Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Michal Lahav

dblp:81/6156 · DBLP profile ↗
← Back
5ranked-venue papers
0as first author
2since 2021 · last 2022
—ORCID · conflict

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

Human-computer interaction and ubiquitous computing · 5 · 2 since 2021Databases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1

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
3 papers
Collaborative and social computing · 54% Design research and methods · 35% Human-AI interaction · 6%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 6 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
community-based research
0.612022
A Systematic Review and Thematic Analysis of Community-Collaborative Approaches to Computing Research · CHI 2022
Design research and methods
participatory research
0.612022
A Systematic Review and Thematic Analysis of Community-Collaborative Approaches to Computing Research · CHI 2022
Collaborative and social computing
cross-lingual communication
0.412020
Unmet Needs and Opportunities for Mobile Translation AI · CHI 2020
Design research and methods
participatory design
0.212022
A Systematic Review and Thematic Analysis of Community-Collaborative Approaches to Computing Research · CHI 2022
Usability and user experience research
simulator sickness
0.012004
Virtual guiding avatar: an effective procedure to reduce simulator sickness in virtual environments · CHI 2004
Virtual and augmented reality
presence
0.012004
Virtual guiding avatar: an effective procedure to reduce simulator sickness in virtual environments · CHI 2004

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

thematic analysis · 0.6systematic review · 0.6interview study · 0.4design implications · 0.4within-subjects experimental design · 0.1
YearPublicationVenuePosition
2022 LaMPost: Design and Evaluation of an AI-assisted Email Writing Prototype for Adults with Dyslexia
abstract
Prior work has explored the writing challenges experienced by people with dyslexia, and the potential for new spelling, grammar, and word retrieval technologies to address these challenges. However, the capabilities for natural language generation demonstrated by the latest class of large language models (LLMs) highlight an opportunity to explore new forms of human-AI writing support tools. In this paper, we introduce LaMPost, a prototype email-writing interface that explores the potential for LLMs to power writing support tools that address the varied needs of people with dyslexia. LaMPost draws from our understanding of these needs and introduces novel AI-powered features for email-writing, including: outlining main ideas, generating a subject line, suggesting changes, rewriting a selection. We evaluated LaMPost with 19 adults with dyslexia, identifying many promising routes for further exploration (including the popularity of the “rewrite” and “subject line” features), but also finding that the current generation of LLMs may not surpass the accuracy and quality thresholds required to meet the needs of writers with dyslexia. Surprisingly, we found that participants’ awareness of the AI had no effect on their perception of the system, nor on their feelings of autonomy, expression, and self-efficacy when writing emails. Our findings yield further insight into the benefits and drawbacks of using LLMs as writing support for adults with dyslexia and provide a foundation to build upon in future research.
Steven M. Goodman, Erin Buehler, Patrick Clary, Andy Coenen, Aaron Donsbach, Tiffanie Horne, Michal Lahav, Robert MacDonald, Rain Breaw Michaels, Ajit Narayanan, Mahima Pushkarna, Joel Riley, Alex Santana, Rachel Sweeney, Phil Weaver, Ann Yuan, Meredith Ringel Morris
ASSETS7
2022 A Systematic Review and Thematic Analysis of Community-Collaborative Approaches to Computing Research
abstract
HCI researchers have been gradually shifting attention from individual users to communities when engaging in research, design, and system development. However, our field has yet to establish a cohesive, systematic understanding of the challenges, benefits, and commitments of community-collaborative approaches to research. We conducted a systematic review and thematic analysis of 47 computing research papers discussing participatory research with communities for the development of technological artifacts and systems, published over the last two decades. From this review, we identified seven themes associated with the evolution of a project: from establishing community partnerships to sustaining results. Our findings suggest that several tensions characterize these projects, many of which relate to the power and position of researchers, and the computing research environment, relative to community partners. We discuss the implications of our findings and offer methodological proposals to guide HCI, and computing research more broadly, towards practices that center communities.
Ned Cooper, Tiffanie Horne, Gillian R. Hayes, Courtney Heldreth, Michal Lahav, Jess Holbrook, Lauren Wilcox
CHI5
2020 Unmet Needs and Opportunities for Mobile Translation AI
abstract
Translation apps and devices are often presented in the context of providing assistance while traveling abroad. However, the spectrum of needs for cross-language communication is much wider. To investigate these needs, we conducted three studies with populations spanning socioeconomic status and geographic regions: (1) United States-based travelers, (2) migrant workers in India, and (3) immigrant populations in the United States. We compare frequent travelers' perception and actual translation needs with those of the two migrant communities. The latter two, with low language proficiency, have the greatest translation needs to navigate their daily lives. However, current mobile translation apps do not meet these needs. Our findings provide new insights on the usage practices and limitations of mobile translation tools. Finally, we propose design implications to help apps better serve these unmet needs.
Daniel J. Liebling, Michal Lahav, Abigail Evans, Aaron Donsbach, Jess Holbrook, Boris Smus, Lindsey Boran
CHI2
2012 So.cl: An Interest Network for Informal Learning
Shelly Farnham, Michal Lahav, David Raskino, Lili Cheng, Tom Laird-McConnell
ICWSM2
2004 Virtual guiding avatar: an effective procedure to reduce simulator sickness in virtual environments
abstract
This study developed a new procedure, a Virtual Guiding Avatar (VGA), which combined self-motion prediction cues and an independent visual background (IVB) to alleviate simulator sickness (SS). The VGA, which was embodied as an abstract airplane, was designed to lead the participant along a horizontal motion trajectory through a virtual environment. Both motion prediction cues and IVBs, which provide an earth-fixed reference frame, reduced SS in separate previous studies. Participants were exposed to complex visual motion through a cartoon-like simulated environment in a very wide field of view driving simulator. Participants' responses to avatars with varying motion properties - fixed, rotation only or rotation plus translation - were assessed using a within-subjects experimental design. Results indicated that SS was reduced by a VGA that presented rotational cues alone or rotation plus translation. The VGA also increased participants' sense of presence and enjoyment relative to conditions lacking a VGA. The VGA procedure can be used to enhance user experiences in immersive virtual environments as well as to improve motion simulator design.
James Jeng-Weei Lin, Habib Abi-Rached, Michal Lahav
CHI3