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

6
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.
6
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.
6
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.
6
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.
6
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.
6
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.
6
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
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.
5
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.
5
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.
5
"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.
5
Video Game Archaeology as Hauntological Practice: A Collaborative Autoethnography in Elden Ring Shadow of the Erdtree
Florence Smith Nicholls (Queen Mary University of London, London, United Kingdom)Michael Cook (King's College London, London, United Kingdom)
Video game archaeology is a relatively new field. This can involve studying players through the traces they leave in digital game worlds, though only limited work of this kind exists. Furthermore, the potential of these methods to record ephemeral play experiences for preservation purposes has not been widely explored. We conducted an archaeological survey of five sites in Elden Ring, taking place directly before, during and after the release of a major expansion. We present what is, to our knowledge, the first collaborative autoethnography of an archaeological survey in a video game, reflecting on our recorded footage, notes and data. Through a diffractive analysis, we demonstrate the value of video game archaeology as a form of hauntological practice that allows for a deeper reflection on the knowledge production process, and in doing so contribute to the development of new interdisciplinary methodologies in HCI, archaeology and games research.
5
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.
5
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.
4
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.
4
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.
4
MusicScaffold: Bridging Machine Efficiency and Human Growth in Adolescent Creative Education through Generative AI
zhejing hu (The Hong Kong Polytechnic University, Hong Kong, Hong Kong)Yan Liu (The Hong Kong Polytechnic University, Hong Kong, Hong Kong)Zhi Zhang (The Hong Kong Polytechnic University, Hong Kong, Hong Kong)Gong Chen (FireTorch Partners, Hong Kong, Hong Kong)Bruce X.B.. Yu (Zhejiang University, Hangzhou, Zhejiang, China)Junxian Li (Shenzhen International Foundation College, Shenzhen, China)Jiannong Cao (The Hong Kong Polytechnic University, Hong Kong, China)
Adolescence is marked by strong creative impulses but limited strategies for structured expression, often leading to frustration or disengagement. While generative AI lowers technical barriers and delivers efficient outputs, its role in fostering adolescents’ expressive growth has been overlooked. We propose MusicScaffold, an adolescent-centered framework that transforms classical AI roles from broad conceptualizations into stage-specific, actionable developmental scaffolds designed to make expressive strategies transparent and learnable and to support adolescents in mastering creative expression. In a four-week study with middle school students (ages 12–14), MusicScaffold enhanced cognitive specificity, behavioral regulation, and affective autonomy in music creation. By reframing generative AI as a scaffold rather than a generator, this work bridges the machine efficiency of generative systems with human growth in adolescent creativity education.
4
The Words That Can't Be Shared: Exploring the Design of Unsent Messages
Michael Yin (University of British Columbia, Vancouver, British Columbia, Canada)Robert Xiao (University of British Columbia, Vancouver, British Columbia, Canada)
People often have things they want to say but hold back in conversations, fearing being vulnerable or facing social consequences. Online, this restraint can take a distinctive form: even when such thoughts are written out - in moments of anger, guilt, or longing - people may choose to withhold them, leaving them unsent. This process is underexamined; we investigate the experience of writing such messages within people's digital communications. We find that unsent messages become expressive containers for suppressed feelings, where the act of writing creates a pause for reflection on the relationship and oneself. Building on these insights, we probed into how the design of the writing platforms of unsent messages affects people's experiences and motivations. Speculating with participants on nine evocative variants of a note-taking platform, we highlight how design shapes the emotional, temporal, and ritualistic qualities of unsent messages, revealing tensions between people's social desires and communicative actions.
4
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.
4
Orality: A Semantic Canvas for Externalizing and Clarifying Thoughts with Speech
Wengxi Li (City University of Hong Kong, Hong Kong, China)Jingze Tian (City University of Hong Kong, Kowloon, Hong Kong, China)Can Liu (City University of Hong Kong, Hong Kong, China)
People speak aloud to externalize thoughts as one way to help clarify and organize them. Although Speech-to-text can capture these thoughts, transcripts can be difficult to read and make sense due to disfluencies, repetitions and potential disorganization. To support thinking through verbalization, we introduce ORALITY, which extracts key information from spoken content, performs semantic analysis through LLMs to form a node-link diagram in an interactive canvas. Instead of reading and working with transcripts, users could manipulate clusters of nodes and give verbal instructions to re-extract and organize the content in other ways. It also provides AI-generated inspirational questions and detection of logical conflicts. We conducted a lab study with twelve participants comparing ORALITY against speech interaction with ChatGPT. We found that ORALITY can better support users in clarifying and developing their thoughts. The findings also identified the affordances of both graphical and conversational thought clarification tools and derived design implications.
