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Chat Wacharamanotham

dblp:80/9542 · also Chatchavan Wacharamanotham · DBLP profile ↗
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11ranked-venue papers
4as first author
3since 2021 · last 2026
0000-0003-4831-2516ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 10 · 4 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
9 papers
Usability and user experience research · 31% Design research and methods · 23% User interface design and tools · 19%
Software engineering, system software, and programming languages
2 papers
Empirical software engineering · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%

Topics — the 7 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Usability and user experience research
experimental design
0.512021
Argus: Interactive a priori Power Analysis · IEEE Trans. Vis. Comput. Graph. 2021
Usability and user experience research › experimental design
sample size determination
0.512021
Argus: Interactive a priori Power Analysis · IEEE Trans. Vis. Comput. Graph. 2021
Empirical software engineering
replication and reproducibility
0.412020
Transparency of CHI Research Artifacts: Results of a Self-Reported Survey · CHI 2020
Interaction techniques and input › gesture input
mid-air input
0.212014
Understanding finger input above desktop devices · CHI 2014
Interaction techniques and input
pointing and selection
0.112014
Understanding finger input above desktop devices · CHI 2014
Interaction techniques and input › surface computing
tabletop interaction
0.012011
FingerFlux: near-surface haptic feedback on tabletops · UIST 2011
Interaction techniques and input › touch interaction
touch input
0.012011
Evaluating swabbing: a touchscreen input method for elderly users with tremor · CHI 2011

