注目の論文一覧

各カテゴリ上位30論文までを表示しています

ACM CHI Conference on Human Factors in Computing Systems

11
Escape From Human: An Interview Study of Social VR Players Practicing Self-Expression Through Avatars that Self-Identify as “Non-Human”
Shuto Takashita (The University of Tokyo, Tokyo, Japan)Yuji Hatada (The University of Tokyo, Tokyo, Japan)Takuji Narumi (The University of Tokyo, Tokyo, Japan)Masahiko Inami (The University of Tokyo, Tokyo, Japan)
In social virtual reality (VR) platforms, players can embody "non-human" avatars, which are representations whose appearance or skeletal structure diverge from typical human characteristics. This capability fosters the emergence of distinctive cultures of social interaction. This paper reports on interviews with users who employ such avatars, investigating (1) motivations for their adoption, (2) their impact on social interactions, and (3) challenges encountered when employing them in social contexts. Our findings reveal that users adopt "non-human" avatars both to escape the expectations and norms associated with the human body—thereby enabling more relaxed social communication—and to gain access to new forms of embodied experience and creative self-expression. The study also provides empirical evidence and discussion on the cultures of social interaction mediated by alternative embodiments, changes in bodily perception resulting from prolonged use, functional and social challenges related to avatar use, and the design strategies and etiquette practices developed to overcome them.
10
Meme, Myself and AR: Exploring Memes Sharing in Face-to-face Conversation using Augmented Reality
Yanni Mei (TU Darmstadt, Darmstadt, Germany)Samuel Wendt (Technical University Darmstadt, Darmstadt, Hesse, Germany)Florian Müller (TU Darmstadt, Darmstadt, Germany)Jan Gugenheimer (TU-Darmstadt, Darmstadt, Germany)
Internet memes are central to online communication, yet their visual humor is often lost in face-to-face (F2F) conversations. Augmented reality (AR) offers new ways to bring memes into F2F interactions, but it is unclear how memes can be integrated into F2F conversations using AR, and how they impact conversational dynamics. We surveyed meme users (N=29) to understand motivations and challenges in visualising memes in F2F conversations. With these insights, we developed an AR meme-sharing prototype and invited 12 pairs of friends to design AR visualizations for their memes and use them in conversations. Our analysis reveals two AR-unique visualizations: merging memes with one's body (The-Meme-On-Me) and situating oneself in meme environment (Me-In-The-Meme). We observed two integration patterns: using speech as setup before a meme punchline, and showing memes simultaneously with speech to amplify humor. We report users’ reactions toward AR memes, showing how it enables playful social interaction.
9
When Plants Play: Rethinking Plant Materiality in Digital Games
Yoonji Lee (Korea Advanced Institute of Science and Technology (KAIST), Daejeon, Korea, Republic of)Chang Hee Lee (KAIST (Korea Advanced Institute of Science and Technology), Daejoen, Korea, Republic of)
Plants are rarely positioned as active participants in digital games, serving as decorative elements or passive sensors. We present Plant.play(), a plant–digital game system that positions a living plant as the sole player in a pet-simulation game. Using bioelectrical signals, environmental data, and circadian rhythms, the plant autonomously performs caregiving actions while humans engage as observers. A workshop with five game experts informed the system's design, which was then implemented and deployed in a four-day exhibition. Observational fieldwork and interviews with twelve visitors revealed how people initially sought control, then gradually shifted toward interpreting the plant's slow, unpredictable, and impartial behaviors as meaningful play. Participants formed emotional connections with both the plant and the virtual pet, extending these reflections to their relationships with nonhuman beings. Our findings contribute empirical insights into interpretive engagement with nonhuman actors and offer design considerations for future plant–digital game systems that embrace materiality, perceived agency, and more-than-human perspectives.
9
Eyes on Many: Evaluating Gaze, Hand, and Voice for Multi-Object Selection in Extended Reality
Mohammad Raihanul Bashar (Concordia University, Montreal, Quebec, Canada)Aunnoy K Mutasim (Simon Fraser University, Vancouver, British Columbia, Canada)Ken Pfeuffer (Aarhus University, Aarhus, Denmark)Anil Ufuk Batmaz (Concordia University, Montreal, Quebec, Canada)
Interacting with multiple objects simultaneously makes us fast. A pre-step to this interaction is to select the objects, i.e., multi-object selection, which is enabled through two steps: (1) toggling multi-selection mode --- mode-switching --- and then (2) selecting all the intended objects --- subselection. In extended reality (XR), each step can be performed with the eyes, hands, and voice. To examine how design choices affect user performance, we evaluated four mode-switching (\Semipinch, \Fullpinch, \Doublepinch, and \Voice) and three subselection techniques (Gaze+Dwell, Gaze+Pinch, and Gaze+Voice) in a user study. Results revealed that while \Doublepinch paired with Gaze+Pinch yielded the highest overall performance, \Semipinch achieved the lowest performance. Although \Voice-based mode-switching showed benefits, Gaze+Voice subselection was less favored, as the required repetitive vocal commands were perceived as tedious. Overall, these findings provide empirical insights and inform design recommendations for multi-selection techniques in XR.
8
FingerBar: A Mid-Air Touch Bar Interface for Earphones Using Finger-Generated Acoustics
Yankai Zhao (Southern University of Science and Technology, Shenzhen, China)Wentao Xie (The Hong Kong University of Science and Technology, Hong Kong, China)Haorui Li (Southern University of Science and Technology, Shenzhen, China)Jiao LI (Southern University of Science and Technology, Shenzhen, China)Tao Sun (Southern University of Science and Technology, Shenzhen, China)Qian Zhang (The Hong Kong University of Science and Technology, Hong Kong, China)Jin Zhang (Southern University of Science and Technology, Shenzhen, Guangdong, China)
Current touch-based interactions on earphones are limited by hygiene concerns and the small interaction surface. Recent works attempt to bypass these issues with mid-air gesture systems using active acoustic sensing. However, these signals may be audible and pose potential hearing risks. To address this, we propose FingerBar, a mid-air gesture recognition system for earphones that relies solely on microphones without active signal transmission. FingerBar leverages the distinctive friction sounds generated by finger gestures to achieve gesture recognition. We design a gesture filtering pipeline to maintain robustness against daily noise. An adversarial training strategy further enhances user-independent performance. From a set of 16 gestures, we identify the 7 most suitable for FingerBar based on user acceptability. Extensive evaluations demonstrate high accuracy and robustness. Furthermore, a user study confirms the practicality and acceptability of the system. Our findings highlight the promise of passive acoustic sensing as a user-friendly interaction modality for earphones.
8
Player Discretion is Advised: Designing for Rule-Changing Play
Doruk Balcı (University of York, York, United Kingdom)Ioanna Iacovides (University of York, York, United Kingdom)Ben Kirman (University of York, York, United Kingdom)
This paper uses research through game design to explore how we can make video games that invite players to invent their own personal play-practices through making and changing rules. Through a reflective process of designing and playtesting a multiplayer game in which changing rules and parameters is the central mechanic, we have identified how we can create opportunities for players to exert their own creative authority on the structure of their play-practices. As our contribution, we present three design themes which aim to invite player authorship on practices of gameplay: opening up digital rules and parameters, bringing internal rules to the surface, and leaving space for internal goals. We also bring a larger discussion of these design patterns in which we investigate the duality of responsibility and freedom in play when we design for player creativity, and the role of video games as tools to make metagames.
8
Let’s Create Our Own World! Fostering Cooperation, Creativity, Empowerment and Intrinsic Motivation in Design Thinking Processes through Edularp Co-Design
Olivia Fischer (University College of Teacher Education Vienna, Vienna, Austria)René Röpke (TU Wien, Vienna, Austria)Hilda Tellioglu (Faculty of Informatics, TU Wien, Vienna, Austria)
The call for novel approaches in participatory design (PD) and co-design (CD) as well as in educational settings has become louder in recent years, especially when it comes to considerations of empowerment and inclusion of marginalized perspectives. Co-designing edularps (educational live-action roleplaying games) is an innovative approach that could be used in both settings. This paper reports on the combination of three studies carried out in an educational context focusing on design thinking. Findings include indications that through co-designing edularps cooperation and creativity can be practiced, and empowerment and intrinsic motivation can be experienced. Cooperation, creativity, and empowerment are essential aspects in PD and CD as well as in education for future skills and design thinking. Intrinsic motivation is relevant in educational settings since it correlates with successful learning. This paper focuses on an evaluative examination of how co-design of edularps influences the practice and fostering of creativity, collaboration, empowerment, and intrinsic motivation. Based on the findings, incorporating edularp co-design into the repertoire of tools used in PD, CD, and educational settings is recommended.
