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Added Fall 2015 Seminar Files #106

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43 changes: 43 additions & 0 deletions _seminars/2012-12-09.md
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---
name:
- - Fussell
- Sue

affiliation: Cornell University

title: Understanding and Supporting Communication Across Linguistic Boundaries

location: HUB 332

date:
- year: 2015
month: 12
day: 09

abstract: >
Computer-mediated communication (CMC) tools and social media potentially allow people to interact fluidly across
national, cultural and linguistic boundaries in ways that would have been difficult if not impossible in the past.
To date, however, however, much of this potential fails to be realized. A single individual is unlikely to be
fluent in a wide array of languages. The use of a lingua franca such as English permits a degree of interaction
with speakers of other native languages, but it can have negative effects on non-native speakers. Advances in
machine translation (MT) and other technologies could allow people to communicate with one another in their native
language, but translation errors can create sizeable misunderstandings when MT is used in conversational settings.

In a series of studies, my students and I have been exploring the problem space of inter-lingual communication,
with the goals of better understanding the challenges of interaction across language boundaries and of informing
the design of new tools to support this interaction. I will first describe two interview studies exploring how the
need to use a non-native language affects communication and coordination in both formal and informal settings. I
will then describe several tools we have developed to make MT more usable in everyday conversation and present the
results of lab studies evaluating these tools. Taken together, these studies help help advance the area of
inter-lingual computer-mediated communication.

bio: >
Susan R. Fussell is a Professor in the Department of Communication and the Department of of Information Science at
Cornell University. She received her BS degree in psychology and sociology from Tufts University, and her Ph.D. in
social and cognitive psychology from Columbia University. Dr. Fussell's primary interests lie in the areas of
computer-supported cooperative work and computer-mediated communication. Her current projects focus on
intercultural and multilingual communication, collaborative intelligence analysis, public deliberation, and tools
to motivate people to reduce their energy usage. More information can be found on her website
http://sfussell.hci.cornell.edu or her lab Facebook page, https://www.facebook.com/InterculturalCommLab.

---
39 changes: 39 additions & 0 deletions _seminars/2015-10-07.md
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---
name:
- - Rello
- Luz

affiliation: Carnegie Mellon University

title: ChangeDyslexia: Early Detection and Intervention at Large Scale

location: HUB 145

date:
- year: 2015
month: 10
day: 07

abstract: >
More than 10% of the population has dyslexia, and most are diagnosed only after they fail in school. My work is
changing this through scalable early detection and tools that help people with dyslexia read and write better. To
detect dyslexia, I am developing machine learning models that predict reading and writing difficulties by watching
how people interact with my web-based game Dytective. My experiments have revealed differences in how people with
dyslexia read and write, and I have developed a series of tools that integrate these results to help people with
dyslexia read and write better. These tools are used by tens of thousands of people, which apart from supporting
users, also serve as living laboratories in which to develop and prove techniques for detection and intervention.
Moving forward, we are working with schools to put our approach into practice at scale to finally eliminate school
failure as a primary way dyslexia is diagnosed.

bio: >
Luz Rello is a Post Doctoral Fellow at Carnegie Mellon University in the Human-Computer Interaction Institute. She is
also an Ashoka Fellow, invited expert to W3C-WAI and co-founder of the Cookie Cloud team that creates applications
from research results. She holds a degree in Linguistics (Complutense University of Madrid), a MSc in Natural
Language Processing (University of Wolverhampton) and a Ph.D. in Computer Science (Pompeu Fabra University). She has
received a number of awards, including the MIT Technology Review 'Innovators under 35 Award Spain' (2014) and the
European Young Researchers' Award (2013) for her work on applying technology for dyslexia using Linguistics, HCI and
NLP. Her IDEAL eBook reader and Dyseggxia game (Vodafone Foundation Mobile for Good Europe Awards 2013) have received
nearly one hundred thousand downloads in more than 70 countries. Currently, she is working to detect dyslexia at
large scale and on bringing this work to society via her non-profit organization Change Dyslexia.