Methods — techniques the papers use, named apart from their topics

proof-of-concept screening · 2.0manual annotation · 2.0think-aloud study · 1.0simulation · 1.0self-reported survey · 0.9user study · 0.4interviews · 0.4assumption testing · 0.2AB/BA crossover experiment · 0.2design guidance synthesis · 0.2
YearPublicationVenuePosition
2026 "How Do I Want to Live with Type 1 Diabetes?": Understanding Self-Management Styles to Inform the Design of T1D Technologies
abstract
Although HCI research indicates that lived experiences should be considered in technologies for type 1 diabetes (T1D) management, technologies and prevailing concepts for “successful” management continue to focus narrowly on metrics for improving blood glucose, rather than a holistic understanding of life with T1D. T1D shapes every aspect of life, including personal priorities, values, and needs, making it highly personal and manifesting in different practices. We conducted semi-structured interviews, a 5-day diary study, and a workshop with 10 individuals with T1D to elicit and reflect on different ways of living with T1D. Based on these accounts, we conceptualize self-management styles as a multidimensional construct spanning seven dimensions: values and prioritization, planning, risk-taking, rhythm of care, openness to experiment and learn, engagement in tracking, and success definitions. We contribute an account of these dimensions that designers can use as a lens for developing T1D technologies that support personal ways of living with T1D, foregrounding lived experience and outlining implications for HCI research.
Clara-Maria Barth, Anton Fedosov, Chat Wacharamanotham, Jürgen Bernard, Elaine M. Huang
DIS3
2023 Changes in Research Ethics, Openness, and Transparency in Empirical Studies between CHI 2017 and CHI 2022
abstract
In recent years, various initiatives from within and outside the HCI field have encouraged researchers to improve research ethics, openness, and transparency in their empirical research. We quantify how the CHI literature might have changed in these three aspects by analyzing samples of 118 CHI 2017 and 127 CHI 2022 papers—randomly drawn and stratified across conference sessions. We operationalized research ethics, openness, and transparency into 45 criteria and manually annotated the sampled papers. The results show that the CHI 2022 sample was better in 18 criteria, but in the rest of the criteria, it has no improvement. The most noticeable improvements were related to research transparency (10 out of 17 criteria). We also explored the possibility of assisting the verification process by developing a proof-of-concept screening system. We tested this tool with eight criteria. Six of them achieved high accuracy and F1 score. We discuss the implications for future research practices and education.
Kavous Salehzadeh Niksirat, Lahari Goswami, Pooja S. B. Rao, James Arnéra, Alessandro Silacci, Sadiq Aliyu, Annika Aebli, Chat Wacharamanotham, Mauro Cherubini
CHI8
2021 Argus: Interactive a priori Power Analysis
abstract
A key challenge HCl researchers face when designing a controlled experiment is choosing the appropriate number of participants, or sample size. A priori power analysis examines the relationships among multiple parameters, including the complexity associated with human participants, e.g., order and fatigue effects, to calculate the statistical power of a given experiment design. We created Argus, a tool that supports interactive exploration of statistical power: Researchers specify experiment design scenarios with varying confounds and effect sizes. Argus then simulates data and visualizes statistical power across these scenarios, which lets researchers interactively weigh various trade-offs and make informed decisions about sample size. We describe the design and implementation of Argus, a usage scenario designing a visualization experiment, and a think-aloud study.
Alexander Eiselmayer, Wendy E. Mackay, Kasper Hornbæk, Chat Wacharamanotham
IEEE Trans. Vis. Comput. Graph.5
2020 Transparency of CHI Research Artifacts: Results of a Self-Reported Survey
abstract
Several fields of science are experiencing a "replication crisis" that has negatively impacted their credibility. Assessing the validity of a contribution via replicability of its experimental evidence and reproducibility of its analyses requires access to relevant study materials, data, and code. Failing to share them limits the ability to scrutinize or build-upon the research, ultimately hindering scientific progress.
Chat Wacharamanotham, Lukas Eisenring, Steve Haroz, Florian Echtler
CHI1
2019 Touchstone2: An Interactive Environment for Exploring Trade-offs in HCI Experiment Design
abstract
Touchstone2 offers a direct-manipulation interface for generating and examining trade-offs in experiment designs. Based on interviews with experienced researchers, we developed an interactive environment for manipulating experiment design parameters, revealing patterns in trial tables, and estimating and comparing statistical power. We also developed TSL, a declarative language that precisely represents experiment designs. In two studies, experienced HCI researchers successfully used Touchstone2 to evaluate design trade-offs and calculate how many participants are required for particular effect sizes. We discuss Touchstone2's benefits and limitations, as well as directions for future research.
Alexander Eiselmayer, Chat Wacharamanotham, Michel Beaudouin-Lafon, Wendy E. Mackay
CHI2
2017 Two Sides to Every Story: Mitigating Intercultural Conflict through Automated Feedback and Shared Self-Reflections in Global Virtual Teams
abstract
Global virtual teams experience intercultural conflict. Yet, research on how Computer-Mediated Communication (CMC) tools can mitigate such conflict is minimal. We conducted an experiment with 30 Japanese-Canadian dyads who completed a negotiation task over email. Dyads were assigned to one of three conditions: C1) no feedback; C2) automated language feedback of participant emails based on national culture dimensions; and C3) automated language feedback (as in C2), and participants' shared self-reflections of that feedback. Results show Japanese and Canadian partners interpreted the negotiation task differently, resulting in perceptions of intercultural conflict and negative impressions of their partner. Compared to C1, automated language feedback (C2) and shared self-reflections (C3) made cultural differences more salient, motivating participants to empathize with their partner. Shared self-reflections (C3) served as a meta-channel to communication, providing insight into each partner's intentions and cultural values. We discuss implications for CMC tools to mitigate perceptions of intercultural conflict.
Helen Ai He, Naomi Yamashita, Chat Wacharamanotham, Andrea B. Horn, Jenny Schmid, Elaine M. Huang
Proc. ACM Hum. Comput. Interact.3
2015 Statsplorer: Guiding Novices in Statistical Analysis
abstract
Each step of statistical analysis requires researchers to make decisions based on both statistical knowledge and the knowledge of their own data. For novice analysts, this is cognitively demanding and can lead to mistakes and misinterpretations of the results. We present Statsplorer, a software that helps novices learn and perform inferential statistical tests. It lets the user kick-start data analysis from their research questions. Statsplorer automatically tests necessary statistical assumptions and uses visualizations to guide the user in both selecting statistical tests and interpreting the results. We compared Statsplorer with a statistics lecture and investigated how Statsplorer prepares novices for learning statistics in an AB/BA crossover experiment. The results indicates that using Statsplorer prior to the lecture leads to significantly better test scores in understanding statistical assumptions and choosing appropriate statistical tests. Statsplorer is open-source and is available online at: http://hci.rwth-aachen.de/statsplorer.
Chat Wacharamanotham, Krishna Subramanian 0002, Sarah Theres Völkel, Jan O. Borchers
CHI1
2014 Understanding finger input above desktop devices
abstract
Using the space above desktop input devices adds a rich new input channel to desktop interaction. Input in this elevated layer has been previously used to modify the granularity of a 2D slider, navigate layers of a 3D body scan above a multitouch table and access vertically stacked menus. However, designing these interactions is challenging because the lack of haptic and direct visual feedback easily leads to input errors. For bare finger input, the user's fingers needs to reliably enter and stay inside the interactive layer, and engagement techniques such as midair clicking have to be disambiguated from leaving the layer. These issues have been addressed for interactions in which users operate other devices in midair, but there is little guidance for the design of bare finger input in this space.
Chat Wacharamanotham, Kashyap Todi, Marty Pye, Jan O. Borchers
CHI1
2013 An evaluation of state switching methods for indirect touch systems
abstract
Indirect touch systems combine a horizontal touch input surface with a vertical display for output. While this division is ergonomically superior to simple direct-touch displays for many tasks, users are no longer looking at their hands when touching. This requires the system to support an intermediate \'1ctracking\'1d state that lets users aim at objects without triggering a selection, similar to the hover state in mouse-based UIs. We present an empirical analysis of several interaction techniques for indirect touch systems to switch to this intermediate state, and derive design recommendations for incorporating it into such systems.
Simon Voelker, Chat Wacharamanotham, Jan O. Borchers
CHI2
2011 Evaluating swabbing: a touchscreen input method for elderly users with tremor
abstract
Elderly users suffering from hand tremor have difficulties interacting with touchscreens because of finger oscillation. It has been previously observed that sliding one's finger across the screen may help reduce this oscillation. In this work, we empirically confirm this advantage by (1) measuring finger oscillation during different actions and (2) comparing error rate and user satisfaction between traditional tapping and swabbing in which the user slides his finger towards a target on a screen edge to select it. We found that oscillation is generally reduced during sliding. Also, compared to tapping, swabbing resulted in improved error rates and user satisfaction. We believe that swabbing will make touchscreens more accessible to senior users with tremor.
Chat Wacharamanotham, Jan Hurtmanns, Alexander Mertens, Martin Kronenbuerger, Christopher M. Schlick, Jan O. Borchers
CHI1
2011 FingerFlux: near-surface haptic feedback on tabletops
abstract
We introduce FingerFlux, an output technique to generate near-surface haptic feedback on interactive tabletops. Our system combines electromagnetic actuation with permanent magnets attached to the user's hand. FingerFlux lets users feel the interface before touching, and can create both attracting and repelling forces. This enables applications such as reducing drifting, adding physical constraints to virtual controls, and guiding the user without visual output. We show that users can feel vibration patterns up to 35 mm above our table, and that FingerFlux can significantly reduce drifting when operating on-screen buttons without looking.
Malte Weiss, Chat Wacharamanotham, Simon Voelker, Jan O. Borchers
UIST2