8
Sketching vs. AI Prompt Based Design Intent Evolution in Undergraduate Students: an Exploratory Study
Vanessa Sattele (National Autonomous University of Mexico (UNAM), Mexico City, Mexico)Juan Carlos Ortiz (National Autonomous University of Mexico (UNAM), Mexico City, Mexico)
The use of AI in product design during early creative phases raises questions about its long-term consequences. Concerns are that extended AI use might inhibit creative cognitive processes, especially in novice designers. The aim of this study is to contribute to ongoing research in creative cognition and creative support tools such as AI in design. We conducted an exploratory study with 61 undergraduate students to analyze design exploration in sketching versus AI concept generation. The results indicate that AI groups produced a higher quantity and variation of total ideas (including text-based ideas), while sketch groups generated more image-based ideas. It was inconclusive whether the final image concepts from both AI and sketch groups were more creative. Additionally, homogenization effects were observed in the AI groups. Moreover, while the evolution of the design intent was evident in students who sketched, the focus in AI groups appeared to shift towards the tool (AI), which we analyzed as different design space exploration (DSE) prompting styles.
7
Digital Proxemics as Measures of Social Interaction in Hybrid XR
Iain William. McLean (University of Glasgow, Glasgow, United Kingdom)Andreea Caragea (University of Glasgow, Glasgow, United Kingdom)Ross Johnstone (University of Glasgow, Glasgow, United Kingdom)Despoina Vasiliki Sampatakou (University of Glasgow, Glasgow, United Kingdom)Kieran Waugh (University of Glasgow, Glasgow, United Kingdom)Julie R.. Williamson (University of Glasgow, Glasgow, United Kingdom)
Hybrid meetings are the new reality, yet they lack the richness of face-to-face interaction. In shared spaces, virtual or physical, interaction relies on more than words: proximity, non-verbal cues, and subtle movements all shape communication. Proximity captures how close we stand, where we face, and how we move around others. This paper investigates how proxemics in dyad and triad conversations translate across physical and virtual contexts. We conducted a study with 24 participants in four groups, completing social tasks under four conditions: face-to-face, co-located XR, remote XR, and hybrid XR. Our instrumentation of physical and virtual environments enables direct comparison. The work contributes a rich open dataset of 2.3 million rows across 32 columns, supporting comparative and replicable analysis. This is the first study to compare proxemics across face-to-face, co-located XR, remote XR, and hybrid XR, offering a foundation for understanding how social space translates across contexts.
7
"Similar-Self" vs. "Alt-Self": How Avatar Customization Impacts Trust Formation in Social VR and Its Transfer to Face-to-Face between Unacquainted Individuals
Sirui Wang (Southern University of Science and Technology, Shenzhen, China)Weitao Jiang (Southern University of Science and Technology, Shenzhen, China)Xuesong Zhang ( Southern University of Science and Technology, Shenzhen, China)Guo Freeman (Clemson University, Clemson, South Carolina, United States)Seungwoo Je (Southern University of Science and Technology, Shenzhen, China)
This study investigates how avatar customization in virtual reality (VR) impacts trust formation between unacquainted individuals and how such trust transfers to subsequent face-to-face (FtF) meetings. A user study with 48 participants was conducted, where participants were assigned to either a ``Similar-Self'' condition, with avatars resembling their real-world appearance, or an ``Alt-Self'' condition, with creative avatars. The results showed that ``Similar-Self'' avatars led to higher initial integrity-based trust perceptions, though both avatar conditions exhibited similar trust growth during VR encounters. Trust carried over from VR to FtF with a brief recalibration period and ultimately increased beyond VR levels in FtF encounters. This research provides insights into how VR can support the development of trust in early-stage interactions and offers implications for Social VR platforms to better support trustworthy interactions across virtual-physical boundaries.
7
EyeXRciser: Guiding Eye Exercises without Task Interruption in Virtual Workspaces
Hongyue Xu (Tohoku University, Sendai, Japan)Kazuyuki Fujita (Tohoku University, Sendai, Miyagi, Japan)Yi Li (TU Wien, Vienna, Austria)Benjamin Tag (University of New South Wales, Sydney, New South Wales, Australia)Guanghan Zhao (Tohoku University, Sendai, Japan)Yoshifumi Kitamura (Tohoku University, Sendai, Japan)
Eye strain presents a significant challenge in human-information interaction in virtual reality (VR), as prolonged exposure contributes to various eye problems. This study introduces a new gaze redirection method called EyeXRciser, which passively activates eye movements to help prevent eye muscle stiffness during VR reading. This method achieves gaze redirection by slowly shifting the relative position of the text window within the user’s field of view through a head-bound coordinate system. We implemented our method with two different redirection speeds (i.e., unnoticeable speed at 0.03 $rad/s$; noticeable speed at 0.12 rad/s) and conducted a user study (N=24) comparing with a baseline using a fixed text window. Results show that both our methods successfully minimized the decline in accommodative ability caused by prolonged reading, without negatively impacting reading comprehension. Results also show that the unnoticeable redirection speed produced less subjective discomfort, eye fatigue, and reading distraction than the noticeable speed.
7
ShakeSense: An Electrotactile System to Simulate Shaking a Container with Fluid Contents
Zhenxuan He (Institute of software, Chinese Academy of Sciences, Beijing, China)Yulin Jin (Institute of Software Chinese Academy of Sciences, Beijing, China)Yiyang Luo (School of Mechanical Engineering, Xi'an, Shanxi, China)Shengsheng Jiang (Beijing University of Technology, Beijing, China)Ruikai Liang (Chinese Academy of Sciences, Beijing, China)Xiaowei He (Institute of Software, Chinese Academy of Sciences, Beijing, Beijing, China)Hongnan Lin (Institute of Software, Chinese Academy of Sciences, Beijing, Beijing, China)Teng Han (Institute of Software, Chinese Academy of Sciences, Beijing, China)Feng Tian (Institute of software, Chinese Academy of Sciences, Beijing, China)
Shaking a cup of wine or other fluids in virtual environments is engaging but has been limited by challenges in delivering real-time haptic feedback for liquid collisions. ShakeSense is a haptic rendering system that integrates electrotactile stimulation with physics-based simulation to deliver immersive feedback for liquid dynamics in handheld containers. It employs a high-density electrode array to deliver dynamic tactile sensations, conveying friction and pressure changes on the user's fingerpad. A dedicated end-to-end pipeline computes fingerpad forces from liquid-container-finger interactions, ensuring feedback aligns with natural fluid movement. Two studies evaluated ShakeSense’s performance and user perception. Study 1 showed that electrotactile patterns were distinguishable across directions, and synchronizing container movement with stimulation enhanced perceived force changes. Study 2 demonstrated that ShakeSense effectively simulated liquid motion, capturing multidimensional, coordinated interactions, and outperformed conventional Center-of-Mass approaches. Overall, ShakeSense provides clear, fine-grained tactile feedback for fluid interactions.
7
HiFiGaze: Improving Eye Tracking Accuracy Using Screen Content Knowledge
Taejun Kim (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Vimal Mollyn (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Riku Arakawa (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Chris Harrison (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)
We present a new and accurate approach for gaze estimation on consumer computing devices. We take advantage of continued strides in the quality of user-facing cameras found in e.g., smartphones, laptops, and desktops — 4K or greater in high-end devices — such that it is now possible to capture the 2D reflection of a device's screen in the user's eyes. This alone is insufficient for accurate gaze tracking due to the near-infinite variety of screen content. Crucially, however, the device knows what is being displayed on its own screen — in this work, we show this information allows for robust segmentation of the reflection, the location and size of which encodes the user's screen-relative gaze target. We explore several strategies to leverage this useful signal, quantifying performance in a user study. Our best performing model reduces mean tracking error by ~18% compared to a baseline appearance-based model. A supplemental study reveals an additional 10-20% improvement if the gaze-tracking camera is located at the bottom of the device.
