:2023:HAA,
  author =       "Rob Procter and Peter Tolmie and Mark Rouncefield",
  title =        "Holding {AI} to Account: Challenges for the Delivery
                 of Trustworthy {AI} in Healthcare",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "31:1--31:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577009",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577009",
  abstract =     "The need for AI systems to provide explanations for
                 their behaviour is now widely recognised as key to
                 their adoption. In this article, we examine the problem
                 of trustworthy AI and explore what delivering this
                 means in practice, with a focus on healthcare
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "31",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{vanBerkel:2023:MAP,
  author =       "Niels van Berkel and Maura Bellio and Mikael B. Skov
                 and Ann Blandford",
  title =        "Measurements, Algorithms, and Presentations of
                 Reality: Framing Interactions with {AI-Enabled}
                 Decision Support",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "32:1--32:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3571815",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3571815",
  abstract =     "Bringing AI technology into clinical practice has
                 proved challenging for system designers and medical
                 professionals alike. The academic literature has, for
                 example, highlighted the dangers of black-box
                 decision-making and biased datasets. Furthermore, end-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "32",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Zajac:2023:CFA,
  author =       "Hubert D. Zajac and Dana Li and Xiang Dai and Jonathan
                 F. Carlsen and Finn Kensing and Tariq O. Andersen",
  title =        "Clinician-Facing {AI} in the Wild: Taking Stock of the
                 Sociotechnical Challenges and Opportunities for {HCI}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "2",
  pages =        "33:1--33:??",
  month =        apr,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3582430",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:35 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3582430",
  abstract =     "Artificial Intelligence (AI) in medical applications
                 holds great promise. However, the use of Machine
                 Learning-based (ML) systems in clinical practice is
                 still minimal. It is uniquely difficult to introduce
                 clinician-facing ML-based systems in practice,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "33",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bhattacharjee:2023:DIO,
  author =       "Ananya Bhattacharjee and Jiyau Pang and Angelina Liu
                 and Alex Mariakakis and Joseph Jay Williams",
  title =        "Design Implications for One-Way Text Messaging
                 Services that Support Psychological Wellbeing",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "34:1--34:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569888",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569888",
  abstract =     "One-way text messaging services have the potential to
                 support psychological wellbeing at scale without
                 conversational partners. However, there is limited
                 understanding of what challenges are faced in mapping
                 interactions typically done face-to-face or via
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "34",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wu:2023:MSS,
  author =       "Qunfang Wu and Yisi Sang and Dakuo Wang and Zhicong
                 Lu",
  title =        "Malicious Selling Strategies in Livestream E-commerce:
                 a Case Study of {Alibaba}'s {Taobao} and {ByteDance}'s
                 {TikTok}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "35:1--35:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577199",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577199",
  abstract =     "Due to the limitations imposed by the COVID-19
                 pandemic, customers have shifted their shopping
                 patterns from offline to online. Livestream shopping
                 has become popular as one of the online shopping media.
                 However, various streamers' malicious selling
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "35",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Akpinar:2023:ECS,
  author =       "Elgin Akpinar and Yeliz Yesilada and Pinar
                 Karag{\"o}z",
  title =        "Effect of Context on Smartphone Users' Typing
                 Performance in the Wild",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "36:1--36:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577013",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577013",
  abstract =     "Smartphones play a crucial role in daily activities,
                 however, situationally-induced impairments and
                 disabilities (SIIDs) can easily be experienced
                 depending on the context. Previous studies explored the
                 effect of context but mainly done in controlled
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "36",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Eisbach:2023:PRD,
  author =       "Simon Eisbach and Fabian Daugs and Meinald T. Thielsch
                 and Matthias B{\"o}hmer and Guido Hertel",
  title =        "Predicting Rating Distributions of {Website}
                 Aesthetics with Deep Learning for {AI}-Based Research",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "37:1--37:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569889",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569889",
  abstract =     "The aesthetic appeal of a website has strong effects
                 on users' reactions, appraisals, and even behaviors.
                 However, evaluating website aesthetics through user
                 ratings is resource intensive, and extant models to
                 predict website aesthetics are limited in \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "37",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Guberman:2023:ATS,
  author =       "Josh Guberman",
  title =        "{{\#ActuallyAutistic Twitter}} as a Site for Epistemic
                 Resistance and Crip Futurity",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "38:1--38:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569891",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569891",
  abstract =     "The Internet has, for several decades, played a
                 critical role in autistic self-advocacy and community
                 building. This semi-autoethnographic, interpretivist
                 study turns to \#ActuallyAutistic Twitter to examine
                 autistic concerns about autism research, how \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "38",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sharma:2023:SCD,
  author =       "Adwait Sharma and Christina Salchow-H{\"o}mmen and
                 Vimal Suresh Mollyn and Aditya Shekhar Nittala and
                 Michael A. Hedderich and Marion Koelle and Thomas Seel
                 and J{\"u}rgen Steimle",
  title =        "{SparseIMU}: Computational Design of Sparse {IMU}
                 Layouts for Sensing Fine-grained Finger Microgestures",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "39:1--39:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569894",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569894",
  abstract =     "Gestural interaction with freehands and while grasping
                 an everyday object enables always-available input. To
                 sense such gestures, minimal instrumentation of the
                 user's hand is desirable. However, the choice of an
                 effective but minimal IMU layout remains \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "39",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Amon:2023:MUC,
  author =       "Mary Jean Amon and Aaron Necaise and Nika
                 Kartvelishvili and Aneka Williams and Yan Solihin and
                 Apu Kapadia",
  title =        "Modeling User Characteristics Associated with
                 Interdependent Privacy Perceptions on Social Media",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "40:1--40:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577014",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577014",
  abstract =     "``Interdependent'' privacy violations occur when users
                 share private photos and information about other people
                 in social media without permission. This research
                 investigated user characteristics associated with
                 interdependent privacy perceptions, by asking
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "40",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mastrianni:2023:TCA,
  author =       "Angela Mastrianni and Aleksandra Sarcevic and Allison
                 Hu and Lynn Almengor and Peyton Tempel and Sarah Gao
                 and Randall S. Burd",
  title =        "Transitioning Cognitive Aids into Decision Support
                 Platforms: Requirements and Design Guidelines",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "41:1--41:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3582431",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3582431",
  abstract =     "Digital cognitive aids have the potential to serve as
                 clinical decision support platforms, triggering alerts
                 about process delays and recommending interventions. In
                 this mixed-methods study, we examined how a digital
                 checklist for pediatric trauma \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "41",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hertzum:2023:FSC,
  author =       "Morten Hertzum and Kasper Hornb{\ae}k",
  title =        "Frustration: Still a Common User Experience",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "42:1--42:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3582432",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3582432",
  abstract =     "When computers unexpectedly delay or thwart goal
                 attainment, frustration ensues. The central studies of
                 the extent, content, and impact of such frustration
                 were done more than 15 years ago. We revisit this issue
                 after computers have become more mature and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "42",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Vidal:2023:IBM,
  author =       "Laia Turmo Vidal and Elena M{\'a}rquez Segura and
                 Annika Waern",
  title =        "Intercorporeal Biofeedback for Movement Learning",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "43:1--43:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3582428",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3582428",
