Overview
CHI 2018 anticipates more than 3,000 Papers submissions. The review process needs to handle this load while also providing high-quality reviews, which requires that each submission is handled by an expert Associate Chair (AC) who can recruit expert reviewers. The organization of the CHI program committee into topical subcommittees helps achieve this. See the description of the Papers review process for a detailed explanation of the responsibilities of the ACs and Subcommittee Chairs (SCs).
Authors are required to suggest a subcommittee to review your submission. This page provides guidance on choosing the appropriate subcommittees for your submission.
Subcommittee selection process
When you submit a Paper, you will designate two appropriate subcommittees for your submission. In the vast majority of cases, the subcommittee that will review your submission is one of the two subcommittees that you proposed. In cases where the Papers Chairs and/or Subcommittee Chairs recognize that your submission will be reviewed more thoroughly in another subcommittee, a submission may be transferred from one subcommittee to another. If a submission is transferred to another subcommittee, this will happen in the first week of the process, before reviewers are assigned; i.e., transferring will not affect a submission’s review process, it will only ensure that it receives the most complete, fair set of reviews.
Below, you will see a list of subcommittees and descriptions of the topics they are covering, the name of each SC, and the names of the ACs serving on each subcommittee. It is your responsibility to select the subcommittee that best matches the expertise needed to assess your research, and that you believe will most fully appreciate your contribution to the field of HCI.
CHI has traditionally supported diverse and interdisciplinary work and continues to expand into new topics not previously explored. We recognize that as a result, you may find more than two subcommittees which are plausible matches for your work. However, for a number of reasons it will be necessary for you to select no more than two target subcommittees, and you should strive to find the best matches based on what you think is the main contribution of your submission (examples of papers that are considered good matches are linked below for each subcommittee). You can also email the SCs for guidance if you are unsure (an email alias is provided below for each set of SCs).
Note that the scope of each subcommittee is not rigidly defined. Each has a broad mandate, and most subcommittees cover a collection of different topics. Further, SCs and ACs are all seasoned researchers, experienced with program committee review work, and each is committed to a process which seeks to assign each paper reviewers who are true experts in whatever the subject matter of the paper is. ACs recognize that many papers, or perhaps even most papers, will not perfectly fit the definition of their subcommittee’s scope. Consequently, papers will not be penalized or downgraded because they do not align perfectly with a particular subcommittee. Interdisciplinary, multi-topic, and cross-topic papers are encouraged, and will be carefully and professionally judged by all subcommittees.
In making a subcommittee choice you should make careful consideration of what the most central and salient contribution of your work is, even if there are several different contributions. As an example, let’s say you are writing a paper about Ergonomic Business Practices for the Elderly using Novel Input Devices. Perhaps this is a very new topic. It covers a lot of ground. It’s not an exact fit for any of the subcommittees, but several choices are plausible. To choose between them, you need to make a reasoned decision about the core contributions of your work. Should it be evaluated in terms of the usage context for the target user community? The novel methodology developed for your study? The system and interaction techniques you have developed? Each of these evaluation criteria may partially apply, but try to consider which is most central and which you most want to highlight for your readers. Also look at the subcommittees, the people who will serve on them, and the kind of work they have been associated with in the past. Even if there are several subcommittees that could offer fair and expert assessments of this work, go with the one that really fits the most important and novel contributions of your paper. That committee will be in the best position to offer constructive and expert review feedback on the contributions of your research.
Each subcommittee description also links to several recent CHI papers that the SCs feel are good examples of papers that fit scope of that subcommittee. Please look at these examples as a way to decide on the best subcommittee for your paper – but remember that these are just a few examples, and do not specify the full range of topics that would fit with any subcommittee.
List of the subcommittees
Subcommittees are listed and described below. Each has a title, short description, and an indication of who will Chair and serve on the subcommittee. Subcommittees have been constructed with an eye to maintaining logically coherent clusters of topics.
- User Experience and Usability
- Specific Application Areas
- Interaction Beyond the Individual
- Games and Play
- Privacy, Security, and Visualization
- Health, Accessibility and Aging
- Design
- Interaction techniques, Devices and Modalities
- Understanding People: Theory, Concepts, Methods
- Engineering Interactive Systems and Technologies
User Experience and Usability
This subcommittee is suitable for papers that extend the knowledge, practices, methods, components, and tools that make technology more useful, usable, and desirable. Successful papers will present results, practical approaches, tools, technologies, and research methods that demonstrably advance our understanding, design, and evaluation of user experience and/or usability. The focus is on usability and user experience of widely used technologies with contributions being judged substantially on the basis of their demonstrable potential for effective reuse and applicability across a range of application domains or across a range of design, research, and user communities.
Subcommittee Chairs:
Siân Lindley, Microsoft Research
Kasper Hornbaek, University of Copenhagen
Contact: sc.ux@chi2018.acm.org
Associate Chairs:
- Andrés Lucero, Aalto University
- Harald Reiterer, University of Konstanz
- Morten Fjeld, Chalmers University of Technology
- Julie R. Williamson, University of Glasgow
- Effie L-C Law, University of Leicester
- Corina Sas, Lancaster University
- Aneesha Singh, University College London
- Lynne Baillie, Heriot-Watt University
- Amanda Lee Hughes, Utah State University
- Magy Seif El-Nasr, Northeastern University
- Joe Tullio, Google
- Keith Vertanen, Michigan Technological University
- Erin Cherry, Northrop Grumman Mission Systems
- Florian Alt, University of Munich
- Katharina Reinecke, University of Washington, USA
- Enrico Rukzio, Ulm University, Germany
- Elisa Mekler, University of Basel
- Martin Pielot, Telefonica
- Sari Kujala, Aalto University, Finland
- Frank Bentley, Yahoo
- Joel Fischer, University of Nottingham
- Jettie Hoonhout, Phillips Research
- Azam Khan, Autodesk Research
- Jarrod Knibbe, University of Copenhagen
- Anja Thieme, Microsoft Research
Example Papers:
- Developing and Validating the User Burden Scale: A Tool for Assessing User Burden in Computing Systems
- Momentary Pleasure or Lasting Meaning? Distinguishing Eudaimonic and Hedonic User Experiences
- VelociTap: Investigating Fast Mobile Text Entry using Sentence-Based Decoding of Touchscreen Keyboard Input Computation of Interface Aesthetics
- Effects of Ad Quality & Content-relevance on Perceived Content Quality
- Mediating Attention for Second Screen Companion Content
- S.O.S.: Does Your Search Engine Results Page (SERP) Need Help?