7
A Systematic Review of User Experiments on the Effects of Dark Patterns
Brennan Schaffner (Georgetown University, Washington, District of Columbia, United States)Luis Heysen (University of Chicago, Chicago, Illinois, United States)Marshini Chetty (University of Chicago, Chicago, Illinois, United States)
Deceptive/Manipulative Patterns (DMP) are interface designs, also known as "dark patterns," that manipulate user behavior. While considerable attention has been paid to their ethical and legal implications, empirical evidence about their real-world effects remains diffuse. This review synthesizes up-to-date experimental studies, focusing on works that quantify how (or whether) DMPs influence users. We also aggregate findings on interventions aimed at reducing DMP effects. Our synthesis highlights the experimental agreement that DMPs do significantly alter user behavior (with large variance in effect size) and that external interventions have been mostly unsuccessful in mitigating their effects. Lastly, we show that significant correlations between DMP effects and personal characteristics (e.g., age or political affiliation) are uncommon, indicating DMPs similarly affected nearly all populations tested. By summarizing the experimental evidence, we clarify the effects of DMPs, highlight gaps and tensions in the existing experimental literature, and help inform ongoing research and policy directions.
7
Enabling Partial Participation in Remote Meetings
Zhongyi Bai (University of Sydney, Sydney, New South Wales, Australia)Nadya Ee Png (University of Sydney, Sydney, Australia)Eduardo Velloso (The University of Sydney, Sydney, New South Wales, Australia)
We propose and explore the concept of Partial Participation, facilitating remote collaborators to contribute to meetings in which they are not able to fully participate via an AI agent acting as a proxy. During the meeting, users can monitor LLM-generated real-time meeting updates and respond to questions posed by other attendees. Through a mixed-methods user study with 24 participants using our prototype, ProxyMe, we investigated how the frequency of updates (high vs. low) and the type of response style (multiple choice vs. text input) impact perceived presence and mental workload. Our findings reveal that no single setup is universally optimal, and the partial participation fosters a moderate level of social presence and attentional mental workload. Our contributions introduce partial participation as a new paradigm for remote collaboration and highlight how AI can mediate participation when full presence is not feasible.
7
Metacognitive Demands and Strategies While Using Off-The-Shelf AI Conversational Agents for Health Information Seeking
Shri Harini Ramesh (University of Calgary, Calgary, Alberta, Canada)Foroozan Daneshzand (Simon fraser university, Burnaby, British Columbia, Canada)Babak Rashidi (Ottawa General Campus, Ottawa, Ontario, Canada)Shriti Raj (Stanford University , Palo Alto, California, United States)Hariharan Subramonyam (Stanford University, Stanford, California, United States)Fateme Rajabiyazdi (University of Calgary, Calgary, Alberta, Canada)
As Artificial Intelligence (AI) conversational agents become widespread, people are increasingly using them for health information seeking. The use of off-the-shelf conversational agents for health information seeking could place high metacognitive demands (the need for extensive monitoring and control of one's own thought process) on individuals, which could compromise their experience of seeking health information. However, currently, the specific demands that arise while using conversational agents for health information seeking, and the strategies people use to cope with those demands, remain unknown. To address these gaps, we conducted a think-aloud study with 15 participants as they sought health information using our off-the-shelf AI conversational agent. We identified the metacognitive demands such systems impose, the strategies people adopt in response, and propose considerations for designing beyond off-the-shelf interfaces to reduce these demands and support better user experiences and affordances in health information seeking.
7
When Play Hurts: Understanding Common Barriers in Movement-Based Games
Sebastian Cmentowski (Eindhoven University of Technology, Eindhoven, Netherlands)Sukran Karaosmanoglu (Universität Hamburg, Hamburg, Germany)Frank Steinicke (Universität Hamburg, Hamburg, Germany)Regina Bernhaupt (Eindhoven University of Technology, Eindhoven, Netherlands)
Exergames promise enjoyable physical activity through gameplay, yet players often face barriers that undermine engagement, safety, and retention. To date, knowledge about which barriers are encountered by end-users of commercial exergames and which mitigation strategies are used is limited. To address this gap, we conducted an online survey with 174 participants and provide a comprehensive organization of 60 reported barriers across six categories: physical, mental, social, environmental, technological, and game design. Key barriers include space limitations, social discomfort, addictive gameplay, and injuries. Our analysis reveals that while players try to mitigate barriers through ad-hoc strategies, issues like embarrassment, addiction, and harassment remain difficult to overcome. These findings highlight the need for more adaptive game designs, including dynamic spatial adjustments, personalized pacing mechanisms, and supportive social features. This work advances the understanding of exergame barriers and their impact and offers actionable insights for designing more inclusive and resilient movement-based games.
7
Finger Tendon Vibration: Finger Movement Illusions for Immersive Virtual Object Interaction
Kun-Woo Song (KAIST, Daejeon, Korea, Republic of)Youngrae Kim (Korea Advanced Institution of Science and Technology (KAIST), Daejeon, Korea, Republic of)Sang Ho Yoon (KAIST, Daejeon, Korea, Republic of)
The absence of physical information during hand-object interaction in a virtual environment diminishes realism and immersion. Kinesthetic haptic feedback has proven effective in delivering realistic object-derived haptic cues, enhancing the overall virtual reality (VR) experience. Here, we propose kinesthetic illusion through a novel application of finger tendon vibration (FTV), which creates an illusory sensation of finger movement. To effectively apply FTV for virtual object interactions, we first examine the effects of short-duration FTV (<5 s) through 3 perception studies. Based on study results, we design 6 exemplary VR scenarios, representing the overall design space of VR object interactions, and 4 different haptic rendering strategies for FTV. We evaluated these rendering methods on each VR scenario and derived a design guideline for FTV application. We then compared FTV with no vibration and simple vibration, observing that FTV enhances VR experience by providing realistic resistance on the finger, greatly improving body ownership.
7
HaRing: A Haptic Ring Interface for One-Handed Interaction with High-Dimensional Spatial Information
Suheon Nam (POSTECH, Pohang, Korea, Republic of)Juhyung Son (POSTECH, Pohang, Chungcheongbuk-do, Korea, Republic of)Seungmoon Choi (Pohang University of Science and Technology (POSTECH), Pohang, Gyeongbuk, Korea, Republic of)Chaeyong Park (Korea University, Seoul, Korea, Republic of)
Ring interfaces have gained attention in wearable technology for their lightweight and hands-free design. However, their compact form factor limits them to conveying simple information, such as direction or notification, through vibration, electrotactile, or force feedback. In this paper, we introduce HaRing, a novel haptic ring interface equipped with a 4 × 6 pin array display. This dynamic display delivers rich spatial patterns that simple vibration cannot express, effectively conveying high-dimensional information such as directions, semantic symbols, and letters. Its design enables one-handed, eyes-free interaction that does not interfere with visual tasks. We conducted a series of perceptual and user studies to demonstrate its effectiveness, showing a high recognition accuracy of over 94% for complex letters after a brief training period. We anticipate that HaRing can serve as an innovative haptic-only interface for multitasking in real-world or VR environments with high visual load.
6
ViSTAR: Virtual Skill Training with Augmented Reality with 3D Avatars and LLM coaching agent
Chunggi Lee (Harvard University, Cambridge, Massachusetts, United States)Hayato Saiki (University of Tsukuba, Tsukuba, Japan)Tica Lin (Dolby Laboratories, Atlanta, Georgia, United States)EIJI IKEDA (University of Tsukuba, Tsukuba, Japan)Kenji Suzuki (University of Tsukuba, Tsukuba, Japan)Chen Zhu-Tian (University of Minnesota-Twin Cities, Minneapolis, Minnesota, United States)Hanspeter Pfister (Harvard University, Cambridge, Massachusetts, United States)
We present ViSTAR, a Virtual Skill Training system in AR that supports self-guided basketball skill practice, with feedback on balance, posture, and timing. From a formative study with basketball players and coaches, the system addresses three challenges: understanding skills, identifying errors, and correcting mistakes. ViSTAR follows the Behavioral Skills Training (BST) framework—instruction, modeling, rehearsal, and feedback. It provides feedback through visual overlays, rhythm and timing cues, and an AI-powered coaching agent using 3D motion reconstruction. We generate verbal feedback by analyzing spatio-temporal joint data and mapping features to natural-language coaching cues via a Large Language Model (LLM). A key novelty is this feedback generation: motion features become concise coaching insights. In two studies (N=16), participants generally preferred our AI-generated feedback to coach feedback and reported that ViSTAR helped them notice posture and balance issues and refine movements beyond self-observation.