  abstract =     "Technology-supported movement learning has received
                 increased attention in HCI. Previous design research
                 has mostly focused on individual experiences, even
                 though the social and situated context is essential to
                 movement learning practices. Based on the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "43",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Klar:2023:SIM,
  author =       "Markus Klar and Florian Fischer and Arthur Fleig and
                 Miroslav Bachinski and J{\"o}rg M{\"u}ller",
  title =        "Simulating Interaction Movements via Model Predictive
                 Control",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "44:1--44:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577016",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577016",
  abstract =     "We present a Model Predictive Control (MPC) framework
                 to simulate movement in interaction with computers,
                 focusing on mid-air pointing as an example. Starting
                 from understanding interaction from an Optimal Feedback
                 Control (OFC) perspective, we assume \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "44",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Boyd:2023:GFA,
  author =       "LouAnne E. Boyd and Jazette Johnson and Franceli
                 Cibrian and Deanna Hughes and Eliza Delpizzo-Cheng and
                 Karen Lotich and Sara Jones and Hollis Pass and Viseth
                 Sean and Gillian Hayes",
  title =        "Global Filter: Augmenting Images to Support Seeing the
                 {``Big} Picture'' for People with Local Interference",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "45:1--45:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3571812",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3571812",
  abstract =     "Some neurodivergent people prioritize visual details
                 over the ``big picture''. While excellent attention to
                 detail has many advantages, some contexts require the
                 rapid integration of global and local information. A
                 local processing style can be so strong \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "45",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hodge:2023:EPR,
  author =       "James Hodge and Sarah Foley and Dan Lambton-Howard and
                 Laura Booi and Kyle Montague and Sandra Coulter and
                 David Kirk and Kellie Morrissey",
  title =        "Exploring Participants' Representations and Shifting
                 Sensitivities in a Hackathon for Dementia",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "46:1--46:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3571814",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3571814",
  abstract =     "Recent HCI research has addressed emerging approaches
                 for public engagement. One such public-facing method
                 which has gained popularity over the previous decade
                 has been open design events, or hackathons. In this
                 article, we report on DemVR, a hackathon \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "46",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mechelen:2023:ETK,
  author =       "Maarten {Van Mechelen} and Rachel Charlotte Smith and
                 Marie-Monique Schaper and Mariana Tamashiro and
                 Karl-Emil Bilstrup and Mille Lunding and Marianne
                 {Graves Petersen} and Ole Sejer Iversen",
  title =        "Emerging Technologies in {K--12} Education: a Future
                 {HCI} Research Agenda",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "47:1--47:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569897",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569897",
  abstract =     "This systematic mapping review sheds light on how
                 emerging technologies have been introduced and taught
                 in various K-12 learning settings, particularly with
                 regard to artificial intelligence (AI), machine
                 learning (ML), the internet of things (IoT), \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "47",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Williams:2023:MTA,
  author =       "Alex C. Williams and Shamsi Iqbal and Julia Kiseleva
                 and Ryen W. White",
  title =        "Managing Tasks across the Work-Life Boundary:
                 Opportunities, Challenges, and Directions",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "48:1--48:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3582429",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3582429",
  abstract =     "Task management tools allow people to record, track,
                 and manage task-related information across their work
                 and personal contexts. As work contexts have shifted
                 amid the COVID-19 pandemic, it has become important to
                 understand how these tools are \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "48",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Crain:2023:VTO,
  author =       "Patrick Crain and Jaewook Lee and Yu-Chun Yen and Joy
                 Kim and Alyssa Aiello and Brian Bailey",
  title =        "Visualizing Topics and Opinions Helps Students
                 Interpret Large Collections of Peer Feedback for
                 Creative Projects",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "3",
  pages =        "49:1--49:??",
  month =        jun,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3571817",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Jul 3 07:42:36 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3571817",
  abstract =     "We deployed a feedback visualization tool to learn how
                 students used the tool for interpreting feedback from
                 peers and teaching assistants. The tool visualizes the
                 topic and opinion structure in a collection of feedback
                 and provides interaction for \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-hum. Interact.",
  articleno =    "49",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Pelikan:2023:MDH,
  author =       "Hannah Pelikan and Emily Hofstetter",
  title =        "Managing Delays in Human-Robot Interaction",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "50:1--50:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569890",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569890",
  abstract =     "Delays in the completion of joint actions are
                 sometimes unavoidable. How should a robot communicate
                 that it cannot immediately act or respond in a
                 collaborative task? Drawing on video recordings of a
                 face-scanning activity in family homes, we investigate
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "50",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Xu:2023:CWB,
  author =       "Long Xu and Su Jin Park and Sangwon Lee",
  title =        "{Color2Vec}: {Web}-Based Modeling of Word-Color
                 Association with Sociocultural Contexts",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "51:1--51:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3571816",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3571816",
  abstract =     "Color design has long benefited from the statistical
                 analysis of public taste and, more recently, from
                 crowdsourcing to discover fresh and popular ideas.
                 However, the current color dictionary is considerably
                 restricted in terms of the scope of expressible
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "51",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Suto:2023:CIC,
  author =       "Kai Suto and Yuta Noma and Kotaro Tanimichi and Koya
                 Narumi and Tomohiro Tachi",
  title =        "{Crane}: an Integrated Computational Design Platform
                 for Functional, Foldable, and Fabricable Origami
                 Products",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "52:1--52:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3576856",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3576856",
  abstract =     "Despite the recent trend of computational origami for
                 human-computer interaction (HCI) and digital
                 fabrication, it is still difficult for designers to
                 complete a series of design, simulation, and
                 fabrication of objects leveraging computational origami
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "52",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Roffarello:2023:ADW,
  author =       "Alberto {Monge Roffarello} and Luigi {De Russis}",
  title =        "Achieving Digital Wellbeing Through Digital
                 Self-control Tools: a Systematic Review and
                 Meta-analysis",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "53:1--53:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3571810",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3571810",
  abstract =     "Public media and researchers in different areas have
                 recently focused on perhaps unexpected problems that
                 derive from an excessive and frequent use of
                 technology, giving rise to a new kind of psychological
                 ``digital'' wellbeing. Such a novel and pressing
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "53",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bomfim:2023:DET,
  author =       "Marcela Bomfim and Erin Wong and Paige Liang and James
                 Wallace",
  title =        "Design and Evaluation of Technologies for Informed
                 Food Choices",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "54:1--54:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3565482",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3565482",
  abstract =     "Technology increasingly mediates our everyday
                 interactions with food, ranging from its production and
                 handling to the experience of preparing and eating it
                 with friends and family. However, it is unclear whether
                 these technologies support decisions \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "54",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Spence:2023:MTC,
  author =       "Jocelyn Spence and Boriana Koleva and Steve Benford
                 and Dimitrios Darzentas and Martin Flintham and Kevin
                 Glover and Hanne Wagner and Rebecca Gibson and
                 Emily-Clare Thorn",
  title =        "{``More than a clich{\'e}''}: Experiencing Hybrid
                 Gifting in the Wild",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "55:1--55:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577015",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577015",
  abstract =     "Gifting is socially and economically important.