---
40 changes: 40 additions & 0 deletions _seminars/2015-10-14.md
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---
name:
- - Fourney
- Adam

affiliation: Microsoft Research

title: Leveraging Signals Generated From Search Engines and Web-based Resources

location: HUB 334

date:
- year: 2015
month: 10
day: 14

abstract: >
Search engines and web-based resources have become ubiquitous and essential tools for supporting the use of
interactive systems. (e.g, Microsoft PowerPoint, Adobe Photoshop, etc.) For example, people rely on web resources to
learn new tasks, troubleshoot problems, or remind themselves of key task details. This reliance on search engines and
web-based resources generates a rich set of signals that characterizes how the population thinks about and uses
software systems "in the wild," on a day-to-day basis.

In this talk, I demonstrate how these signals can be extracted and leveraged. Specifically, I show how logs of online
interactions can be used to identify potential usability problems in any publicly available interactive system. I
show how web tutorials can be used to map a broad user vocabulary to the narrow vocabulary expressed in a user
interface. Finally, I demonstrate how web resources and software applications can mutually enhance each other by
means of a shared interaction history. I conclude with an outline of my long-term research vision, which casts
software applications, web search, and online support materials as interoperating components of a larger holistic
system to be studied, designed, and evaluated in concert.

bio: >
Adam Fourney joined the MSR Context, Learning, and User Experience for Search (CLUES) research group in September of
this year, having recently earned his doctoral degree from the Cheriton School of Computer Science at the University
of Waterloo, working under the supervision of Dr. Michael Terry. Adam also holds a master's degree from the
University of Waterloo, a bachelor's degree from the University of Ottawa, and has interned on two occasions at
Microsoft Research Redmond. Outside of his primary research interests, Adam is an active developer in the Pebble
smartwatch community.

---
51 changes: 51 additions & 0 deletions _seminars/2015-10-21.md
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---
name:
- - Gajos
- Krzysztof

affiliation: Harvard University

title: From Paid to Organic Crowdsourcing

location: HUB 250

date:
- year: 2015
month: 10
day: 21

abstract: >
Human computation systems seamlessly combine human perception, creativity and knowledge with machine-driven
algorithmic computation. Such systems have been demonstrated to accomplish tasks that could not previously be
accomplished by either machines or by non-experts alone. Contemporary human computation systems frequently recruit
human contributions from online micro-labor markets such as Amazon Mechanical Turk. While convenient, this approach
limits the scale, scope and quality of work.

In contrast, my group's work has contributed to a largely unexplored area of "organic" crowdsourcing, an area that
builds on insights from social computing research and on recent advances in human computation. In organic
crowdsourcing, intrinsically motivated people contribute to human computation workflows as a byproduct of performing
activities that they find inherently valuable. In successful organic crowdsourcing systems, the addition of the
human computation element enhances (instead of detracting from) the main activity, while also resulting in useful
work being done. For example, with our Crowdy system, people learning from tutorial videos get prompted with short
quizzes. The quizzes are designed such that by answering them, people contribute to a workflow that improves those
same videos for future learners. The quizzes are also designed to be pedagogically valuable. The results of our
study show that the improvements to the tutorial videos generated by Crowdy are comparable in quality to those
produced by experts. Our results also demonstrate that people who view tutorial videos with Crowdy and participate
in quizzes learn more than people who watch the same videos with a traditional video interface. I will present three
organic crowdsourcing projects from our group and share an initial synthesis of generalizable principles for the
design of organic crowdsourcing systems.

bio: >
Krzysztof Gajos is an associate professor of Computer Science at the Harvard Paulson School of Engineering and
Applied Sciences. Krzysztof is broadly interested in intelligent interactive systems, a research area that bridges
artificial intelligence and human-computer interaction. Recent projects pursued by his group contributed to diverse
areas such as personalized adaptive user interfaces, systems for supporting collective creativity, organic
crowdsourcing, large-scale experimentation in the wild, and learning technologies.