6
Understanding How Mobile Interactions Shape Grasp and Contact Patterns Beyond the Touchscreen
Carolin Stellmacher (University of Bremen, Bremen, Germany)Leon Tristan. Dratzidis (University of Bremen, Bremen, Germany)André Zenner (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Iddo Yehoshua. Wald (University of Bremen, Bremen, Germany)Johannes Schöning (University of St. Gallen, St. Gallen, Switzerland)Yvonne Rogers (UCL , London, United Kingdom)Donald Degraen (University of Canterbury, Christchurch, New Zealand)Mark Colley (UCL Interaction Centre, London, United Kingdom)
The way users hold a smartphone depends on the interaction task, yet little is known about the fingers' engagement with the device's surfaces beyond the touchscreen. Such an understanding not only opens up opportunities for novel on- and off-screen interactions, but also the device’s possible physical affordances. We present a study (N=23) that examines the hands' physical engagement with the smartphone beyond the touchscreen across nine mobile interactions. Grasps were annotated from photographs, and contact regions were captured using residual heat traces from grasping the device. Our findings show that fingers and palms adopt a variety of support roles and postures when engaging with the smartphone's back and side edges. The hand-contact maps reveal distinct patterns, differing in contact frequency and placement. This work contributes an empirical characterisation of hands' back and edge engagement, highlighting design opportunities for future smartphone usage extending beyond the touchscreen.
6
FretFlow: Adaptive Haptics for Rhythm and Articulation in Guitar Learning
Xin Shu (Newcastle University, Newcastle Upon Tyne, United Kingdom)Lei Shi (Newcastle University, Newcastle upon Tyne, United Kingdom)Yiran Lin (McGill University, Montreal, Quebec, Canada)Yan Zeng (Stuart Weitzman School of Design, Philadelphia, Pennsylvania, United States)Tingting Luo (Virginia Polytechnic Institute and State University, Blacksburg, Virginia, United States)Justice Ou (UIUC, Champion, Illinois, United States)Mohamad Eid (New York University Abu Dhabi, Abu Dhabi, --- Select One ---, United Arab Emirates)Xinhuan Shu (Newcastle University, Newcastle Upon Tyne, United Kingdom)
Rhythm and articulation are essential for expressive guitar performance. Existing tools provide basic beat cues, whereas beginners often struggle to align with these cues when playing complex techniques, such as strumming and muting. Informed by a formative study with five instructors and grounded in embodied learning theories, we present FretFlow, a haptic vest-based tool that simulates common instructional practices to guide learners through physical interactions like tapping. The key to FretFlow is its design space that maps rhythmic and articulation patterns in various playing techniques to distinct haptic patterns, enabling authoring of haptic scores. FretFlow further dynamically adapts haptic intensity based on learners' real-time performance accuracy, accompanied by multimodal guidance across haptic, visual, and audio channels. We iteratively refined haptic designs across two rounds with 46 participants, followed by a two-week user study with 20 beginners. Results show that FretFlow improves learners’ rhythmic accuracy and expressive performance.
6
Capability at a Glance: Design Guidelines for Intuitive Avatars Communicating Augmented Actions in Virtual Reality
Yang Lu (Zhejiang University, Hangzhou, Zhejiang, China)Tianyu Zhang (University of Rochester, Rochester, New York, United States)Jiamu Tang (University of rochester, rochester, New York, United States)Yanna Lin (The Hong Kong University of Science and Technology, Hong Kong, China)Jiankun Yang (University of Rochester, Rochester, New York, United States)Longyu Zhang (College of Computer Science and Technology, Hangzhou, China)Shijian Luo (Zhejiang University, Hangzhou, Zhejiang, China)Yukang Yan (University of Rochester, Rochester, New York, United States)
Virtual Reality (VR) enables users to engage with capabilities beyond human limitations, but it is not always obvious how to trigger these capabilities. Taking the lens of Affordance, we believe avatar design is the key to solving this issue, which ideally should communicate its capabilities and how to activate them. To understand the current practice, we selected eight capabilities across four categories and invited twelve professional designers to design avatars that communicate the capabilities and their corresponding interactions. From the resulting designs, we formed 16 guidelines to provide general and category-specific recommendations. Then, we validated these guidelines by letting two groups of twelve participants design avatars with and without guidelines. Participants rated the guidelines’ clarity and usefulness highly. External judges confirmed that avatars designed with the guidelines were more intuitive in conveying the capabilities and interaction methods. Finally, we demonstrated the applicability of the guidelines in avatar design for four VR applications.
6
MorsEar: Toward Generalizable Low-Resource Covert Messaging via Earable based Inertial Sensing
Garvit Chugh (Indian Institute of Technology, Jodhpur, Rajasthan, India)Indrajeet Ghosh (UMBC, Baltimore, Maryland, United States)Nirmalya Roy (University of Maryland Baltimore County, Baltimore, Maryland, United States)Sandip Chakraborty (IIT Kharagpur, India, Kharagpur, West Bengal, India)Suchetana Chakraborty (Indian Institute of Technology Jodhpur, Jodhpur, Rajasthan, India)
Silent, eyes-free text entry remains challenging when speech and touch are impractical. Prior wearable systems required custom sensors or limited users to a small vocabulary. We present MorsEar, an IMU-only earable framework that maps near-ear micro-gestures such as taps for dot/dash; slide/pull/circle for space/delete/send, into character-level Morse, enabling unrestricted composition with a compact lexicon for lightweight on-device autocorrect. The result is a low-bandwidth, reduced-exposure communication channel that works eyes-free and voice-free in accessibility scenarios, silent zones, and constrained environments. MorsEar infers words using a physics-aware preprocessing stack and a compact CNN, feeding a tempo-adaptive segmentation with rolling buffers; an on-device decoder provides real-time feedback entirely on-phone. In a 24-participant study (with four accessibility users) across Silent, Cafe, and Metro, MorsEar achieved CER 7.3% and WER 12.5% → 7.8% (Autocorrect), with median WPM of 9.3/9.1/5.8, respectively. Similar to other accessibility-oriented encodings such as Braille, Morse requires a brief familiarization period to learn the timing and rhythm of dots and dashes; after which, MorsEar shows that commodity earable IMUs can support discreet, low-exposure text entry that scales beyond discrete commands to language-level interaction.
6
A Meat-Summer Night's Dream: A Tangible Design Fiction Exploration of Eating Biohybrid Flying Robots
Ziming Wang (Chalmers University of Technology, Gothenburg, Sweden)Yiqian Wu (Chalmers University of Technology, Gothenburg, Sweden)Qingxiao Zheng (University at Buffalo, Buffalo, New York, United States)Shihan Zhang (alter+ (Alter Plus), San Francisco, California, United States)Ned Barker (King's College London, London, United Kingdom)Morten Fjeld (Chalmers University of Technology, Gothenburg, Sweden)
\textit{What if future dining involved eating robots?} We explore this question through a playful and poetic experiential dinner theater: a tangible design fiction staged as a 2052 Paris restaurant where diners consume a biohybrid flying robot in place of the banned delicacy of ortolan bunting. Moving beyond textual or visual speculation, our “dinner-in-the-drama” combined performance, ritual, and multisensory immersion to provoke reflection on sustainability, ethics, and cultural identity. Six participants from creative industries engaged as diners and role-players, responding with curiosity, discomfort, and philosophical debate. They imagined biohybrids as both plausible and unsettling—raising questions of sentience, symbolism, and technology adoption that extend beyond conventional sustainability framings of synthetic meat. Our contributions to HCI are threefold: (i) a speculative artifact that stages robots as food, (ii) empirical insights into how people negotiate cultural and ethical boundaries in post-natural eating, and (iii) a methodological advance in embodied, multisensory design fiction.