4
Amplifying Trigeminal Flavour: Enhancing Spiciness and Coolness by Electrical and Olfactory Stimulation
Masaki Ohno (The University of Tokyo, Bunkyo-ku, Tokyo, Japan)Satoshi Tanaka (The University of Tokyo, Tokyo, Japan)Kazuma Aoyama (Tokyo University of Technology, Ota, Tokyo, Japan)Yuji Wada (Ritsumeikan University, Kyoto, Japan)Takuji Narumi (the University of Tokyo, Tokyo, Japan)
Digital flavour modulation represents a significant research challenge within Human-Food Interaction. Previous work has focused on modulating basic tastes, while the modulation of trigeminal sensations such as spiciness and coolness remains underexplored. Spicy and cool substances contribute substantially to the sensory appeal of food and beverages; however, their overconsumption can have adverse health effects. To enhance these trigeminal flavours without chemical additives, this study proposes an integrated multimodal approach combining electrical tongue stimulation with congruent olfactory stimuli. Unlike unimodal methods, our approach leverages the interaction between direct neural stimulation and olfactory integration to selectively modulate distinct spiciness and coolness perception. Psychophysical experiments demonstrated that our method significantly enhanced perceived coolness through combination of electrical tongue stimulation and lemon odor, and significantly enhanced perceived spiciness of a spicy solution by electrical tongue stimulation. These findings suggest that our method expands design space for digital flavour modulation and contributes to healthier and more enriched eating and drinking experiences.
4
Orca: Browsing at Scale Through User-Driven and AI-Facilitated Orchestration Across Malleable Webpages
Peiling Jiang (University of California San Diego, La Jolla, California, United States)Haijun Xia (University of California, San Diego, San Diego, California, United States)
Web-based activities span multiple webpages. However, conventional browsers with stacks of tabs cannot support operating and synthesizing large volumes of information across pages. While recent AI systems enable fully automated web browsing and information synthesis, they often diminish user agency and hinder contextual understanding. We explore how AI could instead augment user interactions with content across webpages and mitigate cognitive and manual efforts. Through literature on information tasks and web browsing challenges, and an iterative design process, we present novel interactions with our prototype web browser, Orca. Leveraging AI, Orca supports user-driven exploration, operation, organization, and synthesis of web content at scale. To enable browsing at scale, webpages are treated as malleable materials that humans and AI can collaboratively manipulate and compose into a malleable, dynamic, and browser-level workspace. Our evaluation revealed an increased "appetite" for information foraging, enhanced control, and more flexible sensemaking across a broader web information landscape.
4
StreamFog: Using ultrasonic streaming for controlling aerosols in fog-based displays
Unai Javier Fernández (Universidad Pública de Navarra, Pamplona, Spain)Ivan Fernández (Universidad Pública de Navarra, Pamplona, Navarra, Spain)Josu Irisarri (Universidad Pública de Navarra, Pamplona, Navarra, Spain)Iñigo Ezcurdia (Public University of Navarra, Pamplona, Spain)Asier Marzo (Universidad Publica de Navarra, Pamplona, Navarre, Spain)
Fog screens are a projection medium for mid-air graphics, they are see-through and reach-through. Fog screens are traditionally generated by laminar flows coming out of linear outlets and thus are usually static. Here, we show that ultrasonic beams create a streaming field of constrained airflow that direct aerosols in a fast and controllable way. We characterize various aerosols under streaming and optical diffusion, and evaluate control methods for obtaining different aerosol shapes. Aerosol columns are raised, moved and pushed in a few hundred milliseconds to serve as a projection medium. Hands and other objects do not disturb the fog columns significantly, allowing for direct interaction. We showcase applications by projecting on multiple columns that can be moved continuously within the display volume, reach-through interactions and mixed-reality for tabletop games.