- Stock Lamp: An Engagement-Versatile Visualization Design
- Panopticon as an eLearning Support Search Tool
- Causing Commotion with a Shape-changing Bench: Experiencing Shape-Changing Interfaces in Use
- Cognitively Inspired Task Design to Improve User Performance on Crowdsourcing Platforms
- Exploring the Usefulness of Finger-Based 3D Gesture Menu Selection
- Investigating the Feasibility of Extracting Tool Demonstrations from In-Situ Video Content
- MinEMail: SMS Alert System for Managing Critical Emails
- Show me the Invisible: Visualizing Hidden Content
- A Multi-Site Field Study of Crowdsourced Contextual Help: Usage and Perspectives of End-Users and Software Teams
- Emotions, Experiences and Usability in Real-Life Mobile Phone Use
- ‘Timid encounters’: a case study in the use of proximity-based mobile technologies
- On saliency, affect and focused attention
- Activity-based interaction: designing with child life specialists in a children’s hospital
- Reducing compensatory motions in video games for stroke rehabilitation
- Engagement with online mental health interventions: an exploratory clinical study of a treatment for depression
- Discovery-based games for learning software
- I Am The Passenger: How Sickness Caused By In-Car VR HMD Use Is Influenced by Visual Conveyances Of Motion
- Supporting the Use of User Generated Content in Journalistic Practice
- Increasing Users’ Confidence in Uncertain Data by Aggregating Data from Multiple Sources
- Understanding Public Evaluation: Quantifying Experimenter Intervention
Specific Applications Areas
This subcommittee is suitable for papers that extend the design and understanding of applications for specific application areas or domains of interest to the HCI community, yet not explicitly covered by another subcommittee. Example application areas and user groups are listed below. Submissions will be evaluated in part based on their impact on the specific application area and/or group that they address, in addition to their impact on HCI.
Example user groups: children, families, people in developing countries, employees, charities and third sector organisations
Example application areas: education, home, sustainability, ICT4D, creativity
Subcommittee Chairs:
June Ahn, New York University
Amy Ogan, Carnegie Mellon University
Christ Quintana, University of Michigan
Steven Drucker, Microsoft Research
Nicola Dell, Cornell Tech.
Contact: sc.specApps@chi2018.acm.org
Associate Chairs:
- Lisa Anthony, University of Florida
- Alexis Hiniker, University of Washington
- Juho Kim, KAIST
- Sayamindu Dasgupta, University of Washington
- Mike Horn, Northwestern University
- Betsy DiSalvo,. Georgia Tech
- Eleanor O’Rourke, Northwestern University
- Joseph Jay Williams, National University of Singapore
- Jason Yip, University of Washington
- Tammy Clegg, University of Maryland
- Erin Walker, Arizona State University
- Brian Dorn, University of Nebraska at Omaha
- Yolanda Rankin, Spelman College
- Jacki O’Neill, Microsoft
- Jay Chen, New York University
- Brian DeRenzi, University of Cape Town
- Susan Wyche, Michigan State University
- Joyojeet Pal, University of Michigan
- Tawanna Dillahunt, University of Michigan
- Mike Hazas, Lancaster University
- Adrian Clear, Northumbria University
- Celine Latulipe, University of North Carolina-Charlotte
- Lyn Bartram, Simon Fraser University
- Shamsi Iqbal, Microsoft
- Robert Comber, Newcastle University
- Audrey Desjardins, University of Washington
- Sidney Fels, University of British Columbia
- Christian Holz, Microsoft Research
- Robb Lindgren, University of Illinois
- Alexander Quinn, Purdue University
Example Papers:
- Facilitator, Functionary, Friend or Foe?: Studying the Role of iPads within Learning Activities Across a School Year
- BodyVis: A New Approach to Body Learning Through Wearable Sensing and Visualization
- Investigating Genres and Perspectives in HCI Research on the Home
- Screen Time Tantrums: How Families Manage Screen Media Experiences for Toddlers and Preschoolers
- MapSense: Multi-Sensory Interactive Maps for Children Living with Visual Impairments
- Motif: Supporting Novice Creativity through Expert Patterns
- Understanding and Mitigating the Effects of Device and Cloud Service Design Decisions on the Environmental Footprint of Digital Infrastructure
- Sangeet Swara: A Community-Moderated Voice Forum in Rural India
- Beyond being green: Simple living families and ICT
Interaction Beyond the Individual
This subcommittee is suitable for papers that contribute to our understanding of collaborative technologies for groups, organizations, communities, and networks. Successful submissions will advance knowledge, theories, and insights from the social, psychological, behavioral, and organizational practice that arise from technology use in various contexts. This subcommittee is also suitable for submissions describing collaborative or crowdsourcing tools or systems.