                 Studies of gifting physical objects have revealed
                 motivations, values, and the tensions between them,
                 while HCI research has revealed weaknesses of digital
                 gifting and explored possibilities of hybrid \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "55",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cheng:2023:STT,
  author =       "Yu-Ting Cheng and Mathias Funk and Rung-Huei Liang and
                 Lin-Lin Chen",
  title =        "Seeing Through Things: Exploring the Design Space of
                 Privacy-aware Data-enabled Objects",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "56:1--56:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577012",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577012",
  abstract =     "Increasing amounts of sensor-augmented research
                 objects have been used in design research. We call
                 these objects Data-Enabled Objects, which can be
                 integrated into daily activities capturing data about
                 people's detailed whereabouts, behaviours, and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "56",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Dunham:2023:ICP,
  author =       "John Dunham and Konstantinos Papangelis and Samuli
                 Laato and Nicolas Lalone and Jin Lee and Michael
                 Saker",
  title =        "The Impacts of {Covid-19} on Players of {Pok{\'e}mon
                 GO}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "57:1--57:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569896",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569896",
  abstract =     "Since its creation, the Location-Based Game (LBG),
                 Pok{\'e}mon GO, has been embraced by a community of
                 fans across the world. Due to its recency, the impact
                 of COVID-19 on the community of Pok{\'e}mon GO players
                 is underexplored. We address how COVID-19 has
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "57",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Li:2023:DFI,
  author =       "Zhuying Li and Yan Wang and Josh Andres and Nathan
                 Semertzidis and Stefan Greuter and Florian Mueller",
  title =        "A Design Framework for Ingestible Play",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "58:1--58:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589954",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589954",
  abstract =     "Ingestible sensors have become smaller and more
                 powerful and allow us to envisage new human-computer
                 interactions and bodily play experiences inside our
                 bodies. Users can swallow ingestible sensors, which
                 facilitate interior body sensing functions that
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "58",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ankrah:2023:MMH,
  author =       "Elizabeth A. Ankrah and Franceli L. Cibrian and Lucas
                 M. Silva and Arya Tavakoulnia and Jesus A. Beltran and
                 Sabrina E.b. Schuck and Kimberley D. Lakes and Gillian
                 R. Hayes",
  title =        "Me, My Health, and My Watch: How Children with {ADHD}
                 Understand Smartwatch Health Data",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "59:1--59:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577008",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577008",
  abstract =     "Children with ADHD can experience a wide variety of
                 challenges related to self-regulation, which can lead
                 to poor educational, health, and wellness outcomes.
                 Technological interventions, such as mobile and
                 wearable health systems, can support data \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "59",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Morris:2023:JWT,
  author =       "Margaret E. Morris and Jennifer Brown and Paula S.
                 Nurius and Savanna Yee and Jennifer C. Mankoff and
                 Sunny Consolvo",
  title =        "{``I Just Wanted to Triple Check\ldots{} They were all
                 Vaccinated''}: Supporting Risk Negotiation in the
                 Context of {COVID-19}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "60:1--60:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569938",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569938",
  abstract =     "During the COVID-19 pandemic, risk negotiation became
                 an important precursor to in-person contact. For young
                 adults, social planning generally occurs through
                 computer-mediated communication. Given the importance
                 of social connectedness for mental health \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "60",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Borowski:2023:BPP,
  author =       "Marcel Borowski and Bjarke V. Fog and Carla F. Griggio
                 and James R. Eagan and Clemens N. Klokmose",
  title =        "Between Principle and Pragmatism: Reflections on
                 Prototyping Computational Media with Webstrates",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "61:1--61:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3569895",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3569895",
  abstract =     "Computational media describes a vision of software,
                 which, in contrast to application-centric software, is
                 (1) malleable, so users can modify existing
                 functionality, (2) computable, so users can run custom
                 code, (3) distributable, so users can open \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "61",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wiesen:2023:AHR,
  author =       "Carina Wiesen and Steffen Becker and Ren{\'e} Walendy
                 and Christof Paar and Nikol Rummel",
  title =        "The Anatomy of Hardware Reverse Engineering: an
                 Exploration of Human Factors During Problem Solving",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "62:1--62:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3577198",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3577198",
  abstract =     "Understanding of microchips, known as Hardware Reverse
                 Engineering (HRE), is driven by analysts' problem
                 solving. This work sheds light on these hitherto poorly
                 understood problem-solving processes. We propose a
                 methodology addressing the problem of HRE \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "62",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{McDonald:2023:DWH,
  author =       "Nora McDonald and Nazanin Andalibi",
  title =        "{``I Did Watch `The Handmaid's Tale'''}: Threat
                 Modeling Privacy Post-{Roe} in the {United States}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "63:1--63:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589960",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589960",
  abstract =     "Now that the protections of Roe v. Wade are no longer
                 available throughout the United States, the free flow
                 of personal data can be used by legal authorities to
                 provide evidence of felony. However, we know little
                 about how impacted individuals approach \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "63",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{You:2023:BSD,
  author =       "Yue You and Chun-Hua Tsai and Yao Li and Fenglong Ma
                 and Christopher Heron and Xinning Gui",
  title =        "Beyond Self-diagnosis: How a Chatbot-based Symptom
                 Checker Should Respond",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "64:1--64:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589959",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589959",
  abstract =     "Chatbot-based symptom checker (CSC) apps have become
                 increasingly popular in healthcare. These apps engage
                 users in human-like conversations and offer possible
                 medical diagnoses. The conversational design of these
                 apps can significantly impact user \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "64",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Li:2023:FIE,
  author =       "Yue Li and Eugene Ch'ng and Sue Cobb",
  title =        "Factors Influencing Engagement in Hybrid Virtual and
                 Augmented Reality",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "4",
  pages =        "65:1--65:??",
  month =        aug,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589952",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Mon Sep 18 08:48:37 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589952",
  abstract =     "Hybridity in immersive technologies has not been
                 studied for factors that are likely to influence
                 engagement. A noticeable factor is the spatial
                 enclosure that defines where users meet. This involves
                 a mutual object of interest, contents that the users
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "65",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Bailly:2023:CMT,
  author =       "Gilles Bailly and Mehdi Khamassi and Beno{\^\i}t
                 Girard",
  title =        "Computational Model of the Transition from Novice to
                 Expert Interaction Techniques",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "66:1--66:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3505557",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3505557",
  abstract =     "Despite the benefits of expert interaction techniques,
                 many users do not learn them and continue to use novice
                 ones. This article aims at better understanding if,
                 when and how users decide to learn and ultimately adopt
                 expert interaction techniques. This \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "66",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rezwana:2023:DCA,
  author =       "Jeba Rezwana and Mary Lou Maher",
  title =        "Designing Creative {AI} Partners with {COFI}: a
                 Framework for Modeling Interaction in {Human-AI}
                 Co-Creative Systems",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "67:1--67:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3519026",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3519026",
  abstract =     "Human-AI co-creativity involves both humans and AI
                 collaborating on a shared creative product as partners.