4
ThreeTopo: Focused Interactive Navigation for Multi-Pitch Rock Climbing
Ben Pearman (University of Calgary, Calgary, Alberta, Canada)Kurtis Danyluk (University of Calgary, Calgary, Alberta, Canada)Wesley Willett (University of Calgary, Calgary, Alberta, Canada)
We explore new interactions for wayfinding in complex, hazardous environments through the concrete case of multi-pitch rock climbing. Working with seven expert climbers, we derived design principles for navigation tools that support both pre-climb planning and on-the-wall decision making with limited physical and mental bandwidth. We then demonstrate these principles in practice through the creation of a mobile application that incorporates high-fidelity vertical terrain models, spatially-anchored multi-modal annotations, integrated human-scale avatars, and adaptable one-handed interactions. Based on our expert feedback and experiences developing the tool, as well as results from a 3-week public deployment and responses from 16 climbers, we highlight new opportunities for interactive tools for rock climbing as well as other hazardous, high-focus activities.
4
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.
4
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.
4
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.
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Anticipation Without Acceleration: Benefits of Shared Gaze in Collocated Augmented Reality Collaboration
Julian Rasch (LMU Munich, Munich, Germany)Vladislav Dmitrievic Rusakov (LMU Munich, Munich, Germany)Jan Leusmann (LMU Munich, Munich, Germany)Florian Müller (TU Darmstadt, Darmstadt, Germany)Albrecht Schmidt (LMU Munich, Munich, Germany)
Knowing what collaborators attend to is essential. Previous studies demonstrated that shared gaze enhances coordination and social connectedness in remote settings. In collocated settings, gaze can be both naturally observable and technologically augmented. AR enables gaze cues to be rendered explicitly in the environment. To investigate if and how such cues are beneficial in collocated AR collaboration, we examined both qualitative and quantitative effects across three task types (puzzle, negotiation, search) and two spatial setups (plane, room), focusing on task completion time and the collaborative experience. In our user study with 24 dyads (n=48), we varied gaze visibility and measured task performance, user preference, social connectedness, and shared attention. Our results show that sharing gaze in collocated collaborative AR can increase shared attention, is perceived as helpful, and improves the user experience, similar to remote collaboration, but has a limited impact on the actual task completion time across the chosen tasks.
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When Designers Sweat: Behavioral Traces of GenAI Co-Creation
Elena Cavallin (Polytechnic University of Turin, Turin, Italy)Simone Spagnol (Iuav University of Venice, Venice, Italy)
The integration of generative artificial intelligence (GenAI) into design processes raises fundamental questions about behavioral patterns in human-GenAI interaction. This study examines how 16 professional designers interact with GenAI tools during concept development through a mixed-methods approach including pre/post-task questionnaires, video-based behavior analysis, and digital interaction tracking. Results reveal a critical distinction between reflective usage modes and creative modes, with differentiated cognitive impacts. Analysis of communication loops shows significant correlations between interaction difficulties and final design output quality. Three distinct clusters emerge: designers with fluid, problematic, and adaptive interaction patterns. By providing a methodological framework for evaluating GenAI tool effectiveness in design practice, this research contributes to theoretical understanding of behavioral processes in human-GenAI co-creation. Findings reveal specific strategies and workflow adaptations that optimize designer-GenAI collaboration, informing both design methodology and human-computer interaction practice.
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Dispray: The Design of an AR-Augmented Airbrush for Electroluminescent Display Fabrication
Ollie Hanton (University of Bath, Bath, United Kingdom)Jonathan Lim (University of Bristol , Bristol , United Kingdom)Tanvi Kotian (University of Bath, Bath, United Kingdom)Torin Clark (University of Bristol, Bristol, United Kingdom)Mike Fraser (University of Bristol, Bristol, United Kingdom)Anne Roudaut (University of Bristol, Bristol, United Kingdom)
Recent advances in material-centric personal fabrication have enabled the use of custom inks and paints with functional properties to create free-form displays. However, working with these materials, such as through airbrushing, remains a skill-intensive process that limits non-specialist access, adoption, and further development. To address these challenges, we developed Dispray, an AR-augmented airbrush tool for fabricating electroluminescent displays. The tool was shaped by insights from a study with artists and engineers and refined through iterative prototyping. We evaluated Dispray by re-engaging with the original artists and engineers and conducting a follow-up study with novice users, demonstrating its effectiveness in supporting both skill acquisition and functional fabrication. This work contributes a novel approach to connecting emerging material fabrication with accessible, user-centered tools, advancing the democratisation of interactive device creation.