Subcommittee Chairs:
Kate Starbird, University of Washington
Brent Hecht, University of Minnesota
Jeff Nichols, Google
Luigina Ciolfi, Sheffield Hallam University
Contact: sc.cscw@chi2018.acm.org
Associate Chairs:
- Airi Lampinen, Stockholm University
- Alice Oh, KAIST
- Brian Keegan, UC Boulder
- Irina Shklovski, IT Copenhagen
- Victoria Sosik, Google
- Sheena Erete, DePaul University, Erete
- Haiyi Zhu, University of Minnesota
- David McDonald, University of Washington
- Justin Cranshaw, Microsoft Research
- Alex Leavitt, Facebook
- Uichin Lee, KAIST
- Lydia Chilton, Columbia
- Oded Nov, NYU
- Casey Dugan, IBM
- Scott Robertson, Univ. Hawaii
- Aleksandra Sarcevic, Drexel University
- Naja Holten Moller, University of Copenhagen
- Susan Fussell, Cornell University
- Alexander Boden, Fraunhofer-FIT
- Carman Neustadter, Simon Fraser University
- Yla Tausczik, University of Maryland
- Munmun De Choudhury, Georgia Tech
- Katie Pine, Arizona State University
- Dakuo Wang, IBM Research
- Claudia Mueller, University of Siegen
- Jason Wiese, University of Utah
- Michael Koch, Universitat der Bundeswehr Munich
- Thomas Ludwig, University of Siegen
- Sharoda Paul, Facebook
Example Papers:
- Modeling Ideology and Predicting Policy Change with Social Media: Case of Same-Sex Marriage
- Collective Intelligence in Online Collaboration is Robust Across Contexts and Cultures
- CrowdMonitor: Mobile Crowd Sensing for Assessing Physical and Digital Activities of Citizens during Emergencies
- Barriers to the Localness of Volunteered Geographic Information
- The Politics of Measurement and Action
- Managing Children’s Online Identities: How Parents Decide what to Disclose about their Children Online
- Societal controversies in Wikipedia articles
- Inferring Employee Engagement from Social Media
- Design Challenges in Supporting Distributed Knowledge: An Examination of Organizing Elections
- The Heart Work of Wikipedia: Gendered, Emotional Labor in the World’s Largest Online Encyclopedia
- “I always assumed that I wasn’t really that close to [her]”: Reasoning about invisible algorithms in the news feed
- Reducing the Stress of Coordination: Sharing Travel Time Information Between Contacts on Mobile Phones
- Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game
- Standards and/as Innovation: Protocols, Creativity, and Interactive Systems Development in Ecology
- Computer-Enabled Project Spaces: Connecting with Palestinian Refugees across Camp Boundaries
- We Are Dynamo: Overcoming Stalling and Friction in Collective Action for Crowd Workers
- Practice-based Design of a Neighborhood Portal: Focusing on Elderly Tenants in a City Quarter Living Lab
- How Activists are Both Born and Made: An Analysis of Users on Change.org
- Growing Closer on Facebook: Changes in Tie Strength Through Social Network Site Use
- Estimating County Health Statistics with Twitter
- Estimating the Social Costs of Friendsourcing
- “Narco”Emotions: Affect and Desensitization in Social Media during the Mexican Drug War
- Goals and Perceived Success of Online Enterprise Communities: What Is Important to Leaders & Members?
- ZWERM: a Modular Component Network Approach for an Urban Participation Game
- Social Media Participation and Performance at Work: A Longitudinal Study
- Crowdsourcing the Future: Predictions Made with a Social Network
- Support Matching and Satisfaction in an Online Breast Cancer Support Community
- Research on Research: Design Research at the Margins: Academia, Industry and End-Users
- Interrupted by a Phone Call: Exploring Designs for Lowering the Impact of Call Notifications for Smartphone Users
- Necessary, unpleasant, and disempowering: Reputation management in the internet age
- Exploring video streaming in public settings: Shared geocaching over distance using mobile video chat
- Effects of Public vs. Private Automated Transcripts on Multiparty Communication between Native and Non-Native English Speakers
- Distributed analogical idea generation: Inventing with crowds
- Sweet Home: Understanding Diabetes Management via a Chinese Online Community
- Comparing Flat and Spherical Displays in a Trust Scenario in Avatar-Mediated Interaction
Games and Play
This subcommittee is suitable for papers across all areas of playful interaction, player experience, and games. Examples of topics include: game interaction and interfaces, playful systems (toys, books, and leisure), the design and development of games (including serious games and gamification), player experience evaluation (player psychology, games user research, and game analytics), the study of player and developer communities, and understanding play.
Subcommittee Chairs:
Katherine Isbister, University of California, Santa Cruz
Lennart Nacke, University of Waterloo
Contact: sc.games@chi2018.acm.org
Associate Chairs:
- Zachary O. Toups, New Mexico State University
- Pejman Mirza-Babaei, University of Ontario Institute of Technology (UOIT)
- Gillian Smith, Worcester Polytechnic Institute
- Rilla Khaled, Department of Design and Computation Arts, Faculty of Fine Arts, Concordia University
- Erik Andersen, Cornell University
- Katharina Spiel, Vienna University of Technology (TU Wien)
- Elizabeth Bonsignore, College of Information Studies/Human-Computer Interaction Lab, University of Maryland
- Sebastian Deterding, Digital Creativity Labs, University of York
- Regina Bernhaupt, Ruwido Austria
- Carmelo Ardito, Università degli Studi di Bari Aldo Moro
- Annika Waern, Uppsala University
- Guenter Wallner, University of Applied Arts Vienna
- Brian Magerko, Georgia Tech
- Elizabeth Veinott, Michigan Technological University
- Scott Bateman, University of New Brunswick
- Deborah Fels, Ryerson University
- Robert Teather, Carleton University
- James Wallace, University of Waterloo
Example Papers:
- Starcraft from the stands: understanding the game spectator
- The design space of body games: technological, physical, and social design
- Understanding and evaluating cooperative games
- Movement-based game guidelines
- Human factors of speed-based exergame controllers
- Control your game-self: effects of controller type on enjoyment, motivation, and personality in game
- A systematic review of quantitative studies on the enjoyment of digital entertainment games
- Designing action-based exergames for children with cerebral palsy
- Understanding procedural content generation: a design-centric analysis of the role of PCG in games
- Design tactics for authentic interactive fiction: insights from alternate reality game designers
- Biofeedback game design: using direct and indirect physiological control to enhance game interaction
- What did spot hide?: a question-answering game for preschool children
- Rafigh: a living media interface for speech intervention
- Exertion in the small: improving differentiation and expressiveness in sports games with physical controls