                 In a creative collaboration, interaction dynamics, such
                 as turn-taking, contribution type, and communication,
                 are the driving forces of the co-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "67",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Singh:2023:WHS,
  author =       "Nikhil Singh and Guillermo Bernal and Daria Savchenko
                 and Elena L. Glassman",
  title =        "Where to Hide a Stolen Elephant: Leaps in Creative
                 Writing with Multimodal Machine Intelligence",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "68:1--68:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3511599",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3511599",
  abstract =     "While developing a story, novices and published
                 writers alike have had to look outside themselves for
                 inspiration. Language models have recently been able to
                 generate text fluently, producing new stochastic
                 narratives upon request. However, effectively
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "68",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Li:2023:AHA,
  author =       "Tianyi Li and Mihaela Vorvoreanu and Derek Debellis
                 and Saleema Amershi",
  title =        "Assessing {Human-AI} Interaction Early through
                 Factorial Surveys: a Study on the Guidelines for
                 {Human-AI} Interaction",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "69:1--69:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3511605",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3511605",
  abstract =     "This work contributes a research protocol for
                 evaluating human-AI interaction in the context of
                 specific AI products. The research protocol enables UX
                 and HCI researchers to assess different human-AI
                 interaction solutions and validate design decisions
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "69",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ma:2023:MAE,
  author =       "Shuai Ma and Mingfei Sun and Xiaojuan Ma",
  title =        "Modeling Adaptive Expression of Robot Learning
                 Engagement and Exploring Its Effects on Human
                 Teachers",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "70:1--70:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3571813",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3571813",
  abstract =     "Robot Learning from Demonstration (RLfD) allows
                 non-expert users to teach a robot new skills or tasks
                 directly through demonstrations. Although modeled after
                 human-human learning and teaching, existing RLfD
                 methods make robots act as passive observers \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "70",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Inkpen:2023:AHA,
  author =       "Kori Inkpen and Shreya Chappidi and Keri Mallari and
                 Besmira Nushi and Divya Ramesh and Pietro Michelucci
                 and Vani Mandava and Libuse Hannah Veprek and Gabrielle
                 Quinn",
  title =        "Advancing {Human-AI} Complementarity: The Impact of
                 User Expertise and Algorithmic Tuning on Joint Decision
                 Making",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "71:1--71:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3534561",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3534561",
  abstract =     "Human-AI collaboration for decision-making strives to
                 achieve team performance that exceeds the performance
                 of humans or AI alone. However, many factors can impact
                 success of Human-AI teams, including a user's domain
                 expertise, mental models of an AI \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "71",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lindley:2023:BKT,
  author =       "Si{\^a}n E. Lindley and Denise J. Wilkins",
  title =        "Building Knowledge through Action: Considerations for
                 Machine Learning in the Workplace",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "72:1--72:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3584947",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3584947",
  abstract =     "Innovations in machine learning are enabling
                 organisational knowledge bases to be automatically
                 generated from working people's activities. The
                 potential for these to shift the ways in which
                 knowledge is produced and shared raises questions about
                 what \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "72",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mueller:2023:TUD,
  author =       "Florian `Floyd' Mueller and Nathan Semertzidis and
                 Josh Andres and Joe Marshall and Steve Benford and
                 Xiang Li and Louise Matjeka and Yash Mehta",
  title =        "Toward Understanding the Design of Intertwined
                 Human-Computer Integrations",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "73:1--73:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3590766",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3590766",
  abstract =     "Human-computer integration is an HCI trend in which
                 computational machines can have agency, i.e., take
                 control. Our work focuses on a particular form of
                 integration in which the user and the computational
                 machine share agency over the user's body, that is,.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "73",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{August:2023:PPM,
  author =       "Tal August and Lucy Lu Wang and Jonathan Bragg and
                 Marti A. Hearst and Andrew Head and Kyle Lo",
  title =        "Paper Plain: Making Medical Research Papers
                 Approachable to Healthcare Consumers with Natural
                 Language Processing",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "74:1--74:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589955",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589955",
  abstract =     "When seeking information not covered in
                 patient-friendly documents, healthcare consumers may
                 turn to the research literature. Reading medical
                 papers, however, can be a challenging experience. To
                 improve access to medical papers, we explore four
                 features \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "74",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Yamamoto:2023:WRW,
  author =       "Fujiko Robledo Yamamoto and Janghee Cho and Amy Voida
                 and Stephen Voida",
  title =        "{``We are Researchers, but we are also Humans''}:
                 Creating a Design Space for Managing Graduate Student
                 Stress",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "75:1--75:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589956",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589956",
  abstract =     "Graduate students are facing a mental health crisis
                 due to a combination of individual, community, and
                 societal factors. Many existing stress management
                 interventions engage with one factor at a time,
                 typically focusing on providing a user with data about
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "75",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mottelson:2023:SRM,
  author =       "Aske Mottelson and Andreea Muresan and Kasper
                 Hornb{\ae}k and Guido Makransky",
  title =        "A Systematic Review and Meta-analysis of the
                 Effectiveness of Body Ownership Illusions in Virtual
                 Reality",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "76:1--76:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3590767",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3590767",
  abstract =     "Body ownership illusions (BOIs) occur when
                 participants experience that their actual body is
                 replaced by a body shown in virtual reality (VR). Based
                 on a systematic review of the cumulative evidence on
                 BOIs from 111 research articles published in 2010 to
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "76",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Mayer:2023:AIA,
  author =       "Peter Mayer and Yixin Zou and Byron M. Lowens and
                 Hunter A. Dyer and Khue Le and Florian Schaub and Adam
                 J. Aviv",
  title =        "Awareness, Intention, (In){Action}: Individuals'
                 Reactions to Data Breaches",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "77:1--77:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589958",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589958",
  abstract =     "Data breaches are prevalent. We provide novel insights
                 into individuals' awareness, perception, and responses
                 to breaches that affect them through two online
                 surveys: a main survey ( n = 413) in which we presented
                 participants with up to three breaches \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "77",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Wisiecka:2023:SCD,
  author =       "Katarzyna Wisiecka and Yuumi Konishi and Krzysztof
                 Krejtz and Mahshid Zolfaghari and Birgit Kopainsky and
                 Izabela Krejtz and Hideki Koike and Morten Fjeld",
  title =        "Supporting Complex Decision-Making: Evidence from an
                 Eye Tracking Study on In-Person and Remote
                 Collaboration",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "78:1--78:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3581787",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3581787",
  abstract =     "This article examines the attentional mechanism of
                 in-person collaboration by means of System
                 Dynamics-based simulations using an eye tracking
                 experiment. Three experimental conditions were tested:
                 in-person collaboration, remote collaboration, and
                 single \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "78",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ghosh:2023:FML,
  author =       "Pratik Ghosh and Karen L. Posner and Stephanie L.