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Glass Chirolytics: Reciprocal Compositing and Shared Gestural Control for Face-to-Face Collaborative Visualization at a Distance
Dion Barja (University of Manitoba, Winnipeg, Manitoba, Canada)Matthew Brehmer (University of Waterloo, Waterloo, Ontario, Canada)
Videoconference conversations about data often entail screen sharing visualization artifacts, in which nonverbal communication goes largely ignored. Beyond presentation use cases, conversations supported by visualization also arise in collaborative decision making, technical interviews, and tutoring: use cases that benefit from participants being able to see one another as they exchange questions about the data. In this paper, we employ a reciprocal compositing of visualization and interface widgets over the mirrored video of one's conversation partner, suggestive of a pane of glass, in which both parties can simultaneously manipulate composited elements via bimanual gestures. We demonstrate our approach with implementations of several visualization interfaces spanning the aforementioned use cases, and we evaluate our approach in a study (N = 16) comparing it to videoconferencing while using a mouse to interact with a collaborative web application. Our findings suggest that our approach promotes feelings of presence and mutual awareness of analytical intent.
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Behind the Meme: Understanding User Experiences with Memes on Social Media
Yuqi Niu (Shanghai Jiao Tong University, Shanghai, China)Dilara Keküllüoğlu (Sabanci University, İstanbul, Turkey)Weidong Qiu (Shanghai Jiao Tong University, Shanghai, China)Nadin Kokciyan (University of Edinburgh, Edinburgh, United Kingdom)
While memes enhance social interaction on social media, they can raise privacy and security concerns. Despite research on overtly toxic or unsafe memes, little attention has been given to users' experiences with seemingly safe memes and how contextual factors trigger privacy concerns. This study explores users’ comfort levels, influencing factors, underlying reasons for discomfort, and unmet needs when engaging with such memes. We first collected and analyzed 2,317 Reddit posts describing real-world meme experiences, then conducted an online survey with 324 participants to evaluate comfort across curated scenarios. Our findings reveal that perceived-safe memes can cause harm when shared inappropriately, with comfort shaped by content and context. Privacy concerns intensify with deeper involvement, strangers, and sensitive meme topics. We identified users' desire for consent and control in meme interactions. Based on our study, we make recommendations for users, developers of social media platforms and policymakers to address meme-related privacy and contextual concerns.
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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.
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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.
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User Perceptions of Responsible Gambling Messages as Nudges for Gambling Safety
Maggie Yongqi Guan (University of Macau, Macao, China)Yaxing Yao (Johns Hopkins University , Baltimore, Maryland, United States)Siohong Teng (Macau Polytechnic University, Macao, China)Xiaobo Zhou (University of Macau, Macau, China)Kanye Ye WANG (University of Macau, Macao, China)
Nudges are subtle interventions designed to influence user behavior without restricting choice. Responsible gambling messages (RGMs) exemplify such nudges by encouraging safer decision-making in gambling environments. Prior research has examined how pop-up messages influence gambling behavior in experimental settings and has explored the design of effective slogan messages. However, little is known about how different types of RGMs shape users’ real-world gambling behavior and safety. To address this gap, we apply a nudging perspective to examine how RGMs support gambling safety throughout gamblers’ decision-making journey. We conducted semi-structured interviews with 22 gamblers and found that participants were generally aware of RGMs, yet some misunderstood their intended purpose. Participants perceived the safety impact of RGMs as reflected in both attitudinal and behavioral dimensions. We further discuss users’ message reception practices and the effectiveness of RGMs as nudges, and conclude with design implications for promoting gambling safety.