- Supporting the creative game design process with exertion cards
- Designing tangible video games: lessons learned from the sifteo cubes
- In search of learning: facilitating data analysis in educational games
- Optimizing challenge in an educational game using large-scale design experiments
- Creating and analyzing stereoscopic 3D graphical user interfaces in digital games
- Mastering the art of war: how patterns of gameplay influence skill in Halo
- Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration
- Playing with leadership and expertise: military tropes and teamwork in an arg
- Understanding exergame users’ physical activity, motivation and behavior over time
- 4 design themes for skateboarding
- Designing reusable alternate reality games
- Prototyping in PLACE: a scalable approach to developing location-based apps and games
- A tribute to Mad skill: expert amateur visuality and world of Warcraft Machinima
- Three perspectives on behavior change for serious games
- From competition to metacognition: designing diverse, sustainable educational games
- Using an open card sort with children to categorize games in a mobile phone application store
- The impact of tutorials on games of varying complexity
- Tales from the front lines of a large-scale serious game project
- Athletes and street acrobats: designing for play as a community value in parkour
- Communication and commitment in an online game team
- A spatiotemporal visualization approach for the analysis of gameplay data
- Full-Body Motion-Based Game Interaction for Older Adults
- Reducing compensatory motions in video games for stroke rehabilitation
- Of BATs and APEs: an interactive tabletop game for natural history museums
- Playable character: extending digital games into the real world
- Game design for promoting counterfactual thinking
- Discovery-based games for learning software
- Design of an exergaming station for children with cerebral palsy
- A game-based learning approach to road safety: the code of everand
- Spent: changing students’ affective learning toward homelessness through persuasive video game play
- Audience experience in social videogaming: effects of turn expectation and game physicality
- A user study of different gameplay visualizations
- The influence of controllers on immersion in mobile games
- Combining think-aloud and physiological data to understand video game experiences
- The MOY framework for collaborative play design in integrated shared and private interactive spaces
- The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games
- Jump and shoot!: prioritizing primary and alternative body gestures for intense gameplay
- Streaming on twitch: fostering participatory communities of play within live mixed media
- CADament: a gamified multiplayer software tutorial system
- Social Situational Language Learning through an Online 3D Game
- Gamer Style: Performance Factors in Gamified Simulation
- Designing Brutal Multiplayer Video Games
- Negative Emotion, Positive Experience?: Emotionally Moving Moments in Digital Games
Privacy, Security and Visualization
This subcommittee is suitable for papers across all areas of usable privacy, security, data visualization and visual analytics. This includes but is not limited to new techniques/systems/technologies, evaluations of existing/new systems, ground work identifying important insights for the community, and lessons learned from real-world deployments.
Submissions will be judged based on the contribution they make to privacy, security, visualization or a combination of those as well as their impact on HCI. For example, papers that focus on technical contributions need to show how these relate to humans and user experience.
Subcommittee Chairs:
Jason Hong, Carnegie Mellon University
Nathalie Henry Riche, Microsoft Research
Contact: sc.priViz@chi2018.acm.org
Associate Chairs:
- Niklas Elmqvist, University of Maryland
- Benjamin Bach, University of Edinburgh
- Miguel Nacenta, University of St-Andrews
- Melanie Tory, Tableau Research
- Apu Kapadia, University of Indiana, Bloomington
- Marc Langheinrich, University of Lugano
- Janne Lindqvist, Rutgers University
- Serge Egelman, University of California at Berkeley
- Florian Schaub, University of Michigan
- Ilaria Liccardi, MIT
- Bart P. Knijnenburg, Clemson University
- Marshini Chetty, Princeton University
- Manya Sleeper, Google
- John Stasko, Georgia Tech
- Anastasia Bezerianos, University Paris-Sud
- Miriah Meyer, University of Utah
- Shixia Liu, Tsinghua University
- Zicheng (Leo) Liu, Adobe
- Sameer Patil, Indiana University
- Michael McGuffin, Ecole de Technologie Superieure
- Yang Wang, Syracuse University
- Sauvik Das, Georgia Tech
- Xinru Page, Bentley University
- Blase Ur, University of Chicago
- Emanuel Von Zezschwitz, University of Bonn
Example Papers:
- A field trial of privacy nudges for facebook
- A Spoonful of Sugar?: The Impact of Guidance and Feedback on Password-Creation Behavior
- Betrayed by updates: how negative experiences affect future security
- Can i borrow your phone?: understanding concerns when sharing mobile phones
- Does my password go up to eleven?: the impact of password meters on password selection
- Experimenting at scale with google chrome’s SSL warning
- I Feel Like I’m Taking Selfies All Day!: Towards Understanding Biometric Authentication on Smartphones
- In situ with bystanders of augmented reality glasses: perspectives on recording and privacy-mediating technologies
- Leakiness and creepiness in app space: perceptions of privacy and mobile app use
- “My religious aunt asked why i was trying to sell her viagra”: experiences with account hijacking
- Scaling the Security Wall: Developing a Security Behavior Intentions Scale (SeBIS)
- Talking in circles: selective sharing in google+
- The presentation effect on graphical passwords
- Touch me once and i know it’s you!: implicit authentication based on touch screen patterns
- Using personal examples to improve risk communication for security & privacy decisions
- Sizing the horizon: the effects of chart size and layering on the graphical perception of time series visualizations
- Weighted graph comparison techniques for brain connectivity analysis
- Kinetica: Naturalistic Multi-touch Data Visualization
- Visualizing Dynamic Networks with Matrix Cubes
- Monadic Exploration: Seeing the Whole Through Its Parts
- MatrixWave: Visual Comparison of Event Sequence Data
- (s|qu)eries: Visual Regular Expressions for Querying and Exploring Event Sequences
- ModelTracker: Redesigning Performance Analysis Tools for Machine Learning
- Stock Lamp: An Engagement-Versatile Visualization Design
- Understanding Data Videos: Looking at Narrative Visualization through the Cinematography Lens
- Storytelling in Information Visualizations: Does it Engage Users to Explore Data?