                 Hyland and Wil van Cleve and Melissa Bristow and Dustin
                 R. Long and Konstantina Palla and Bala Nair and
                 Christine Fong and Ronald Pauldine and Monica S.
                 Vavilala and Kenton O'Hara",
  title =        "Framing Machine Learning Opportunities for Hypotension
                 Prediction in Perioperative Care: a Socio-technical
                 Perspective: Socio-technical perspectives on
                 hypotension prediction",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "79:1--79:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589953",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589953",
  abstract =     "Hypotension during perioperative care, if undetected
                 or uncontrolled, can lead to serious clinical
                 complications. Predictive machine learning models,
                 based on routinely collected EHR data, offer potential
                 for early warning of hypotension to enable \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "79",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Engelbutzeder:2023:SST,
  author =       "Philip Engelbutzeder and Dave Randell and Marvin
                 Landwehr and Konstantin Aal and Gunnar Stevens and
                 Volker Wulf",
  title =        "From Surplus and Scarcity toward Abundance:
                 Understanding the Use of {ICT} in Food Resource Sharing
                 Practices",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "5",
  pages =        "80:1--80:??",
  month =        oct,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3589957",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:23 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3589957",
  abstract =     "Food practices have become an important context for
                 questions around sustainability. Within HCI,
                 sustainable HCI and human-food-interaction have
                 developed as a response. We argue, nevertheless, that
                 food practices as a social activity remain relatively
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "80",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Rapp:2023:ELE,
  author =       "Amon Rapp and Arianna Boldi",
  title =        "Exploring the Lived Experience of Behavior Change
                 Technologies: Towards an Existential Model of Behavior
                 Change for {HCI}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "81:1--81:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3603497",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3603497",
  abstract =     "The majority of behavior change and persuasive
                 technologies are exclusively addressed to modify a
                 specific behavior. However, the focus on behavior may
                 cloud the ``existential aspects'' of the process of
                 change. To explore the lived and meaning-laden
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "81",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Muresan:2023:UFR,
  author =       "Andreea Muresan and Jess Mcintosh and Kasper
                 Hornb{\ae}k",
  title =        "Using Feedforward to Reveal Interaction Possibilities
                 in Virtual Reality",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "82:1--82:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3603623",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3603623",
  abstract =     "In virtual reality (VR), interactions may fail when
                 users encounter new, unknown, or unexpected objects. We
                 propose using feedforward in VR to help users interact
                 with objects by revealing how such objects work.
                 Feedforward lets users know what to do and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "82",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Xiao:2023:AIH,
  author =       "Sijia Xiao and Shagun Jhaver and Niloufar Salehi",
  title =        "Addressing Interpersonal Harm in Online Gaming
                 Communities: The Opportunities and Challenges for a
                 Restorative Justice Approach",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "83:1--83:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3603625",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3603625",
  abstract =     "Most social media platforms implement content
                 moderation to address interpersonal harms such as
                 harassment. Content moderation relies on
                 offender-centered, punitive approaches, e.g., bans and
                 content removal. We consider an alternative justice
                 framework, \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "83",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ding:2023:CUM,
  author =       "Li Ding and Jack Terwilliger and Aishni Parab and Meng
                 Wang and Lex Fridman and Bruce Mehler and Bryan
                 Reimer",
  title =        "{CLERA}: a Unified Model for Joint Cognitive Load and
                 Eye Region Analysis in the Wild",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "84:1--84:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3603622",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3603622",
  abstract =     "Non-intrusive, real-time analysis of the dynamics of
                 the eye region allows us to monitor humans' visual
                 attention allocation and estimate their mental state
                 during the performance of real-world tasks, which can
                 potentially benefit a wide range of human-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "84",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Uchidiuno:2023:WYN,
  author =       "Judith Odili Uchidiuno and Jaemarie Solyst and Jonaya
                 Kemper and Erik Harpstead and Ross Higashi and Jessica
                 Hammer",
  title =        "{``What's Your Name Again?''}: How Race and Gender
                 Dynamics Impact Codesign Processes and Output",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "85:1--85:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3603624",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3603624",
  abstract =     "Creating technology products using codesign techniques
                 often results in higher end-user engagement compared to
                 expert-driven designs. Codesign sessions are typically
                 structured in flexible and informal ways to achieve
                 equal design partnerships, especially \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "85",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Semertzidis:2023:BCI,
  author =       "Nathan Semertzidis and Fabio Zambetta and Florian
                 ``Floyd'' Mueller",
  title =        "Brain-Computer Integration: a Framework for the Design
                 of Brain-Computer Interfaces from an Integrations
                 Perspective",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "86:1--86:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3603621",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3603621",
  abstract =     "Brain-computer interface (BCI) systems hold the
                 potential to foster human flourishing and
                 self-actualization. However, we believe contemporary
                 BCI system design approaches unnecessarily limit these
                 potentialities as they are approached from a
                 traditional \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "86",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Knowles:2023:PPC,
  author =       "Bran Knowles and Stacey Conchie",
  title =        "Un-Paradoxing Privacy: Considering Hopeful Trust",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "87:1--87:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3609329",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3609329",
  abstract =     "Extant literature has proposed an important role for
                 trust in moderating people's willingness to disclose
                 personal information, but there is scant HCI literature
                 that deeply explores the relationship between privacy
                 and trust in apparent privacy paradox \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "87",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Kuo:2023:ELI,
  author =       "Pei-Yi (Patricia) Kuo and Michael S. Horn",
  title =        "{EcoSant{\'e}} Lifestyle Intervention: Encourage
                 Reflections on the Connections between Health and
                 Environment",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "88:1--88:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3609325",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3609325",
  abstract =     "EcoSant{\'e} is a mobile lifestyle intervention that
                 encourages individual behavior change while also
                 helping participants understand the deep connections
                 between daily lifestyle choices and our collective
                 impact on the planet. Informed by research on ``small''
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "88",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Desai:2023:MVU,
  author =       "Smit Desai and Michael Twidale",
  title =        "Metaphors in Voice User Interfaces: a Slippery Fish",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "89:1--89:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3609326",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3609326",
  abstract =     "We explore a range of different metaphors used for
                 Voice User Interfaces (VUIs) by designers, end-users,
                 manufacturers, and researchers using a novel framework
                 derived from semi-structured interviews and a
                 literature review. We focus less on the well-.