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The Role of Personality of Conversational Virtual Avatars on Proxemic Behaviour during Indoor Navigation
Rishab Bhattacharyya (TU Berlin, Berlin, Berlin, Germany)Wassim Al Shami (TU Berlin, Berlin, Berlin, Germany)Ceenu George (TU Berlin, Berlin, Germany)
As LLM-based Conversational Avatars increasingly act as collaborators in hybrid indoor navigation, understanding how their personality traits influence human-avatar proxemic behavior is becoming crucial. Prior work has largely examined personality effects in static or one-sided interactions such as sitting, standing, or approaching. However, there is a gap in research on how avatar personality and motion-related factors (e.g., walking speed) shape proxemics when both the human and avatar are in motion. To address this, we developed an AR indoor navigation system featuring a Conversational Virtual Avatar (CVA) with three distinct personalities: Dominant, Warm, and Conscientious. The CVA guides users to destinations within the environment. In a between-subjects study ($N$=27), we found statistically significant effects of avatar personality and walking speed on proxemic behavior. Our work contributes to a broader understanding of the role of personality and walking speed of a CVA on human-avatar proxemic behaviour during navigation.
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Unleashing Personalized Museum Experiences: Insights from Comparative Structured Observation of Museo* design alternatives
Stéphanie Rey (Berger-Levrault, Toulouse, France)Anke M.. Brock (Fédération ENAC ISAE-SUPAERO ONERA, Université de Toulouse, Toulouse, France)Nadine Couture (ESTIA INSTITUTE OF TECHNOLOGY, Bidart, France)
Museums aim at personalizing visits to offer tailored content and encourage visitors to come back. Unfortunately, museum professionals find it difficult to reflect on the vast number of visitor profiles when creating personalized visits. We propose Museo* a new concept to support their creation strategy by allowing the selection of visitor characteristics. Through an interactive design process, we instantiated this concept with MuseoTUI, that displays the progress of visit creation by illuminating physical tokens, and MuseoGUI that displays on a standard touchscreen. In an in-situ comparative structured observation, we evaluated both prototypes. The concept Museo* is well understood and accepted with both interaction styles. MuseoGUI was perceived as more efficient, while MuseoTUI provided better stimulation, higher user experience and the physical manipulation was described as a valuable support for empathy, reflection, and creation. Based on these findings, we present design implications for future systems supporting the creation of personalized visits.
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Dialogues with AI Reduce Beliefs in Misinformation but Build No Lasting Discernment Skills
Anku Rani (Massachusetts Institute of Technology, Cambridge, Massachusetts, United States)Valdemar Danry (MIT, CAMBRIDGE, Massachusetts, United States)Paul Pu Liang (Massachusetts Institute of Technology, Cambridge, Massachusetts, United States)Andrew Lippman (Massachusetts Institute of Technology, Cambridge, Massachusetts, United States)Pattie Maes (MIT , Cambridge, Massachusetts, United States)
Given the growing prevalence of fake information, including increasingly realistic AI-generated news, there is an urgent need to train people to better evaluate and detect misinformation. While interactions with AI have been shown to durably reduce people's beliefs in false information, it is unclear whether these interactions also teach people the skills to discern false information themselves. We conducted a month-long study where 67 participants classified news headline-image pairs as real or fake, discussed their assessments with an AI system, followed by an unassisted evaluation of unseen news items to measure accuracy before, during, and after AI assistance. While AI assistance produced immediate improvements during AI-assisted sessions (+21\% average), participants' unassisted performance on new items declined significantly by 15.3\% in week 4 compared to week 0. These results indicate that while AI may help immediately, it may ultimately degrade long-term misinformation detection abilities.
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Belt and whistles - adding lower body collision awareness for MR experiences
Diar Karim (University of Birmingham, Birmingham, United Kingdom)Devika Mukherjee (University of Birmingham, Birmingham, United Kingdom)Daniele Giunchi (University of Birmingham, Birmingham, United Kingdom)Massimiliano Di Luca (University of Birmingham, Birmingham, United Kingdom)Dr. Eyal Ofek (University of Birmingham, Birmingham, United Kingdom)
Users of Virtual Reality (VR) primarily sense their environment through audiovisual cues. The lack of haptic feedback on their body can make them unaware of virtual obstacles outside their field of view. This lack of sensing can cause the user to unknowingly penetrate virtual objects, breaking the scene’s plausibility and disrupting the experience of other users in the same virtual space. We propose a haptic belt that increases the user’s scene awareness by rendering signals of collisions and proximity to virtual objects around the user. In a user study, we show that the belt improves spatial awareness both in a fast, high-stress scenario where the user's attention is limited and during a relaxed experience where the belt is the only source of information. The belt enables users to move closer to obstacles while reducing unintended collisions
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GazeZoom: Exploration of Gaze-Assisted Multimodal Techniques for Panning and Zooming
Yilong Lin (Southern University of Science and Technology, Shenzhen, China)Mingyu Han (KAIST, Daejeon, Korea, Republic of)Weitao Jiang (Southern University of Science and Technology, Shenzhen, China)Seungwoo Je (Southern University of Science and Technology, Shenzhen, China)Ian Oakley (KAIST, Daejeon, Korea, Republic of)
Zooming and panning are fundamental input actions for exploring complex 2D and 3D scenes and data such as images, maps, and designs. Multi-touch zoom/pan interactions have been proven effective on mobile devices, and have been directly ported to HMDs, where they are typically accomplished by analogous but relatively large-scale movements of both hands. We argue that such motions are inefficient and induce fatigue and explore how the eye-tracking features of HMDs can be leveraged to achieve improvements. We evaluated three interaction techniques that combine gaze with two-handed, one-handed, and head-based input in a study (N=24) that contrasts them against a baseline two-handed technique. The results indicate that gaze-assisted two- and one-handed techniques outperform the baseline (17%-36% faster), while our head-based technique achieves similar performance to the Baseline but leaves the hands free for other tasks. We further developed a VR application demonstrating these techniques and validating their practical applicability.
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Interpretive Cultures: Resonance, randomness, and negotiated meaning for AI-assisted tarot divination
Matthew Kieran. Prock (The University of Michigan, Ann Arbor, Michigan, United States)Ziv Epstein (MIT , Cambridge, Massachusetts, United States)Hope Schroeder (MIT, Cambridge, Massachusetts, United States)Amy Smith (Queen Mary University London, London, United Kingdom)Cassandra Lee (MIT, Cambridge, Massachusetts, United States)Vana Goblot (Goldsmiths, University of London, London, United Kingdom)Farnaz Jahanbakhsh (University of Michigan, Ann Arbor, Michigan, United States)
While generative AI tools are increasingly adopted for creative and analytical tasks, their role in interpretive practices,where meaning is subjective, plural, and non-causal, remains poorly understood. This paper examines AI-assisted tarot reading, a divinatory practice in which users pose a query, draw cards through a randomized process, and ask AI systems to interpret the resulting symbols. Drawing on interviews with tarot practitioners and Hartmut Rosa's Theory of Resonance, we investigate how users seek, negotiate, and evaluate resonant interpretations in a context where no causal relationship exists between the query and the data being interpreted. We identify distinct ways practitioners incorporate AI into their interpretive workflows, including using AI to navigate uncertainty and self-doubt, explore alternative perspectives, and streamline or extend existing divinatory practices. Based on these findings, we offer design recommendations for AI systems that support interpretive meaning-making without collapsing ambiguity or foreclosing user agency.
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Dark Patterns Meet GUI Agents: LLM Agent Susceptibility to Manipulative Interfaces and the Role of Human Oversight
Jingyu Tang (University of Notre Dame, Notre Dame, Indiana, United States)Chaoran Chen (University of Notre Dame, Notre Dame, Indiana, United States)Jiawen Li (University of Michigan, Ann Arbor, Michigan, United States)Zhiping Zhang (Northeastern University, Boston, Massachusetts, United States)Bingcan Guo (University of Washington, Seattle, Washington, United States)Ibrahim Khalilov (Johns Hopkins, Baltimore, Maryland, United States)Simret Araya. Gebreegziabher (University of Notre Dame, Notre Dame, Indiana, United States)Bingsheng Yao (Northeastern University, Boston, Massachusetts, United States)Dakuo Wang (Northeastern University, Boston, Massachusetts, United States)Yanfang Ye (University of Notre Dame, Notre Dame, Indiana, United States)Tianshi Li (Northeastern University, Boston, Massachusetts, United States)Ziang Xiao (Johns Hopkins University, Baltimore, Maryland, United States)Yaxing Yao (Johns Hopkins University , Baltimore, Maryland, United States)Toby Jia-Jun. Li (University of Notre Dame, Notre Dame, Indiana, United States)
The dark patterns, deceptive interface designs manipulating user behaviors, have been extensively studied for their effects on human decision-making and autonomy. Yet, with the rising prominence of LLM-powered GUI agents that automate tasks from high-level intents, understanding how dark patterns affect agents is increasingly important. We present a two-phase empirical study examining how agents, human participants, and human-AI teams respond to 16 types of dark patterns across diverse scenarios. Phase 1 highlights that agents often fail to recognize dark patterns, and even when aware, prioritize task completion over protective action. Phase 2 revealed divergent failure modes: humans succumb due to cognitive shortcuts and habitual compliance, while agents falter from procedural blind spots. Human oversight improved avoidance but introduced costs such as attentional tunneling and cognitive load. Our findings show neither humans nor agents are uniformly resilient, and collaboration introduces new vulnerabilities, suggesting design needs for transparency, adjustable autonomy, and oversight.