- How Deceptive are Deceptive Visualizations?: An Empirical Analysis of Common Distortion Techniques
- Effects of Display Size and Resolution on User Behavior and Insight Acquisition in Visual Exploration
- Investigating the Direct Manipulation of Ranking Tables for Time Navigation
- Exploring Interactions with Physically Dynamic Bar Charts
Health, Accessibility and Aging
The “health” component of this subcommittee is suitable for contributions related to health, wellness, and medicine, including physical, mental, and emotional well-being, clinical environments, self-management, and everyday wellness. The “accessibility and aging” subcommittee is suitable for contributions related to accessibility for people with disabilities and/or technology for and studies involving older adults (i.e., senior citizens). Accessibility papers are those that deal with technology design for or use by people with disabilities including sensory, motor, and cognitive impairments. We have indicated below which ACs will handle the “health” papers and which will handle “accessibility and aging”; please add the keyword “health,” “accessibility,” or “older adults” as appropriate to your submission in PCS so that we can be sure to direct your submission to the appropriate subset of this committee. Note that if your paper primarily concerns interactions of older adults with their healthcare providers, then the Health keyword is probably a better fit, whereas papers reflecting on how older adults use technologies and/or designing interfaces and interactions suited to the needs of older adults are better suited for the accessibility and aging component of this committee. We strongly suggest that authors review this Accessible Writing Guide in order to adopt a writing style that refers to stakeholder groups using appropriate terminology. Submissions to this subcommittee will be evaluated in part based on their inclusion of and potential impact on their target user groups and other stakeholders. This subcommittee balances the rigor required in all CHI submissions with awareness of the challenges of conducting research in these important areas. This subcommittee welcomes all contributions related to health, accessibility, and aging, including empirical, theoretical, conceptual, methodological, design, and systems contributions.
Example Papers (Health):
- From Care Plans to Care Coordination: Opportunities for Computer Support of Teamwork in Complex Healthcare
- Understanding Quantified-Selfers’ Practices in Collecting and Exploring Personal Data
- Taking part: role-play in the design of therapeutic systems
- Syrian Refugees and Digital Health in Lebanon: Opportunities for Improving Antenatal Health
- ClimbAware: Investigating Perception and Acceptance of Wearables in Rock Climbing
- Beyond Abandonment to Next Steps: Understanding and Designing for Life after Personal Informatics Tool Use
- Examining Menstrual Tracking to Inform the Design of Personal Informatics Tools
Example Papers (Accessibility and Aging):
- Cheque mates: participatory design of digital payments with eighty somethings
- Wearables and chairables: inclusive design of mobile input and output techniques for power wheelchair users
- Never Too Old: Engaging Retired People Inventing The Future With MaKey MaKey
- Anxiety and Autism: Towards Personalized Digital Health
- SayWAT: Augmenting Face-to-Face Conversations for Adults with Autism
- The AT Effect: How Disability Affects the Perceived Social Acceptability of Head-Mounted Display Use
- Tickers and Talker: An Accessible Labeling Toolkit for 3D Printed Models
Subcommittee Chairs:
Katie Siek, Indiana University
Sean Munson, University of Washington
Meredith Ringel Morris, Microsoft Research
Jeffrey Bigham, Carnegie Mellon University
Contact: sc.aha@chi2018.acm.org
Associate Chairs:
- Rosa Arriaga, Georgia Tech University
- Timothy Bickmore, Northeastern
- Hao-Hua Chu, National Taiwan University
- David Coyle, University College Dublin
- Mayank Goel, Carnegie Mellon University
- Andrea Hartzler, University of Washington
- Eric Hekler, Arizona State University
- Amanda Lazar, University of Maryland
- Matthew Lee, FXPAL
- Marilyn Lennon, University of Strathclyde
- Leslie Liu, Motorola
- Gabriela Marcu, Drexel University
- Lena Mamykina, Columbia
- Laura Pina, University of Washington
- Madhu Reddy, Northwestern University
- Stephen Schueller, Northwestern University
- Patrick Shih, Indiana University Bloomington
- Tiffany Veinot, University of Michigan
- Lauren Wilcox, Georgia Tech
- Maria Wolters, University of Edinburgh
- Robin Brewer, University of Michigan
- Shaun Kane, University of Colorado
- Kyle Rector, University of Iowa
- Richard Ladner, University of Washington
- Stacy Branham, University of Maryland Baltimore County
- Shari Trewin, IBM Research
- Khai Truong, University of Toronto
- Walter Lasecki, University of Michigan
- Shiri Azenkot, Cornell Tech
- Anke Brock, ENAC Toulouse
- Tiago Guerreiro, University of Lisbon
- Erin Brady, Indiana University – Purdue University Indianapolis
- Kristen Shinohara, Rochester Institute of Technology
- Patrick Carrington, Carnegie Mellon University
- Anne Marie Piper, Northwestern University
- Andrew Miller, Indiana University Purdue University Indianapolis
- Tammy Toscos, Parkview Research Center
Design
This subcommittee is suitable for papers that make a significant designerly contribution to HCI. Papers submitted here include novel designs of interactive products, services, or systems that advance the state of the art; creation and evaluation of new design tools, processes, methods, or principles, including those that explore alternatives to scientistic ways of knowing; work that expands the scope of design thinking within HCI research or practice; work that applies perspectives from other disciplines to inspire or to critique the design of interactive things; or work that advances knowledge on the human activity of design as it relates to HCI research or practice. We particularly encourage contributions of new designs that broaden the boundaries of interaction design and promote new aesthetic and sociocultural possibilities. Examples of design approaches include : industrial/product design, visual/information design, participatory design, user-centered design, interaction design, user interface design, user experience design, service design, critical design, and design fictions. Finally, this committee encourages submission of work that addresses design research issues such as aesthetics, values, effects (such as emotion), methods, practices, critique, constructive design research, and design theory.