Prior to arriving at Harvard, Krzysztof was a postdoctoral researcher at Microsoft Research. He received his Ph.D.
from the University of Washington and his M.Eng. and B.Sc. degrees from MIT. In the Fall of 2005, he was visiting
faculty at the Ashesi University in Accra, Ghana, where he taught Introduction to Artificial Intelligence. Krzysztof
is a coeditor-in-chief of the ACM Transactions on Interactive Intelligent Systems. He is a recipient of a Sloan
Research Fellowship.

---
43 changes: 43 additions & 0 deletions _seminars/2015-10-28.md
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---
name:
- - Kim
- Been

affiliation: Computer Science & Engineering

title: Interactive and Interpretable Machine Learning Models for Human Machine Collaboration

location: HUB 334

date:
- year: 2015
month: 10
day: 28

abstract: >
I envision a system that enables successful collaborations between humans and machine learning models by harnessing
the relative strength to accomplish what neither can do alone. Machine learning techniques and humans have skills
that complement each other --- machine learning techniques are good at computation on data at the lowest level of
granularity, whereas people are better at abstracting knowledge from their experience, and transferring the knowledge
across domains. The goal of my research is to develop a framework for human-in-the-loop machine learning that enables
people to interact effectively with machine learning models to make better decisions using large datasets, without
requiring in-depth knowledge about machine learning techniques.

In this talk, I present the Bayesian Case Model (BCM), a general framework for Bayesian case-based reasoning (CBR)
and prototype classification and clustering. BCM brings the intuitive power of CBR to a Bayesian generative
framework. The BCM learns prototypes, the "quintessential" observations that best represent clusters in a dataset, by
performing joint inference on cluster labels, prototypes and important features. Simultaneously, BCM pursues sparsity
by learning subspaces, the sets of features that play important roles in the characterization of the prototypes. The
prototype and subspace representation provides quantitative benefits in interpretability while preserving
classification accuracy. Human subject experiments verify statistically significant improvements to participants'
understanding when using explanations produced by BCM, compared to those given by prior art. I demonstrate the
application of this model for an educational domain in which teachers cluster programming assignments to streamline
the grading process.

bio: >
Been Kim is a Research Scientist at AI2. She is also an affiliated faculty in the Department of Computer Science &
Engineering at the University of Washington. Her research focuses on interactive and interpretable machine learning
models for human-machine collaboration. She received her PhD. from MIT. Prior to her PhD, she worked at the MathWorks
as a software engineer.

---
39 changes: 39 additions & 0 deletions _seminars/2015-11-04.md
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---
name:
- - Holz
- Christian

affiliation: Microsoft Research

title: Glass Fibers, Mental Models, Mobile Devices, and Electro Shocks

location: HUB 334

date:
- year: 2015
month: 11
day: 04

abstract: >
In this talk, I explore the higher dimensions of touch input. I show how to enable mobile devices to sense 3D
information about the space above them from just the touch input they observe. I present a series of touchscreen
devices that capture users' fingerprints upon touch, from which they conclude 3D information. Just like camera-based
3D tracking systems provide the opportunity for more natural and expressive interaction, deriving such information
from touch provides similar benefits. While camera-based systems require a certain distance between sensor and
tracked objects, however, touchscreens sense information directly on their surface, which allows them to remain
thin--the form factor that has allowed such devices to achieve mobility and mass-adoption in the first place. I
demonstrate that reconstructing 3D information from touch enables devices to increase their input accuracy by a
factor of three compared to current devices and I show that fingerprint-sensing touchscreens solve a long-standing
challenge in HCI: biometric user identification. I conclude with a new model of user authentication on touch devices,
demonstrate how to implement seamless biometric authentication on commodity devices, and discuss the implications of
this model on existing operating systems and their user interfaces.

bio: >
Christian Holz is a researcher in Human-Computer Interaction at Microsoft Research, Redmond. His research focuses on
augmenting the capabilities of existing mobile devices as well as creating new devices to enrich the sensing
capabilities of today's devices. Technology Review recently named Christian one of the 10 best innovators under 35 in
Germany and his work has received honorable mentions at ACM CHI and a best paper award at ACM UIST. Christian holds a
Ph.D. in Human-Computer Interaction and masters and bachelor degrees in Software Engineering from University of
Potsdam, Germany.