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "89",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Karnatak:2023:IEG,
  author =       "Nimisha Karnatak and Brooke Loughrin and Tiffany Amy
                 Kuo and Odeline Mateu-Silvernail and Indrani Medhi
                 Thies and William Thies and Mohit Jain",
  title =        "{``Is it Even Giving the Correct Reading or Not?''}:
                 How Trust and Relationships Mediate Blood Pressure
                 Management in {India}",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "90:1--90:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3609327",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3609327",
  abstract =     "While chronic disease afflicts a large Indian
                 population, the technologies used to manage chronic
                 diseases have largely been informed by studies
                 conducted in other sociocultural contexts. To address
                 this gap, we conducted qualitative interviews with 21
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "90",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Knijnenburg:2023:DAF,
  author =       "Bart P. Knijnenburg and Burcu Bulgurcu",
  title =        "Designing Alternative Form-Autocompletion Tools to
                 Enhance Privacy Decision-making and Prevent Unintended
                 Disclosure",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "91:1--91:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3610366",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3610366",
  abstract =     "Modern Web browsers provide users with tools to reduce
                 the burden of filling out forms. Despite the widespread
                 adoption of these tools, little is known about how they
                 affect users' privacy decision-making. This research
                 compares traditional form \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "91",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chen:2023:MED,
  author =       "Xiang ``Anthony'' Chen and Chien-Sheng Wu and Lidiya
                 Murakhovs'ka and Philippe Laban and Tong Niu and Wenhao
                 Liu and Caiming Xiong",
  title =        "{Marvista}: Exploring the Design of a Human--{AI}
                 Collaborative News Reading Tool",
  journal =      j-TOCHI,
  volume =       "30",
  number =       "6",
  pages =        "92:1--92:??",
  month =        dec,
  year =         "2023",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3609331",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Fri Nov 3 14:49:25 MDT 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3609331",
  abstract =     "We explore the design of Marvista-a human-AI
                 collaborative tool that employs a suite of natural
                 language processing models to provide end-to-end
                 support for reading online news articles. Before
                 reading an article, Marvista helps a user plan what to
                 read \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "92",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gerber:2024:DAA,
  author =       "Nina Gerber and Alina St{\"o}ver and Justin Peschke
                 and Verena Zimmermann",
  title =        "Don't Accept All and Continue: Exploring Nudges for
                 More Deliberate Interaction with Tracking Consent
                 Notices",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "1:1--1:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617363",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617363",
  abstract =     "Legal frameworks rely on users to make an informed
                 decision about data collection, e.g., by accepting or
                 declining the use of tracking technologies. In
                 practice, however, users hardly interact with tracking
                 consent notices on a deliberate website per \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "1",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hornecker:2024:DVD,
  author =       "Eva Hornecker and Trevor Hogan and Uta Hinrichs and
                 Rosa {Van Koningsbruggen}",
  title =        "A Design Vocabulary for Data Physicalization",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "2:1--2:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617366",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617366",
  abstract =     "Although physical artifacts that represent data have
                 been used for centuries, the research field-known as
                 data physicalization-has only recently gained traction.
                 Compared to data visualization, there is no established
                 vocabulary for analyzing and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "2",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Nadal:2024:PAS,
  author =       "Camille Nadal and Caroline Earley and Angel Enrique
                 and Corina Sas and Derek Richards and Gavin Doherty",
  title =        "Patient Acceptance of Self-Monitoring on a Smartwatch
                 in a Routine Digital Therapy: a Mixed-Methods Study",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "3:1--3:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617361",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617361",
  abstract =     "Self-monitoring of mood and lifestyle habits is the
                 cornerstone of many therapies, but it is still hindered
                 by persistent issues including inaccurate records, gaps
                 in the monitoring, patient burden, and perceived
                 stigma. Smartwatches have the potential to \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "3",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Prather:2024:WIK,
  author =       "James Prather and Brent N. Reeves and Paul Denny and
                 Brett A. Becker and Juho Leinonen and Andrew
                 Luxton-Reilly and Garrett Powell and James
                 Finnie-Ansley and Eddie Antonio Santos",
  title =        "{``It's Weird That it Knows What I Want''}: Usability
                 and Interactions with {Copilot} for Novice
                 Programmers",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "4:1--4:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617367",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617367",
  abstract =     "Recent developments in deep learning have resulted in
                 code-generation models that produce source code from
                 natural language and code-based prompts with high
                 accuracy. This is likely to have profound effects in
                 the classroom, where novices learning to code
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "4",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ichino:2024:HGV,
  author =       "Junko Ichino and Masahiro Ide and Takehito Yoshiki and
                 Hitomi Yokoyama and Hirotoshi Asano and Hideo Miyachi
                 and Daisuke Okabe",
  title =        "How Gaze Visualization Facilitates Initiation of
                 Informal Communication in {$3$D} Virtual Spaces",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "5:1--5:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617368",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617368",
  abstract =     "This study explores how gaze visualization in virtual
                 spaces facilitates the initiation of informal
                 communication. Three styles of gaze cue visualization
                 (arrow, bubbles, and miniature avatar) with two types
                 of gaze behavior (one-sided gaze and joint gaze).