Subcommittee Chairs:
Kristina Höök, SICS
John Zimmerman, Carnegie Mellon University
Youn-kyung Lim, KAIST
William Gaver, University of London
Contact: sc.design@chi2018.acm.org
Associate Chairs:
- Marianne Graves Petersen, Aarhus University
- Steve Harrison, Virginia Tech
- Sun Young Park, University of Michigan
- Oren Zuckerman, IDC Herzliya
- Abigail Durrant, Northumbria University
- Giulio Jacucci, University of Helsinki
- William Odom, Simon Fraser University
- Ambra Trotto, RISE Interactive
- Masa Inakage, Keio University
- Silvia Lindtner, University of Michigan
- Jodi Forlizzi, CMU
- Dan Lockton, CMU,
- David Philip Green, Northumbria University
- Lone Koefoed Hansen, Aarhus University
- Ron Wakkary, Simon Fraser and TU/e
- Eric Paulos, University of California, Berkeley
- Madeline Balaam, Newcastle University
- Zhiyong Fu, Tsinghua University
- Ian Oakley, UNIST
- Tom Jenkins, GTU
- Kristina Andersen, TU Eindhoven
- John Vines, Northumbria University
- Scott Davidoff, NASA
- Peter Krogh, Aarhus University
- Florian ‘Floyd’ Mueller, RMIT University
- Andrea Bianchi, KAIST
- Mark Blythe, Northumbria University
- James Pierce, UC Berkeley
Example Papers:
- Indoor weather stations: investigating a ludic approach to environmental HCI through batch prototyping
- Field trial of tiramisu: crowd-sourcing bus arrival times to spur co-design
- Making multiple uses of the obscura 1C digital camera: reflecting on the design, production, packaging and distribution of a counterfunctional device
- Artful systems in the home
- Sabbath day home automation: it’s like mixing technology and religion
- Empathy and experience in HCI
- What should we expect from research through design?
- Research through design as a method for interaction design research in HCI
- On Looking at the Vagina through Labella
- Somaesthetic Appreciation Design
- Designing for Slowness, Anticipation and Re-visitation: A Long Term Field Study of the Photobox
- Monadic Exploration: Seeing the Whole Through Its Parts
- Generating implications for design through design research
- Opportunities for Odor: Experiences with Smell and Implications for Technology
- Design Patterns for Exploring and Prototyping Human-Robot Interactions
- Making public things: how HCI design can express matters of concern
- Do-it-yourself cellphones: an investigation into the possibilities and limits of high-tech diy
- Designing For Exploratory Search On Touch Devices
- Stay on the boundary: artifact analysis exploring researcher and user framing of robot design
- DIYbio things: open source biology tools as platforms for hybrid knowledge production and scientific participation
- Snot, Sweat, Pain, Mud, and Snow – Performance and Experience in the Use of Sports Watches
Interaction Techniques, Devices, and Modalities
This subcommittee focuses on advances in interaction and enabling technologies, as well as , explorations of emergent computing domains and experiences. It welcomes contributions that are fundamentally new, those that examine capabilities/modalities that have not yet been fully exploited, as well as those which describe substantive improvements on prior work that open new interactive possibilities. Contributions will be judged in part based on their novelty or on their demonstrated improvements. Areas of interest include, but are not limited to: software interaction techniques, touch and gestural input, haptic and tangible interfaces, 3D interaction, augmented/mixed/virtual reality, wearable and on-body computing, sensors and sensing, displays and actuators, muscle- and brain-computer interfaces, and auditory and speech interfaces.
Subcommittee Chairs:
Anne Roudaut, University of Bristol
Dan Ashbrook, Rochester Institute of Technology
Dan Vogel, University of Waterloo
Fanny Chevalier, Inria
Contact: sc.tech@chi2018.acm.org
Associate Chairs:
- Gilles Bailly, CNRS / Paris Sorbonne
- Stefanie Mueller, MIT
- Diego Martinez, University Sussex
- Michelle Annett, MishMashMakers
- Oussama Metatla, University of Bristol
- Steven Feiner, Columbia University
- Raf Ramakers, Hasselt University
- Justin Matejka, Autodesk Research
- Radu-Daniel Vatavu, University Stefan cel Mare of Suceava
- Carl Gutwin, University of Saskatchewan
- Xiaojun Bi, Stony Brook University
- Wendy Mackay, Inria
- Liwei Chan, National Taiwan University
- David Holman, Tactual Labs
- Eduardo Veloso, University of Melbourne
- Aaron Quigley, University of St Andrews
- Jessica Cauchard, IDC Herzliya
- Ehud Sharlin, University of Calgary
- Hans Gellersen, Lancaster University
- Gonzalo Ramos, Microsoft Research
- Shengdong Zhao, National University of Singapore
- Theophanis Tsandilas, Inria
- Andreas Bulling, Max Planck Institute for Informatics
- Eve Hoggan, Aarhus University
- Ken Hinckley, Microsoft Research
- Gery Casiez, Universite de Lille
- Yvonne Jansen, CNRS / Paris Sorbonne
- Nicolai Marquardt, UCL
- Xing-Dong Yang, Dartmouth
- Ed Lank, University of Waterloo
- Sebastian Boring, University of Copenhagen
- Mark Billinghurst, University of South Australia
- Sylvain Malacria, Inria
- Joanna Bergstrom-Lehtovirta, U. Copenhagen
- Rubaiat Habib Kazi, Autodesk Research
- Hrvoje Benko, Microsoft Research
- Sophie Stellmach, Microsoft Research
- Jens Grubert, Coburg University
- Derek Reilly, Dalhousie University
- Aakar Gupta, University of Toronto
- Pedro Lopes, HPI
- Jennifer Pearson, Swansea University
- Marcos Serrano, IRIT
- Robert Xiao, Carnegie Mellon University
- Steven Houben, Lancaster University
- Suranga Nanayakkara, Singapore University of Technology and Design
- Jaime Ruiz, University of Florida
Example Papers:
- Video browsing by direct manipulation
- Improving navigation-based file retrieval
- VocalSketch: Vocally Imitating Audio Concepts