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CodeStream: Augmenting Timelines with Code Annotation for Navigating Large Coding Histories
Ashley Ge. Zhang (University of Michigan, Ann Arbor, Ann Arbor, Michigan, United States)Yan-Ru Jhou (University of Michigan, Ann Arbor, Michigan, United States)Yinuo Yang (University of Notre Dame, Notre Dame, Indiana, United States)Shamita Rao (University of Michigan, Ann Arbor, Michigan, United States)Maryam Arab (University Of Michigan, Ann Arbor, Michigan, United States)Yan Chen (Virginia Tech, Blacksburg, Virginia, United States)Steve Oney (University of Michigan, Ann Arbor, Michigan, United States)
Code edit histories can offer instructors valuable insight into students’ problem-solving processes, revealing unproductive behaviors that final code alone cannot capture. For example, a correct solution may contain large copy-and-pasted segments (suggesting the code originated elsewhere) or unguided trial-and-error (suggesting a lack of clear strategy). Timelines are a common way to visualize code histories, but existing timeline visualizations of code or document histories show only when and where edits occurred, not what changed. Without this context, it is difficult to answer key questions about how students invested effort or to infer their intentions. We present CodeStream, a visualization system that augments timelines with situational code annotations, whose granularity and visibility dynamically adapt to scale and interaction state. A comparison study shows that CodeStream enables context-aware navigation of coding histories, supporting fast and accurate pattern identification, and helping instructors reason about students’ coding behaviors and identify who may need intervention.
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TreeB612: Exploring Interactions for Distant Human–Nature Engagement
Gurim Kim (KAIST, Daejeon, Korea, Republic of)Byoungjae Kim (KAIST, Daejeon, Korea, Republic of)Chang Hee Lee (KAIST (Korea Advanced Institute of Science and Technology), Daejoen, Korea, Republic of)
Opportunities for people to connect with everyday nature have diminished. In response, research efforts have introduced both direct and remote approaches to improve human–nature connections. However, most work has relied heavily on visual and auditory media as the main channels for remote human–nature interfaces. In this study, we investigate what experiential factors and forms of human–nature connection emerge from an interface without screens or audio. To inform design, we surveyed 55 respondents to understand expectations for remote nature engagement. Guided by these insights, we designed TreeB612, enabling one-on-one engagement with a distant living entity—a single tree. We conducted a 7-day deployment study with 10 participants, using diaries to explore how the interface shaped everyday engagement. Our findings suggest that the interface fostered coexistence and care, evoked the chosen tree through imagination and moments of respite, and encouraged subtle shifts in how people related to nature, advancing approaches to nature connection.
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Chewing It Over: Revealing Tensions And New Directions For More-Than-Human Relational Ethics Through Speculative Design
Yuning Chen (University of Edinburgh, Edinburgh, United Kingdom)Adam Frank (University of Dundee, Dundee, United Kingdom)Larissa Pschetz (University of Edinburgh, Edinburgh, United Kingdom)
HCI research increasingly engages with relational notions of ethics, such as care, felt and transcorporeal ethics, as new paradigms for design. Here, we discuss these relational notions in the context of multispecies design, extending it to incorporate Acampora’s concept of Corporal Compassion, which grounds ethics on a shared sense of livingness and vulnerabilities across beings. In order to elicit corporal compassion towards microorganisms, we designed a dining-theatre intervention, which invited participants to ingest and assign moral values to dishes prepared with speculative human-microbial hybrid cells originated from beings exposed to similar levels of bodily distress. Tried with 47 participants in 7 sessions, the work surfaced the idiosyncrasies behind participants’ moral frameworks, and how socialised prescriptive frameworks of ethics sometimes acted as closure towards relational approaches. We discuss how HCI could rethink traditional frameworks of ethics in ways that support relationality, while calling for researchers to make space for moral hesitation.
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Towards Interface Design for Parrot-Human Communication: Investigating Parrot Selections of Speech Board Representations
Clara Mancini (The Open University, Milton Keynes, Buckinghamshire, United Kingdom)Jennifer Taylor-O'Connor (Parrot Kindergarten, Jupiter, Florida, United States)Corinne C. Renguette (Purdue University, Indianapolis, Indiana, United States)Dillon R.. Gardner (Independent Scholar, Amsterdam, Netherlands)Joe Zalman (Parrot Kindergarten, Jupiter, Florida, United States)
Parrots have shown the ability to interact with tablet-based speech boards to engage in parrot-human communication. However, the influence of speech boards’ interface design on avian usability and, thus, on speech boards’ potential to optimally support parrot-human communication, is yet to be explored. As a first step in this direction, we report on a longitudinal four-year in-the-wild study of a Goffin’s Cockatoo's interactions with three successive speech board interfaces. The study explored, for the first time, possible relations between interface design variables typically considered for human speech board users - type, granularity, repertoire and arrangement of speech board representations - and the bird's selections under different conditions and across different design iterations. Based on our findings, we contribute key considerations and hypotheses to inform further research into the relevance of interface design choices for the avian usability of speech boards and, thus, their potential to optimally support functional parrot-human communication.