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AR-Cues Change Users’ Strategy for Dealing with Deferrable Interruptions
Kilian L. Bahnsen (Julius-Maximilians-Universität Würzburg, Würzburg, Germany)Tobias Grundgeiger (Julius-Maximilians-Universität Würzburg, Würzburg, Germany)
When given the opportunity, people tend to try to reach coarse breakpoints for work interruptions. Coarse breakpoints are frequently associated with less effort when resuming the task. We investigated how supporting task resumption with augmented reality (AR)-cues affects this behavior. In a mixed factorial experiment, 50 participants performed a physical sorting task that included deferrable interruptions with varying distances to a coarse breakpoint, either with or without an AR-cue indicating the next correct step after interruption. Participants with AR-cue accepted interruptions at fine breakpoints more frequently than those without a cue, except when the coarse breakpoint was one step away, and reported less stress. Our findings indicate that AR-cues attenuate but do not eliminate the need for specific task resumption strategies, such as reaching a coarse breakpoint, and reduce the stress. Considering AR-cues for task resumption may be particularly beneficial for time-critical interruptions and fast-paced work environments.
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Exploring Texture-Level Creative Decisions with penPal, a Novel Handheld Actuated Drawing Tool
Tucker Rae-Grant (University of Chicago, Chicago, Illinois, United States)Luke Jimenez (University of Chicago, Chicago, Illinois, United States)Lea Albaugh (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Ken Nakagaki (University of Chicago, Chicago, Illinois, United States)
This paper looks at texture---middle-level components---as an important aspect of drawing. We present a hardware tool, penPal, that is designed to support dynamic mark-making and direct creative actions at this level. By incorporating a tendon-driven continuum robot, penPal’s tip can move independently, giving the user a new axis of creative control. Combined with the user’s own manipulations, penPal allows for emergent combinations of computer and manual control over the rapid generation of diverse textures. Through a 10-participant study and a professional artist commission, we examine how users negotiate control by integrating multiple coordinate systems (their body, the paper, and penPal’s tip) as they construct compositions. We suggest some benefits of supporting users at the texture level, such as the ability to shift the primary focus of their activity, the ability to selectively defamiliarize the creative process for generative potential, and for pleasure.
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SketchDynamics: Exploring Free-Form Sketches for Dynamic Intent Expression in Animation Generation
Boyu Li (The Hong Kong University of Science and Technology, Hong Kong SAR, China)Lin-Ping Yuan (The Hong Kong University of Science and Technology, Hong Kong SAR, China)Zeyu Wang (The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China)Hongbo Fu (Hong Kong University of Science and Technology, Hong Kong, China)
Sketching provides an intuitive way to convey dynamic intent in animation authoring (i.e., how elements change over time and space), making it a natural medium for automatic content creation. Yet existing approaches often constrain sketches to fixed command tokens or predefined visual forms, overlooking their free-form nature and the central role of humans in shaping intention. To address this, we introduce an interaction paradigm where users convey dynamic intent to a vision–language model via free-form sketching, instantiated here in a sketch storyboard to motion graphics workflow. We implement an interface and improve it through a three-stage study with 24 participants. The study shows how sketches convey motion with minimal input, how their inherent ambiguity requires users to be involved for clarification, and how sketches can visually guide video refinement. Our findings reveal the potential of sketch–AI interaction to bridge the gap between intention and outcome, and demonstrate its applicability to 3D animation and video generation.
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The Golden Goose of Toxicity: Turning Hostility into Platform Revenue
Bastian Kordyaka (Åbo Akademi University, Turku, Finland)
Toxic behavior is a problem in online gaming platforms such as League of Legends (LoL), undermining player well-being and fairness. Platforms increasingly optimize “engagement” without distinguishing between positive and negative participation. Drawing on dual-process theory, we ask when hostile interactions can become economically productive. In an explanatory sequential mixed-methods study with LoL players, Study 1 (N = 430) models how reflective, System~2 brand bonds (i.e., brand personality, brand involvement, brand engagement) and negatively valenced, System~1 reactive responses (self-reported toxic behavior) relate to in-game spending. Study 2 (N = 80) uses reflexive thematic analysis to show how players interpret, repair, and channel frustration and hostility through cosmetics, events, and progression systems. Across studies, toxic behavior is positively associated with self-reported purchases and partially transmits the association between reflective brand attachments and spending. We contribute a dual-pathways account of how governance and monetization infrastructures can fold harmful engagement into value extraction, and we outline critical design provocations for centrally governed, highly monetized platforms.
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Memory Printer: Exploring Everyday Reminiscing by Combining Slow Design with Generative AI-based Image Creation
Zhou Fang (Eindhoven University of Technology, Eindhoven, Netherlands)Janet Yi-Ching Huang (Eindhoven University of Technology, Eindhoven, Netherlands)
Generative Artificial Intelligence (GAI) offers new opportunities for reconstructing these unrecorded memory scenes, yet existing web-based tools undermine users' sense of agency through disengaging and unpredictable interactions. In this work, we advance three design arguments about how slow, tangible interaction can reshape human–AI relationships by making temporality, embodied agency, and generative processes experientially legible. We instantiate these arguments by presenting Memory Printer, a tangible design exemplar that combines silk-screen printing metaphors with text-to-image generation. The design features layered reconstruction that decomposes image generation into incremental steps, a physical wooden scraper enabling embodied control over image revelation, and built-in printing that produces tangible photos. We examine these arguments through a comparative study with 24 participants, exploring how participants engage with, interpret, and respond to this interaction stance. The study surfaces both opportunities—such as vivid memory evocation, heightened sense of control, and creative exploration—and critical tensions, including risks of false memory formation, algorithmic bias, and data privacy. Together, these findings articulate important boundaries for deploying generative AI in emotionally sensitive contexts.
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To reward or not reward: how the interpretation of virtual rewards affects intrinsic motivation in gamified learning
Izabella Jedel (Nord University, Levanger, Norway)Adam Palmquist (Mälardalen University, Eskilstuna, Sweden)
It has been suggested that the functional significance learners ascribe to virtual rewards in gamified systems can have a significant impact on intrinsic motivation. Yet, to date, there has been a lack of research examining this relationship empirically. In the present study, we therefore applied Cognitive Evaluation Theory to examine how learners’ (n = 162) interpretation of virtual rewards in Duolingo affected autonomy satisfaction, competence satisfaction, and intrinsic motivation. Based on a structural equation modeling approach, our findings suggests that the informational significance learners ascribe to virtual rewards positively affects competence satisfaction, and that autonomy and competence satisfaction together affect intrinsic motivation. For the HCI field, the results point towards the importance of moving beyond treating virtual rewards in gamified learning as a use-or-avoid decision, and instead consider how such design elements can be modified to provide increased encouragement and positive feedback.
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The People's Gaze: Co-Designing and Refining Gaze Gestures with Users and Experts
Yaxiong Lei (University of St Andrews, St Andrews, United Kingdom)Xinya Gong (University of St Andrews, Fife, United Kingdom)Shijing He (King's College London, London, United Kingdom)Yafei Wang (Dalian Maritime University, Dalian, Liaoning, China)Mohamed Khamis (University of Glasgow, Glasgow, United Kingdom)Juan Ye (University of St Andrews, St Andrews, United Kingdom)
As eye-tracking becomes increasingly common in modern mobile devices, the potential for hands-free, gaze-based interaction grows, but current gesture sets are largely expert-designed and often misaligned with how users naturally move their eyes. To address this gap, we introduce a two-phase methodology for developing intuitive gaze gestures. First, four co-design workshops with 20 non-expert participants generated 102 initial concepts. Next, four gaze interaction experts reviewed and refined these into a set of 32 gestures. We found that non-experts, after a brief introduction, intuitively anchor gestures in familiar metaphors and develop a compositional grammar; i.e., activation (dwell) + action (gaze gesture or blink), to ensure intentionality and mitigate the classic Midas Touch problem. Experts prioritized gestures that are ergonomically sound, aligned with natural saccades, and reliably distinguishable. The resulting user-grounded, expert-validated gesture set, along with actionable design principles, provides a foundation for developing intuitive, hands-free interfaces for gaze-enabled devices.