- iSkin: Flexible, Stretchable and Visually Customizable On-Body Touch Sensors for Mobile Computing
- Project Jacquard: Interactive Digital Textiles at Scale
- Proprioceptive Interaction
- An EEG-based Approach for Evaluating Audio Notifications under Ambient Sounds
- The Effect of Visual Appearance on the Performance of Continuous Sliders and Visual Analogue Scales
- Examining the Reliability of Using fNIRS in Realistic HCI Settings for Spatial and Verbal Tasks
- Kickables: Tangibles for Feet
- A Dose of Reality: Overcoming Usability Challenges in VR Head-Mounted Displays
- MisTable: Reach-through Personal Screens for Tabletops
- IllumiRoom: Peripheral Projected Illusions for Interactive Experiences
- Expanding the Input Expressivity of Smartwatches with Physical Pan, Twist, Tilt and Click
- GaussBricks: Magnetic Building Blocks for Constructive Tangible Interactions on Portable Displays
- bioLogic: Natto Cells as Nanoactuators for Shape Changing Interfaces
- FlexSense: a transparent self-sensing deformable surface
- Sketching in Circuits: Designing and building electronics on paper
- LaserOrigami: Laser-Cutting 3D Objects
- UltraHaptics: Multi-Point Mid-Air Haptic Feedback for Touch Surfaces
- PixelTone: a Multimodal Interface for Image Editing
- Draco: bringing life to illustrations with kinetic textures
- FluxPaper: Reinventing Paper with Dynamic Actuation Powered by Magnetic Flux
- THING: Introducing a Tablet-based Interaction Technique for controlling 3D Hand Models
- Non-Intrusive Tongue Machine Interface
- VelociTap: Investigating Fast Mobile Text Entry using Sentence-Based Decoding of Touchscreen Keyboard Input
- Musink: composing music through augmented drawing
- Smart Touch: Improving Touch Accuracy for People with Motor Impairments with Template Matching
- RetroDepth: 3D Silhouette Sensing for High-Precision Input On and Above Physical Surfaces
- OctoPocus: a dynamic guide for learning gesture-based command sets
- Object-Oriented Drawing
- SensaBubble: A Chrono-Sensory Mid-Air Display of Sight and Smell
- Haptic Retargeting: Dynamic Repurposing of Passive Haptics for Enhanced Virtual Reality Experiences
- Look Like Me: Matching Robot Personality via Gaze to Increase Motivation
- Finexus: Tracking Precise Motions of Multiple Fingertips Using Magnetic Sensing
Understanding People: Theory, Concepts, Methods
This subcommittee is suitable for papers whose primary contribution improves our understanding of people or interactional contexts. This understanding may be derived from quantitative or qualitative empirical research, or it may be conceptual in nature. Suitable topics for the subcommittee include but are not limited to individual behavior, human performance, as well as group, social, and collaborative behaviors. Core contributions typically take the form of insightful findings, evolved theories, models, concepts, or methods. Contributions will be judged in part by their rigor, significance, validity, and practical or theoretical impact.
Subcommittee Chairs:
Duncan Brumby, University College London
Tovi Grossman, Autodesk
Wendy Ju, Stanford University
Hao-Chuan Wang, National Tsing Hua University, Taiwan
Contact: sc.people@chi2018.acm.org
Associate Chairs:
- Fraser Anderson, Autodesk Research
- Eytan Adar, University of Michigan
- Syed Ishtiaque Ahmed, University of Toronto
- Nikola Banovic, Carnegie Mellon University
- Pam Briggs, Northumbria University
- Ben Cowan, University College Dublin
- Catherine Grevet, Wellesley College
- Niels Henze, University of Stuttgart
- Anthony Hornof, University of Oregon
- Gary Hsieh, University of Washington
- Chris Janssen, Utrecht University
- Matthew Kay, University of Michigan
- Neha Kumar, Georgia Tech
- Andrew Kun, University of New Hampshire
- Shaun Lawson, Northumbria University
- Yang Li, Google
- Gloria Mark, University of California, Irvine
- Donald McMillan, Stockholm University
- Grace Ngai, Hong Kong Polytechnic University
- Aisling O’Kane, University of Bristol
- Sean Rintel, Microsoft Research
- Simon Robinson, Swansea University
- Antti Salovaara, University of Helsinki
- Yuan-Chi Tseng, National Cheng Kung University
- Christopher Frauenberger, Vienna University of Technology
- Jeremy Frey, IDC Herzliya & Ullo
- Wai-Tat Fu, University of Illinois Urbana-Champaign
- Ge Gao, Cornell University
- Tesh Goyal, Google
- Malte Jung, Cornell University
- Hideaki Kuzuoka, University of Tsukuba
- Min Kyung Lee, Carnegie Mellon University
- Jamy Li, University of Twente
- Vera Liao, IBM Research
- Mark Rouncefield, Lancaster University
- Xiaojuan Ma, Hong Kong University of Science and Technology
- Jennifer Marlow, FXPAL
- Helena Mentis, University of Maryland
- Michael Muller, IBM Research
- Lora Oehlberg, University of Calgary
- Ronald Schroeter, Queensland University of Technology
- Bryan Semaan, Syracuse University
- Agnis Stibe, Paris ESLSCA Business School
- Norman Su, Indiana University
- Tony Tang, University of Calgary
- Shaomei Wu, Facebook Research
- Naomi Yamashita, NTT Communication Science Laboratories
- Vanessa Evers, University of Twente
- David Sirkin, Stanford University
- Petr Slovak, University College London
Example Papers:
- Your Money’s No Good Here: The Introduction of Compulsory Cashless Payments on London’s Buses
- Measuring Crowdsourcing Effort with Error-Time Curves
- Break It Down: A Comparison of Macro- and Microtasks
- What Makes Interruptions Disruptive? A Process-Model Account of the Effects of the Problem State Bottleneck on Task Interruption and Resumption
- Understanding and Supporting Fathers and Fatherhood on Social Media Sites
- I’d Hide You: Performing Live Broadcasting in Public
- “Everyone Is Talking about It!”: A Distributed Approach to Urban Voting Technology and Visualisations