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "5",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Gao:2024:CEE,
  author =       "Jie Gao and Kenny Tsu Wei Choo and Junming Cao and Roy
                 Ka-Wei Lee and Simon Perrault",
  title =        "{CoAIcoder}: Examining the Effectiveness of
                 {AI}-assisted Human-to-Human Collaboration in
                 Qualitative Analysis",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "6:1--6:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617362",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617362",
  abstract =     "While AI-assisted individual qualitative analysis has
                 been substantially studied, AI-assisted collaborative
                 qualitative analysis (CQA) --- a process that involves
                 multiple researchers working together to interpret
                 data-remains relatively unexplored. After \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "6",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ren:2024:HDT,
  author =       "Yuqing Ren and Haifeng Zhang and Robert E. Kraut",
  title =        "How Did They Build the Free Encyclopedia? {A}
                 Literature Review of Collaboration and Coordination
                 among {Wikipedia Editors}",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "7:1--7:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617369",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617369",
  abstract =     "Wikipedia has been the poster child for large-scale
                 online open collaboration while few other online open
                 collaboration initiatives have achieved similar
                 success. How did Wikipedians do it? Besides the
                 technical infrastructure, what social dynamics and
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "7",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Martinez-Maldonado:2024:LLM,
  author =       "Roberto Martinez-Maldonado and Vanessa Echeverria and
                 Gloria Fernandez-Nieto and Lixiang Yan and Linxuan Zhao
                 and Riordan Alfredo and Xinyu Li and Samantha Dix and
                 Hollie Jaggard and Rosie Wotherspoon and Abra Osborne
                 and Simon Buckingham Shum and Dragan Gasevi{\'c}",
  title =        "Lessons Learnt from a Multimodal Learning Analytics
                 Deployment In-the-Wild",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "8:1--8:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3622784",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3622784",
  abstract =     "Multimodal Learning Analytics (MMLA) innovations make
                 use of rapidly evolving sensing and artificial
                 intelligence algorithms to collect rich data about
                 learning activities that unfold in physical spaces. The
                 analysis of these data is opening exciting new
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "8",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Sharma:2024:PGH,
  author =       "Vishal Sharma and Neha Kumar and Bonnie Nardi",
  title =        "Post-growth Human-Computer Interaction",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "9:1--9:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3624981",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3624981",
  abstract =     "Human-Computer Interaction (HCI) researchers have
                 increasingly been questioning computing's engagement
                 with unsustainable and unjust economic growth, pushing
                 for identifying alternatives. Incorporating degrowth,
                 post-development, and steady-state. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "9",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chen:2024:UED,
  author =       "Qian Chen and Yeming Gong and Yaobin Lu",
  title =        "User Experience of Digital Voice Assistant:
                 Conceptualization and Measurement",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "10:1--10:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3622782",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3622782",
  abstract =     "With the development of digital virtual assistants
                 (DVA), academics and practitioners have increased
                 attention to the DVA user experience. However, the
                 measurement scale of DVA user experience is still
                 under-researched, which may hinder further empirical
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "10",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{DeVries:2024:BSB,
  author =       "Roelof A. J. {De Vries} and Mailin Lemke and Geke D.
                 S. Ludden",
  title =        "Blueprints: Systematizing Behavior Change Designs-The
                 Case of Social Comparison Theory",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "11:1--11:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617364",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617364",
  abstract =     "To improve people's lives, human-computer interaction
                 researchers are increasingly designing technological
                 solutions based on behavior change theory, such as
                 social comparison theory (SCT). However, how
                 researchers operationalize such a theory as a design
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "11",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Chow:2024:FSU,
  author =       "Kevin Chow and Thomas Fritz and Liisa Holsti and Skye
                 Barbic and Joanna McGrenere",
  title =        "Feeling Stressed and Unproductive? {A} Field
                 Evaluation of a Therapy-Inspired Digital Intervention
                 for Knowledge Workers",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "12:1--12:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3609330",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3609330",
  abstract =     "Today's knowledge workers face cognitively demanding
                 tasks and blurred work-life boundaries amidst rising
                 stress and burnout in the workplace. Holistic
                 approaches to supporting workers, which consider both
                 productivity and well-being, are increasingly
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "12",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hirsch:2024:NLC,
  author =       "Mare Hirsch and Gabrielle Benabdallah and Jennifer
                 Jacobs and Nadya Peek",
  title =        "Nothing Like Compilation: How Professional Digital
                 Fabrication Workflows Go Beyond Extruding, Milling, and
                 Machines",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "1",
  pages =        "13:1--13:??",
  month =        feb,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3609328",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Thu Dec 14 15:50:33 MST 2023",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3609328",
  abstract =     "Understanding how professionals use digital
                 fabrication in production workflows is critical for
                 future research in digital fabrication technologies. We
                 interviewed thirteen professionals who use digital
                 fabrication for the low-volume manufacturing of
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "13",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Shen:2024:ESM,
  author =       "Vivian Shen and Chris Harrison and Craig Shultz",
  title =        "Expressive, Scalable, Mid-air Haptics with Synthetic
                 Jets",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "14:1--14:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635150",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635150",
  abstract =     "Non-contact, mid-air haptic devices have been utilized
                 for a wide variety of experiences, including those in
                 extended reality, public displays, medical, and
                 automotive domains. In this work, we explore the use of
                 synthetic jets as a promising and under-. \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "14",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Ez-Zaouia:2024:GFE,
  author =       "Mohamed Ez-Zaouia and Rubiela Carrillo",
  title =        "The Group Folding Effect: The Role of Collaborative
                 Process Structuring and Social Interaction in Group
                 Work",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "15:1--15:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3622783",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3622783",
  abstract =     "Group work involves a myriad of complex processes
                 encompassing social, perceptual, cognitive, and
                 contextual factors. However, there is a lack of
                 empirical research on computer-supported group work
                 processes and their impact on outcomes at different
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "15",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Cavez:2024:SIS,
  author =       "Vincent Cavez and Caroline Appert and Emmanuel
                 Pietriga",
  title =        "Spreadsheets on Interactive Surfaces: Breaking through
                 the Grid with the Pen",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "16:1--16:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3630097",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3630097",
  abstract =     "Spreadsheet programs for interactive surfaces have
                 limited manipulations capabilities and are often
                 frustrating to use. One key reason is that the
                 spreadsheet grid creates a layer that intercepts most
                 user input events, making it difficult to reach the
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "16",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hajika:2024:RWW,
  author =       "Ryo Hajika and Tamil Selvan Gunasekaran and Chloe
                 Dolma Si Ying Haigh and Yun Suen Pai and Eiji Hayashi
                 and Jaime Lien and Danielle Lottridge and Mark
                 Billinghurst",
  title =        "{RadarHand}: a Wrist-Worn Radar for On-Skin
                 Touch-Based Proprioceptive Gestures",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "17:1--17:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3617365",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3617365",
  abstract =     "We introduce RadarHand, a wrist-worn wearable with
                 millimetre wave radar that detects on-skin touch-based
                 proprioceptive hand gestures. Radars are robust,
                 private, small, penetrate materials, and require low
                 computation costs. We first evaluated the \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "17",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Lascau:2024:SLP,
  author =       "Laura Lascau and Duncan P. Brumby and Sandy J. J.