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ComVi: Context-Aware Optimized Comment Display in Video Playback
Minsun Kim (KAIST, Daejeon, Korea, Republic of)Dawon Lee (KAIST, Daejeon, Korea, Republic of)Junyong Noh (KAIST, Daejeon, Korea, Republic of)
On general video-sharing platforms like YouTube, comments are displayed independently of video playback. As viewers often read comments while watching a video, they may encounter ones referring to moments unrelated to the current scene, which can reveal spoilers and disrupt immersion. To address this problem, we present ComVi, a novel system that displays comments at contextually relevant moments, enabling viewers to see time-synchronized comments and video content together. We first map all comments to relevant video timestamps by computing audio-visual correlation, then construct the comment sequence through an optimization that considers temporal relevance, popularity (number of likes), and display duration for comfortable reading. In a user study, ComVi provided a significantly more engaging experience than conventional video interfaces (i.e., YouTube and Danmaku), with 71.9% of participants selecting ComVi as their most preferred interface.
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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.
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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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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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How Do We Evaluate Experiences in Immersive Environments?
Xiang Li (University of Cambridge, Cambridge, United Kingdom)Wei He (The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China)Per Ola Kristensson (University of Cambridge, Cambridge, United Kingdom)
How do we evaluate experiences in immersive environments? Despite decades of research in immersive technologies such as virtual reality, the field remains fragmented. Studies rely on overlapping constructs, heterogeneous instruments, and little agreement on what counts as immersive experience. To better understand this landscape, we conducted a bottom-up scoping review of 375 papers published in ACM CHI, UIST, VRST, SUI, IEEE VR, ISMAR, and TVCG. Our analysis reveals that evaluation practices are often domain- and purpose-specific, shaped more by local choices than by shared standards. Yet this diversity also points to new directions. Instead of multiplying instruments, researchers benefit from integrating and refining them into smarter measures. Rather than focusing only on system outputs, evaluations must center the user’s lived experience. Computational modeling offers opportunities to bridge signals across methods, but lasting progress requires open and sustainable evaluation practices that support comparability and reuse. Ultimately, our contribution is to map current practices and outline a forward-looking agenda for immersive experience research.
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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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“It Depends”: Re-Authoring Play Through Clinical Reasoning in Wearable AR Rehab Games
Binyan Xu (Northeastern University, Boston, Massachusetts, United States)Wei Wu (Northeastern University, Boston, Massachusetts, United States)Soonhyeon Kweon (Northeastern University, Boston, Massachusetts, United States)Casper Harteveld (Northeastern University, Boston, Massachusetts, United States)Leanne Chukoskie (Northeastern University, Boston, Massachusetts, United States)
Augmented reality (AR) games hold promise for rehabilitation, yet most remain confined to laboratory studies with limited clinical uptake. Recent advances in spatial computing, especially lightweight, glasses-form-factor AR, create a timely opportunity to embed rehabilitative play into clinical practice and daily contexts. To investigate this potential, we systematically reviewed 132 applications and conducted playtesting with 14 licensed physical therapists. Our analysis revealed three ways therapists re-authored AR games: co-authored play (reshaping movements, progressions, and difficulty), situated play (adapting across specialties, conditions, and contexts), and dual play (mediating both physical recovery and psychological support). We reframe therapists’ frequent phrase—“It depends”—as a generative design principle. This study contributes a clinical reasoning–based framework and design principles and guidelines for creating personalized, situated forms of play that align with therapists’ everyday workflows and inform future lab-to-clinic translation.
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"Chat, Should I Leave Him?" Risks, Rewards, and Roles for AI in Relationship Advice
Emily Tseng (Microsoft Research, New York, New York, United States)Calvin A. Liang (Northwestern University, Chicago, Illinois, United States)
As more people turn to chatbots for socioemotional support—often termed psychosocial AI—the stakes of understanding these interactions grow. Psychosocial AI might foster healthier human-human relationships—and also might exacerbate loneliness, abuse, and self-harm. We provide an empirical account of one less-studied facet: seeking AI advice on sex, dating, and relationships with other people. We recruited 25 people who use AI for relationship advice to a questionnaire, collecting 90 prompts illustrating their practices. Interviews with 17 further explored how they navigate AI’s limitations to achieve intimacy goals. Our findings detail (1) the roles that users imagine for AI in relationship advice; (2) how users navigate risks like sycophancy and overreliance to attain relational benefits; and (3) the folk theories users hold and the prompting tactics they employ to overcome AI’s limitations. We close with recommendations for human-AI interaction, AI safety, and sociotechnical research, towards AI that supports healthier digital intimacies.