- A Muddle of Models of Motivation For Using Peer-to-Peer Economy Systems
- Flexible Ecologies And Incongruent Locations
- Emotions Mediated Through Mid-Air Haptics
- The Effects of Chronic Multitasking on Analytical Writing
- Measuring Photoplethysmogram-Based Stress-Induced Vascular Response Index to Assess Cognitive Load and Stress
- Situational Ethics: Re-thinking Approaches to Formal Ethics Requirements for Human-Computer Interaction
- Improving Multilingual Collaboration by Displaying How Non-native Speakers Use Automated Transcripts and Bilingual Dictionaries
- Unequal Representation and Gender Stereotypes in Image Search Results for Occupations
- Comparing Person- and Process-centric Strategies for Obtaining Quality Data on Amazon Mechanical Turk
- Data-in-Place: Thinking through the Relations Between Data and Community
- Unequal Time for Unequal Value: Implications of Differing Motivations for Participation in Timebanking
- Performance and Ergonomics of Touch Surfaces: A Comparative Study using Biomechanical Simulation
- Designing for Future Behaviors: Understanding the Effect of Temporal Distance on Planned Behaviors
- My Phone and Me: Understanding People’s Receptivity to Mobile Notifications
- “Why would anybody do this?”: Understanding Older Adults’ Motivations and Challenges in Crowd Work
- A Cost-Benefit Study of Text Entry Suggestion Interaction
- Sharing Personal Content Online: Exploring Channel Choice and Multi-Channel Behaviors
- Crowd-Designed Motivation: Motivational Messages for Exercise Adherence Based on Behavior Change Theory
- Dear Diary: Teens Reflect on Their Weekly Online Risk Experiences
- How Novices Sketch and Prototype Hand-Fabricated Objects
- Modeling the Impact of Depth on Pointing Performance
- Fast, Cheap, and Good: Why Animated GIFs Engage Us
- Spatio-Temporal Modeling and Prediction of Visual Attention in Graphical User Interfaces
- Of Two Minds, Multiple Addresses, and One Ledger: Characterizing Opinions, Knowledge, and Perceptions of Bitcoin Across Users and Non-Users
- Email Duration, Batching and Self-interruption: Patterns of Email Use on Productivity and Stress
- Technology at the Table: Attitudes about Mobile Phone Use at Mealtimes
Engineering Interactive Systems and Technologies
This subcommittee is suitable for papers focusing on systems, engineering, and technology contributions that improve, advance, or enable interaction. This will include tools, methods, and languages for construction and engineering of interactive systems, as well as software and hardware technologies that enable and demonstrate novel interactive capabilities.
Engineering contributions should clearly demonstrate how they address interactive systems concerns such as, for example, scalability, reliability, interoperability, testing, and performance. They can be targeted at end users, offering novel interaction capabilities or supporting improved interactions. They can also be targeted at developers, improving or facilitating the construction of innovative interactive systems.
Subcommittee Chairs:
Emmanuel Pietriga, Inria
Jennifer Mankoff, Carnegie Mellon University
Contact: sc.systems@chi2018.acm.org
Associate Chairs:
- Michel Beaudouin-Lafon, Univ. Paris-Sud
- Parmit Chilana, Simon Fraser University
- Antonio Kruger, DFKI
- Steve Oney, Univ. of Michigan
- Andy Wilson, Microsoft Research
- Kimiko Ryokai, UC Berkeley
- Gierad Laput, Carnegie Mellon University
- Karon MacLean, University of British Columbia
- Patrick Baudisch, Hasso Plattner Institute
- Ranjitha Kumar, University of Illinois at Urbana-Champaign
- Lining Yao, Carnegie Mellon University
- Lars Erik Holmquist, Northumbria University
- Alexander Lex, University of Utah
- Jan Borchers, RWTH Aachen University
- Elena Glassman, UC Berkeley
- Michael Nebeling, Univ. of Michigan
- Marynel Vázquez, Stanford University
- Amy Zhang, MIT
Example Papers:
- Enhancing Cross-Device Interaction Scripting with Interactive Illustrations
- Project Jacquard: Manufacturing Digital Textiles at Scale
- Alloy: Clustering with Crowds and Computation
- Spatio-Temporal Modeling and Prediction of Visual Attention in Graphical User Interfaces
- Mining Human Behaviors from Fiction to Power Interactive Systems
- TableHop: An Actuated Fabric Display Using Transparent Electrodes
- SkullConduct: Biometric User Identification on Eyewear Computers Using Bone Conduction Through the Skull
- Using and Exploring Hierarchical Data in Spreadsheets
- Changibles: Analyzing and Designing Shape Changing Constructive Assembly
- Gesture Script: Recognizing Gestures and their Structure using Rendering Scripts and Interactively Trained Parts
- Smarties: An Input System for Wall Display Development
- Causality: A Conceptual Model of Interaction History
- “Emergent, crowd-scale programming practice in the IDE”
- WatchConnect: A Toolkit for Prototyping SmartWatch-Based Cross-Device Applications
- BaseLase: A Public Interactive Focus+Context Laser Floor
- Gesture On: Enabling Always-On Touch Gestures for Fast Mobile Access from the Device Standby Mode
- Addressing Misconceptions About Code with Always-On Programming Visualizations
- MixFab: a Mixed-Reality Environment for Personal Fabrication
- The BoomRoom: Mid-air Direct Interaction with Virtual Sound Sources
- Pervasive Information through Constant Personal Projection: The Ambient Mobile Pervasive Display (AMP-D)
- NewsViews: An Automated Pipeline for Creating Custom Geovisualizations for News
- SmartVoice: A Presentation Support System For Overcoming the Language Barrier
- Zensors: Adaptive, Rapidly Deployable, Human-Intelligent Sensor Feeds
- Blended Recommending: Integrating Interactive Information Filtering and Algorithmic Recommender Techniques
- ModelTracker: Redesigning Performance Analysis Tools for Machine Learning