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JustShape: Exploring Co-Speech Gestures for Multimodal LLM-Powered 3D Parametric Modeling
Runlin Duan (Purdue University, West Lafayette, Indiana, United States)Yuzhao Chen (Purdue University, West Lafayette, Indiana, United States)Yichen Hu (Purdue University, West Lafayette, Indiana, United States)Ziyi Liu (Purdue University, West Lafayette, Indiana, United States)Chenfei Zhu (Purdue University, West Lafayette, Indiana, United States)Xiyun Hu (Purdue University, West Lafayette , Indiana, United States)Dizhi Ma (Purdue University, West Lafayette, Indiana, United States)Xinyi Wang (Purdue University, West Lafayette, Indiana, United States)Karthik Ramani (Purdue University, West Lafayette, Indiana, United States)
Parametric modeling is a prevailing 3D modeling approach in design, architecture, and engineering. The emergence of multimodal large language models (LLMs) brings a new opportunity to lower the entry barriers to this powerful tool. However, describing 3D geometries through natural language can be fuzzy and challenging. We introduce co-speech gesture, a natural and expressive interaction modality to complement text prompts for LLM-empowered generative parametric modeling. We first conducted an elicitation study to explore and categorize co-speech gesture expressions. Based on the findings, we designed a multimodal fusion pipeline that parametrizes gestures and synthesizes them with speech. This approach reduces language ambiguity by translating implicit user intentions into explicit parametric attributes, thus lifting the model generation performance. We conducted a two-session user study testing and comparing it with traditional language and sketch inputs. This work streamlines the parametric modeling workflow and explores novel multimodal interaction paradigms for LLM-empowered design and creation.
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HapPalm : Providing Rich Spatio-Temporal Vibrotactile Feedback on the Palm for Laptop Gaming
Yohan Yun (School of Computing, KAIST, Daejeon, Korea, Republic of)JaeHyun Kim (KAIST, Daejeon, Korea, Republic of)Geehyuk Lee (School of Computing, KAIST, Daejeon, Korea, Republic of)
While many modern gaming environments provide haptic feedback, laptop keyboard gaming remains largely without rich tactile interaction, despite a rapidly growing audience. In this paper, we propose the HapPalm interface, a novel laptop interface concept that delivers rich spatio-temporal vibrotactile feedback through the palmrest area, allowing players to feel game events with their palms. Our prototype uses dual 4×6 linear resonant actuator arrays. To render various game events with the HapPalm interface, our first study aims to create a haptic pattern dataset. Iterative design workshops identified 11 haptic pattern templates, of which our second study validated that they convincingly convey diverse game events. Our final study embedded these patterns into a custom game, showing that spatial haptics significantly improved fun, immersion, realism, and presence compared to non-spatial or no-haptic conditions. HapPalm interface demonstrates that palmrest-based haptics can enrich keyboard-only laptop gaming, providing an expressive and immersive tactile channel for future laptop interfaces.
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Investigating Single-Handed Microgesture Scrolling Techniques
Suliac Lavenant (Univ. Lille, Inria, CNRS, Centrale Lille, UMR 9189 CRIStAL, Lille, France)Alix Goguey (Univ. Grenoble Alpes, CNRS, Grenoble INP, LIG, Grenoble, France)Sylvain Malacria (Univ. Lille, Inria, CNRS, Centrale Lille, UMR 9189 CRIStAL, Lille, France)Laurence Nigay (Univ. Grenoble Alpes, CNRS, Grenoble INP, LIG, Grenoble, France)Thomas Pietrzak (Univ. Lille, CNRS, Inria, Centrale Lille, UMR 9189 CRIStAL, Lille, France)
Scrolling is ubiquitous in our daily computing experience. We explore how single-handed microgestures can be used for scrolling. Based on an analysis of the basic components necessary for scrolling, we selected 3 microgestures: Tap, Hold and Drag. Considering both rate and position controls, we designed 4 microgesture-based scrolling techniques adapted to these 3 microgestures. We contrasted these 4 techniques in a laboratory experiment with 24 participants who performed 2 tasks: a reciprocal selection task, where participants scrolled the view to reach and select a target; and a counting task, where participants scrolled the view to count image occurrences. Our results suggest that the technique based on Drag microgestures with rate control is the most effective for scrolling operations, regardless of the task. This work demonstrates that microgestures, with their advantages for frequent everyday tasks, offer a promising approach to continuous and efficient scrolling control.
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Proactive AI as a Catalyst for Creativity? Balancing Human Agency and AI Contribution in Collaborative Story Writing
Yiwen Yin (Tsinghua University, Beijing, China)Mingze Wu (Institute for Human-centered AI, Stanford, California, United States)Ruijie Huang (Beijing University of Posts and Telecommunications, beijing, China)Xin Tong (University of Michigan Ann Arbor, Ann Arbor, Michigan, United States)Junyu Zhou (University of Science and Technology of China, Hefei, China)Chun Yu (Tsinghua University, Beijing, China)Yuanchun Shi (Tsinghua University, Beijing, China)
Large Language Models (LLMs) hold promise in supporting creative writing, yet the role of proactive AI in collaborative writing remains underexplored due to concerns around human agency and disruption. To investigate effective strategies for proactive AI support, we conducted a Wizard-of-Oz study simulating two suggestion styles: intrusive suggestions (next-sentence completions) and non-intrusive suggestions (exploratory proposals), where participants completed two story outlining tasks under each style, receiving real-time proactive suggestions from a human wizard acting as the AI. Both quantitative and qualitative results show that proactive AI can enhance creativity and accelerate writing. However, we observed a trade-off between AI involvement and perceived human agency. This trade-off was moderated by how strongly AI stimulated users—greater inspiration led to stronger perceived agency even under high AI involvement. Based on wizards' behavior, we offer guidance on suggestion style and timing to better balance creativity and agency for future proactive AI writing systems.
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Revealing the Power Dynamics of Collaborative Sense-Making supported by Participatory Data Physicalization
Silvia Cazacu (KU Leuven, Leuven, Belgium)Georgia Panagiotidou (King's College London, London, United Kingdom)Andrew Vande Moere (KU Leuven, Leuven, Belgium)
While it is proven that the individual construction of a data physicalization aids personal sense-making, little is known about how sense-making is negotiated when it is shared by multiple, co-located participants. Since participatory data physicalization can inadvertently prioritize dominant views, we interpreted data feminism principles to design a collaborative physicalization construction process that empowers stakeholders and participants to co-determine how meanings are represented. This process revealed how the interplay of physical and non-physical actions during construction negotiations supported collaborative sense-making among 14 groups of 55 participants during 4 workshops, enabling us to articulate how explicit power is embodied by the physicalization artifact and negotiated between authoring and collaborating participants, and facilitators; whereas tacit power operates through artifact meanings, participant identity and design decisions. By providing one operationalization of data-feminist critique into the form of design requirements, our contributions support the design of more equitable physicalization and visualization construction methods.
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User-reconfigured Haptics: Combining User-Reconfiguration and Visual Manipulations to Enhance Dynamic Passive Haptic Experiences for VR
Xinrong Wang (Saarland Informatics Campus (DFKI), Saarbrücken, Germany)Yu Jiang (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Martin Schmitz (University of Koblenz, Koblenz, Germany)Jürgen Steimle (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Antonio Krueger (DFKI, Saarbrücken, Germany)Donald Degraen (University of Canterbury, Christchurch, New Zealand)
Virtual Reality (VR) depends on haptic feedback to create immersive experiences. Traditional passive proxies align physical props with their virtual counterparts but remain limited in scalability and expressiveness, or require bulky actuators to support reconfiguration. We introduce User-reconfigured Haptics, an approach that utilizes implicit user actions to reconfigure haptic interfaces to extend the gamut of VR haptic experiences. Modular 3D-printed cells are assembled into dynamic interfaces that express diverse haptic properties such as softness and weight. By masking physical reconfigurations with visual (re)mapping, user actions unnoticeably change haptic properties, resulting in user-driven, dynamic haptic experiences. User studies show that our design can provide distinguishable haptic experiences and is perceived as realistic and enjoyable in a VR task. We further showcase four applications: a fishing rod that changes weight and flexibility, a dynamic desktop of pressable buttons, a glove with adjustable squeezing, and a crossbow with variable pulling resistance.