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Reconfiguring through Ruptures: Material Reconfigurations and Un/Making as Tangible Tactics for Queering AI-Generated Histories
Alexandra Teixeira Riggs (Georgia Institute of Technology , Atlanta, Georgia, United States)Noura Howell (Georgia Institute of Technology, Atlanta, Georgia, United States)
To critically examine the role of AI in historical representation and resist anti-LGBTQIA+ biases and erasures, we leverage un/making and propose a tactic we name material reconfigurations. We share an autoethnographic account of un/making and materially reconfiguring AI-generated images of queer histories: the lead author's memories of queer places and events. Through hand annotating, scratching, burying, submerging, and walking with physical images, they un/make and reconfigure, highlighting embodied aspects of archival records unparsable by generative AI. We propose that un/making and materially reconfiguring synthetic archival images can resist generative AI's increasingly hegemonic role in misrepresenting historical data and erasing queer identities. We contribute reflections on un/making and material reconfigurations as tangible tactics for queering AI, attuning to queer temporalities to unsettle AI-generated histories, using embodied, autoethnographic practices as critical strategies, and working through tensions of use and refusal in Queer AI research.
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Leveraging Head Movement for Navigating Off-Screen Content on Large Curved Displays
A K M Amanat Ullah (University of British Columbia, Kelowna, British Columbia, Canada)David Ahlström (University of Klagenfurt, Klagenfurt, Austria)Khalad Hasan (University of British Columbia, Kelowna, British Columbia, Canada)
Large curved displays are ideal for viewing 360° content, such as 3D maps, but typically restrict users to a 180° viewport, leaving information off-screen. Since users naturally direct their heads toward regions on-screen before interacting, head movements offer a promising alternative for workspace manipulation to bring off-screen content into view. We explore rate control functions (linear, sigmoid, polynomial) and zone control functions (continuous, friction, interrupted, additive) to translate head rotations into workspace control, enabling users to access off-screen content. Polynomial rate control emerges as the best choice, achieving the fastest trial times and highest subjective ratings. Using a map navigation task, our second study demonstrates that users perform better with the polynomial head-based technique than with the industry-standard controller-based methods, click-and-drag and joystick-push, for 360° workspace navigation. Based on these findings, we provide guidelines to inform the design of future 360° workspace navigation techniques for large curved displays.
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VueBuds: Visual Intelligence with Wireless Earbuds
Maruchi Kim (University of Washington, Seattle, Washington, United States)Rasya Fawwaz (University of Washington, Seattle, Washington, United States)Zhi Yang Lim (University of Washington, Seattle, Washington, United States)Brinda Moudgalya (University of Washington, Seattle, Washington, United States)Hexi Wang (University of Washington, Seattle, Washington, United States)Yuanhao Zeng (University of Washington, Seattle, Washington, United States)Shyamnath Gollakota (University of Washington, Seattle, Washington, United States)
Despite their ubiquity, wireless earbuds remain audio-centric due to size and power constraints. We present VueBuds, the first camera-integrated wireless earbuds for egocentric vision, capable of operating within stringent power and form-factor limits. Each VueBud embeds a camera into a Sony WF-1000XM3 to stream visual data over Bluetooth to a host device for on-device vision language model (VLM) processing. We show analytically and empirically that while each camera's field of view is partially occluded by the face, the combined binocular perspective provides comprehensive forward coverage. By integrating VueBuds with VLMs, we build an end-to-end system for real-time scene understanding, translation, visual reasoning, and text reading; all from low-resolution monochrome cameras drawing under 5mW through on-demand activation. Through online and in-person user studies with 90 participants, we compare VueBuds against smart glasses across 17 visual question-answering tasks, and show that our system achieves response quality on par with Ray-Ban Meta. Our work establishes low-power camera-equipped earbuds as a compelling platform for visual intelligence, bringing rapidly advancing VLM capabilities to one of the most ubiquitous wearable form factors.