                 Gould and Anna L. Cox",
  title =        "{``Sometimes It's Like Putting the Track in Front of
                 the Rushing Train''}: Having to Be `On Call' for Work
                 Limits the Temporal Flexibility of Crowdworkers",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "18:1--18:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635145",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635145",
  abstract =     "Research suggests that the temporal flexibility
                 advertised to crowdworkers by crowdsourcing platforms
                 is limited by both client-imposed constraints (e.g.,
                 strict completion times) and crowdworkers' tooling
                 practices (e.g., multitasking). In this article,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "18",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Burda:2024:CSE,
  author =       "Pavlo Burda and Luca Allodi and Nicola Zannone",
  title =        "Cognition in Social Engineering Empirical Research: a
                 Systematic Literature Review",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "19:1--19:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635149",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635149",
  abstract =     "The interdisciplinarity of the Social Engineering (SE)
                 domain creates crucial challenges for the development
                 and advancement of empirical SE research, making it
                 particularly difficult to identify the space of open
                 research questions that can be addressed \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "19",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Paakki:2024:DCD,
  author =       "Henna Paakki and Heidi Veps{\"a}l{\"a}inen and Antti
                 Salovaara and Bushra Zafar",
  title =        "Detecting Covert Disruptive Behavior in Online
                 Interaction by Analyzing Conversational Features and
                 Norm Violations",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "20:1--20:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635143",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635143",
  abstract =     "Disruptive behavior is a prevalent threat to
                 constructive online engagement. Covert behaviors, such
                 as trolling, are especially challenging to detect
                 automatically, because they utilize deceptive
                 strategies to manipulate conversation. We illustrate a
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "20",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Heuer:2024:RCN,
  author =       "Hendrik Heuer and Elena L. Glassman",
  title =        "Reliability Criteria for News Websites",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "21:1--21:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635147",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635147",
  abstract =     "Misinformation poses a threat to democracy and to
                 people's health. Reliability criteria for news websites
                 can help people identify misinformation. But despite
                 their importance, there has been no empirically
                 substantiated list of criteria for \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "21",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Hong:2024:VNC,
  author =       "Junlei Hong and Tobias Langlotz and Jonathan Sutton
                 and Holger Regenbrecht",
  title =        "Visual Noise Cancellation: Exploring Visual Discomfort
                 and Opportunities for Vision Augmentations",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "22:1--22:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3634699",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3634699",
  abstract =     "Acoustic noise control or cancellation (ANC) is a
                 commonplace component of modern audio headphones. ANC
                 aims to actively mitigate disturbing environmental
                 noise for a quieter and improved listening experience.
                 ANC is digitally controlling frequency and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "22",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Franz:2024:VRS,
  author =       "Rachel L. Franz and Sasa Junuzovic and Martez Mott",
  title =        "A Virtual Reality Scene Taxonomy: Identifying and
                 Designing Accessible Scene-Viewing Techniques",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "23:1--23:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635142",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635142",
  abstract =     "Virtual environments (VEs) afford similar interactions
                 to those in physical environments: individuals can
                 navigate and manipulate objects. Yet, a prerequisite
                 for these interactions is being able to view the
                 environment. Despite the existence of numerous
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "23",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Brewer:2024:EVC,
  author =       "Robin Brewer and Sam Ankenbauer and Manahil Hashmi and
                 Pooja Upadhyay",
  title =        "Examining Voice Community Use",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "24:1--24:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635151",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635151",
  abstract =     "Visual online communities can present accessibility
                 challenges to older adults or people with vision and
                 motor disabilities. Motivated by this challenge,
                 accessibility and HCI researchers have called for
                 voice-based communities to support aging and \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "24",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Draxler:2024:AGE,
  author =       "Fiona Draxler and Anna Werner and Florian Lehmann and
                 Matthias Hoppe and Albrecht Schmidt and Daniel Buschek
                 and Robin Welsch",
  title =        "The {AI} Ghostwriter Effect: When Users do not
                 Perceive Ownership of {AI}-Generated Text but
                 Self-Declare as Authors",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "25:1--25:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3637875",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3637875",
  abstract =     "Human-AI interaction in text production increases
                 complexity in authorship. In two empirical studies (n1
                 = 30 \& n2 = 96), we investigate authorship and
                 ownership in human-AI collaboration for personalized
                 language generation. We show an AI Ghostwriter
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "25",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Venn-Wycherley:2024:REE,
  author =       "Megan Venn-Wycherley and Ahmed Kharrufa and Susan
                 Lechelt and Rebecca Nicholson and Kate Howland and
                 Abrar Almjally and Anthony Trory and Vidya
                 Sarangapani",
  title =        "The Realities of Evaluating Educational Technology in
                 School Settings",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "26:1--26:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635146",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635146",
  abstract =     "HCI researchers are increasingly interested in the
                 evaluation of educational technologies in context, yet
                 acknowledge that challenges remain regarding the
                 logistical, material and methodological constraints of
                 this approach to research [ 18 , 53 ]. Through
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "26",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Jardine:2024:BRR,
  author =       "Jacinta Jardine and Camille Nadal and Sarah Robinson
                 and Angel Enrique and Marcus Hanratty and Gavin
                 Doherty",
  title =        "Between Rhetoric and Reality: Real-world Barriers to
                 Uptake and Early Engagement in Digital Mental Health
                 Interventions",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "27:1--27:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635472",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635472",
  abstract =     "Digital mental health interventions (DMHIs) have
                 potential to provide effective and accessible care to
                 entire populations, but low client uptake and
                 engagement are significant problems. Few prior studies
                 explore the lived experiences of non-engagers,
                 \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "27",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}

@Article{Palacin:2024:CDP,
  author =       "Victoria Palacin and Samantha McDonald and Pablo
                 Arag{\'o}n and Matti Nelimarkka",
  title =        "Configurations of Digital Participatory Budgeting",
  journal =      j-TOCHI,
  volume =       "31",
  number =       "2",
  pages =        "28:1--28:??",
  month =        apr,
  year =         "2024",
  CODEN =        "ATCIF4",
  DOI =          "https://doi.org/10.1145/3635144",
  ISSN =         "1073-0516 (print), 1557-7325 (electronic)",
  ISSN-L =       "1073-0516",
  bibdate =      "Wed Feb 14 10:06:22 MST 2024",
  bibsource =    "https://www.math.utah.edu/pub/tex/bib/tochi.bib",
  URL =          "https://dl.acm.org/doi/10.1145/3635144",
  abstract =     "Participatory budgeting is a democratic innovation
                 increasingly supported by digital platforms. Like any
                 technology, participatory budgeting platforms are not
                 value-free or politically neutral; their design,
                 configuration, and deployment display \ldots{}",
  acknowledgement = ack-nhfb,
  ajournal =     "ACM Trans. Comput.-Hum. Interact.",
  articleno =    "28",
  fjournal =     "ACM Transactions on Computer-Human Interaction",
  journal-URL =  "https://dl.acm.org/loi/tochi",
}