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Prosocial AI Apologies on the Road: Emotional Compensation for Other Drivers' Misbehavior
Jun Zhang (Hubei Institute of Fine Arts, Wuhan, China)Weiqi Mei (Wuhan University of Technology, School of Art and Design, Wuhan, China)Yuchen Wang (School of Art & Design,Guangdong University of Technology}, Guangzhou, China)Chang Guo (College of design and innovation, Tongji university, Shang Hai, China)WEIBO LING (Faculty of Applied Sciences, Macao SAR, China)Bo Liu (Shanghai Jiao Tong University, Shanghai, China)Qianwen Fu (Tongji University, Shanghai, China)Jie Zhang (Macao Polytechnic University, Macao, Macao, China)Fang You (Tongji University, Shanghai, China)Yan Luximon (The Hong Kong Polytechnic University, Kowloon, Hong Kong)
Aggressive driving often triggers anger and retaliatory behaviors, posing threats to traffic safety. This paper proposes an AI-driven apology mechanism based on an Augmented Reality Head-Up Display (AR-HUD), which delivers immediate apologies on behalf of offending drivers during traffic conflicts and repairs damaged social relations through prosocial lies. We conducted a 2 (scenario risk: high vs. low) × 5 (apology depth) mixed-design experiment (N = 40) to evaluate its effectiveness. Results show that AI apologies enhanced positive emotions and forgiveness intentions while reducing anger, with participants also perceiving psychological benefits. These effects were consistent across both high- and low-risk scenarios. Our findings offer a practical design pathway for human-AI emotional regulation in traffic contexts.
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More Than a Dictionary: How AI Scaffolds the Journey from Digital Outsider to Insider
Yao Xiao (Academy of Information & Art design, Beijing, China)Qi Xin (Tsinghua University, Beijing, China)Angela Chulei. Tang (Institute for Creative New Media & Performing Arts(IMPA), Tsinghua University, Beijing, Beijing, China)Zhihao Yao (Tsinghua University, Beijing, Beijing, China)Shujie Yang (University of Michigan, Ann Arbor, Michigan, United States)Zhigang Wang (Academy of Arts & Design, Beijing, China)
Online communities often develop shared symbolic vocabularies that strengthen insider bonds but implicitly marginalize newcomers. On Chinese platforms, this dynamic is exemplified by “absurd language,” a style distinguished by irony, exaggeration, and local memes. While this form of expression fosters in-group intimacy, it creates significant cultural barriers for “Sino-digital non-natives.” This study investigates how AI can mediate cultural integration beyond mere translation. We developed an AI mediator integrating Chain-of-Thought (CoT) and Retrieval-Augmented Generation (RAG) to scaffold this journey. A mixed-methods evaluation (N=14) demonstrates significant improvements in comprehension accuracy over a baseline LLM. Crucially, our qualitative analysis reveals a novel five-stage model of cultural integration. This model charts the user's journey from peripheral observation to confident participation, detailing the AI's evolving role from “expert guide” to “creative collaborator.” Our findings illuminate the dynamics of agency and trust, offering a framework for designing AI as a catalyst for community integration.
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AirForce: Personal Fabrication of Large-Scale, Load-Bearing Animatronics Structures from a Single Tube
Lukas Rambold (Hasso Plattner Institute, Potsdam, Germany)Robert Kovacs (Hasso Plattner Institute, Potsdam, Germany)Min Deng (Hasso Plattner Institute, Potsdam, Germany)Antonius Naumann (Hasso Plattner Institute, Potsdam, Germany)Konrad C. V.. Gerlach (Hasso Plattner Institute, Potsdam, Germany)Horatio Montero. Hamkins (Hasso-Plattner-Institute, Potsdam, Germany)Helena Lendowski (Hasso-Plattner-Institute, Potsdam, Germany)Chiao Fang (Hasso Plattner Institute, Potsdam, Germany)Shohei Katakura (Hasso Plattner Institute, Potsdam, Germany)Conrad Lempert (Hasso Plattner Institute, Potsdam, Germany)Muhammad Abdullah (Hasso Plattner Institute, Potsdam, Germany)Patrick Baudisch (Hasso Plattner Institute, Potsdam, Germany)
We present a fabrication system called AirForce that allows users to create large-scale, load-bearing animated structures from a single inflatable tube. AirForce builds on the personal fabrication of animated truss structures, based on which it replaces not only the static elements with tube, but also introduces tube-based actuators that integrate with that same tube. This ‘single-tube’ design affords efficient single-person assembly, excellent power-to-weight ratio, easy transport and setup, and 100% material reuse. We show three variants of actuators: buckling actuators for pushing, muscle actuators for pulling, and telescoping actuators for large forces. Our blender plugin enables users to place actuators in structures and export instructions for efficient fabrication. We demonstrate a 6DOF motion platform that lifts humans and an 8m high animatronic T-rex that animates with 3DOF, enabled by custom hardware components. In our technical evaluation, the three actuators delivered 480N, 1420N, and 2330N peak forces, respectively.
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Hinge Gestures: Leveraging Foldable Phone Hinges to Enrich Dual-Screen Tactile Interaction
Gary Perelman (University of Toulouse, Toulouse, France)Marcos Serrano (IRIT, Toulouse, France)Mathieu Raynal (Université de Toulouse, Toulouse, France)Emmanuel Dubois (IRIT - Elipse, Toulouse, France)
Foldable phones naturally support displaying two applications side by side on adjacent screens. However, one-handed interaction with this dual-screen configuration faces two challenges: first, users must change grip to reach each screen; second, menus displayed on each screen take valuable screen real estate and can be difficult to reach. To address this, we investigated how the hinge of foldable phones can enrich tactile interaction and provide access to hinge menus, unifying interaction across both screens. In a first experiment, we examined how users hold a foldable phone at different fold angles and identified the thumb-accessible screen areas, validating that a hinge-based grip enhances reachability. In two subsequent experiments, we evaluated the feasibility and performance of hinge gestures, defined as touch inputs (tap, tap-tap, or swipe) executed fully or partially on the hinge. Building on these findings, we designed hinge menus that combine hinge gestures for menu activation and item selection. Our final experiment identifies different hinge menus that outperform linear menus on adjacent screens. Our findings provide practical guidelines that can immediately inform and improve interaction on current foldable phones.
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DuoDrama: Supporting Screenplay Refinement Through LLM-Assisted Human Reflection
Yuying Tang (The Hong Kong University of Science and Technology , Hong Kong SAR, China)Xinyi Chen (Zhejiang University, Hangzhou, China)Haotian Li (Microsoft Research Asia, Beijing, China)Xing Xie (Microsoft Research Asia, Beijing, China)Xiaojuan Ma (Hong Kong University of Science and Technology, Hong Kong, Hong Kong)Huamin Qu (The Hong Kong University of Science and Technology, Hong Kong, China)
AI has been increasingly integrated into screenwriting practice. In refinement, screenwriters expect AI to provide feedback that supports reflection across the internal perspective of characters and the external perspective of the overall story. However, existing AI tools cannot sufficiently coordinate the two perspectives to meet screenwriters' needs. To address this gap, we present DuoDrama, an AI system that generates feedback to assist screenwriters' reflection in refinement. To enable DuoDrama, based on performance theories and a formative study with nine professional screenwriters, we design the Experience-Grounded Feedback Generation Workflow for Human Reflection (ExReflect). In ExReflect, an AI agent adopts an experience role to generate experience and then shifts to an evaluation role to generate feedback based on the experience. A study with fourteen professional screenwriters shows that DuoDrama improves feedback quality and alignment and enhances the effectiveness, depth, and richness of reflection. We conclude by discussing broader implications and future directions.