---
46 changes: 46 additions & 0 deletions _seminars/2015-11-18.md
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---
name:
- - Lin
- Jeffrey

affiliation: Riot Games

title: 67 million trials in 4 weeks: How online video games can change how we think about research, and how research can change how we design video games.

location: HUB 250

date:
- year: 2015
month: 11
day: 18

abstract: >
League of Legends is an online game with over 67 million players playing the game every month. As the developer of
League of Legends, Riot Games has been employing the latest research from social and cognitive psychology mixed with
techniques like machine learning and game design to help create more positive online communities.

One example of such research was the Tribunal System; this experimental system automatically curated behaviors such
as chat logs from online communities into "case files" that could be reviewed by players in League of Legends.
Depending on the case verdict, the players under review would receive rewards or punishments for their behaviors.
This system collects over 105 million trials of data a year in just North America and Europe.

In a second example, we will show how you can utilize machine learning to study the evolution of language, and how
feedback from the system can be used as an intervention to curb negative online behaviors. Finally, we will discuss
an experiment where we explored what happens when you deploy a simple priming experiment to 67 million players over 4
weeks.

Using online platforms as a medium for research, many fields of psychology could be on the verge of a breakthrough.
In the past year, we have started collaborations with academic institutions to study cooperation and collective
intelligence, online governance, the evolution of language and more. We want to show you how online video games can
forever change how we think about research and how your lab can get involved.

bio: >
Jeffrey "Lyte" Lin is lead game designer of social systems and is responsible for helping League of Legends have the
most sportsmanlike community in online games. Dr. Lin and his team challenge the convention that online communities
are and always will be toxic environments; in fact, some of the team's latest work suggests that the vast majority of
online communities are positive or neutral. He runs experiments and data analyses, translating the results and
learnings into viable game features that enhance engagement while amplifying the sportsmanlike behavior that already
exists in the community. Before Riot, Jeffrey was an experimental psychologist at Valve Software and received his
Ph.D. in cognitive neuroscience from the University of Washington with Dr. Geoffrey Boynton and Dr. Scott Murray.

---
11 changes: 9 additions & 2 deletions _seminars/2015-11-25.md
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---
name:
- Reinecke
- Katharina
- - Reinecke
- Katharina

affiliation: Computer Science & Engineering

title: Using Large-Scale Online Experiments to Design less WEIRD User Interfaces

location: HUB 334

date:
- year: 2015
month: 11
day: 25

abstract: >
An estimated 95% of our scientific knowledge about people, their behavior, perception, and preferences is based on
studies with "WEIRD" samples, an acronym for participants who are Western, Educated, Industrialized, Rich, and Democratic.
Expand Down
44 changes: 44 additions & 0 deletions _seminars/2015-12-02.md
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---
name:
- - Davidson
- Andrew
- - Agapie
- Elena
- - Sobel
- Kiley
- - Rose
- Emma

affiliation: Human Centered Design & Engineering

title: Building up STE(A)M : The UCD Charrette for K-12 Outreach

location: HUB 334

date:
- year: 2015
month: 12
day: 02

abstract: >
The imperative to inspire young students, especially under-represented minorities and women, to pursue education and
careers in STE(A)M (Science, Technology, Engineering, (Art), and Math) fields is well known. The burning question is
how to do it effectively.

For the past few years, we have been using a design activity known as a charrette as a way to introduce students to
the user-centered design (UCD) process. In our "UCD Charrette," students are given a particular design space to
explore (such as user interfaces for a web site, mobile app, or a physical device). In a very short period of time
(two hours or less), working in small groups, they brainstorm user needs, develop use-case scenarios, and create and
present interaction designs for an application. We have run these participatory workshops with students at various
levels, from middle school to graduate programs.

In this talk, we will report on our recent experiences using our UCD Charrette in a variety of outreach efforts, most
especially a number of Puget Sound high schools.

bio: >
Andrew Davidson, HCDE Senior Lecturer (and former high school teacher)
Elena Agapie, HCDE PhD Student
Kiley Sobel, HCDE PhD Student
Emma Rose, UWT Assistant Professor

---