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

4
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.
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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.
3
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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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.
3
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.
3
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.
3
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.
3
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.
3
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.
3
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.
2
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.
2
Touch, Gesture, and Conversation: A Case Study in the Choreography of Interaction with a Data Physicalization
Laura J. Perovich (Northeastern University, Boston, Massachusetts, United States)Christina Wu (Northeastern University, Boston, Massachusetts, United States)Bernice Rogowitz (Visual Perspectives Research , Westchester, New York, United States)Dietmar Offenhuber (Northeastern University, Boston, Massachusetts, United States)
Many potential benefits of data physicalizations are thought to stem from their tangible nature and their presence in a shared space, which allows for physical interaction in a social environment. Prior research has studied where observers touch data physicalizations and how these touches depend on task. However, limited research explores the moment-by-moment details of touches, gestures, and verbal dialogue and how these interactions contribute to the larger data physicalization sensemaking process. This case study offers a new data analysis from a previous study to provide fine-grained accounting of one participant’s touches, gestures, and conversations around a data object. We identify four types of touches and gestures and describe relational patterns between individual interactions. This work provides a foundation for further exploring the reasons people touch or gesture with data physicalizations, connecting these efforts with gesture studies research, and identifying design implications for data physicalization.
2
Gaze and Speech in Multimodal Human-Computer Interaction: A Scoping Review
Anam Ahmad Khan (KAIST, Daejeon, Korea, Republic of)Florian Weidner (Glasgow University, Glasgow, United Kingdom)Jungwoo Rhee (KAIST, Daejeon, Korea, Republic of)Yasmeen Abdrabou (Technical University of Munich , München, Germany)Andrea Bianchi (KAIST, Daejeon, Korea, Republic of)Eduardo Velloso (The University of Sydney, Sydney, New South Wales, Australia)Hans Gellersen (Lancaster University, Lancaster, United Kingdom)Joshua Newn (RMIT University, Melbourne, VIC, Australia)
Multimodal interaction has long promised to make interfaces more intuitive and effective by combining complementary inputs. Among these, gaze and speech form a compelling pairing: gaze provides rapid spatial grounding, while speech conveys rich semantic information. Together, they offer rich cues for understanding user behaviour and intent. Yet despite decades of exploration, the research remains fragmented, making this synthesis timely as these inputs mature and are integrated into consumer-ready devices. This scoping review examined 103 studies published between 1991 and 2025, organised into \emph{explicit}, where users intentionally provide gaze and speech, and \emph{implicit}, where systems leverage users' natural behaviours to support interaction. Across both, we identified recurring ways for combining gaze and speech to resolve ambiguity, ground references, and support adaptivity. We contribute a synthesis of research on their combined use while highlighting challenges of temporal alignment, fusion and privacy, offering guidance for future research toward richer multimodal human-computer interaction.
2
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
2
Personal Validation Effect in LLMs: Positive AI Responses Bias Perceptions of Validity, Reliability, Personalization, and Usefulness of Fictitious Predictions
Pat Pataranutaporn (Massachusetts Institute of Technology, Boston, Massachusetts, United States)Eunhae Lee (MIT Media Lab, Cambridge, Massachusetts, United States)Judith Amores (MIT, Cambridge, Massachusetts, United States)Pattie Maes (MIT , Cambridge, Massachusetts, United States)
Large Language Models (LLMs) are becoming increasingly ubiquitous in daily life, impacting decision-making across various domains. A substantial body of prior work has shown that individuals tend to evaluate positive predictions more favorably than negative ones---a phenomenon often referred to as the personal validation effect---across various non-AI prediction sources. Building on this foundation, we extend this well-established psychological effect to the context of LLM-based predictions, examining how prediction valence influences users’ perceptions when the source is an AI system. We investigate how positive AI-generated responses affect perceived validity, personalization, reliability, and usefulness of chatbot predictions, even when those predictions are fictitious and pre-scripted. In a study of 238 participants, positive predictions were perceived as significantly more valid (36% increase), personalized (42% increase), reliable (27% increase), and useful (22% increase) than negative predictions. These findings demonstrate that the personal validation effect persists in interactions with LLMs and underscore the substantial role of prediction valence in shaping user perceptions, with important implications for the design and deployment of AI systems across diverse applications.
2
Getting Hybridity Just Right: The Goldilocks Factor in Hybrid Digital Boardgames
Sasha Soraine (University of Melbourne, Melbourne, Victoria, Australia)Melissa J.. Rogerson (The University of Melbourne, Melbourne, Victoria, Australia)
Despite increasing interest in Hybrid Digital Boardgames (HDBs) that necessarily combine smart technology with a physical board- game, little is known about how the design of hybrid functions impacts player experience (PX). Additionally, it is unclear whether existing, videogame-centric, PX measures apply to tabletop set- tings. We designed a mixed-methods study to examine the PX of a boardgame in both its published form and as a custom HDB. We learned that players’ expectations of the “core” gameplay influence their perceptions of technology, highlighting a balance between the values and drawbacks of hybridity in relation to its impact on their sense of autonomy, fairness, and challenge in play. Our results also highlight methodological considerations for future tabletop PX studies, and suggest the existence of a Goldilocks Factor where the game offers “just right” hybridity that satisfies players without impacting core gameplay.
2
A11y-CUA Dataset: Characterizing the Accessibility Gap in Computer Use Agents
Ananya Gubbi Mohanbabu (The University of Texas at Austin, Austin, Texas, United States)Rosiana Natalie (University of Michigan, Ann Arbor, Michigan, United States)Brandon Kim (University of Michigan , Ann Arbor, Michigan, United States)Anhong Guo (University of Michigan, Ann Arbor, Michigan, United States)Amy Pavel (University of California, Berkeley, Berkeley, California, United States)
Computer Use Agents (CUAs) operate interfaces by pointing, clicking, and typing - mirroring interactions of sighted users (SUs) who can thus monitor CUAs and share control. CUAs do not reflect interactions by blind and low-vision users (BLVUs) who use assistive technology (AT). BLVUs thus cannot easily collaborate with CUAs. To characterize the accessibility gap of CUAs, we present A11y-CUA, a dataset of BLVUs and SUs performing 60 everyday tasks with 40.4 hours and 158,325 events. Our dataset analysis reveals that our collected interaction traces quantitatively confirm distinct interaction styles between SU and BLVU groups (mouse- vs.keyboard-dominant) and demonstrate interaction diversity within each group (sequential vs. shortcut navigation for BLVUs). We then compare collected traces to state-of-the-art CUAs under default and AT conditions (keyboard-only, magnifier). The default CUA executed 78.3% of tasks successfully. But with the AT conditions, CUA’s performance dropped to 41.67% and 28.3% with keyboard-only and magnifier conditions respectively, and did not reflect nuances of real AT use. With our open A11y-CUA dataset, we aim to promote collaborative and accessible CUAs for everyone.
2
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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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.
2
VisceroHaptics: Investigating the Effects of Gut-based Audio-Haptic Feedback on Gastric Feelings and Gastric Interoceptive Behavior
Mia Huong Nguyen (National University of Singapore, Singapore, Singapore)Moritz Alexander. Messerschmidt (National University of Singapore, Singapore, Singapore)Jochen Huber (Furtwangen University, Tuttlingen, Germany)Suranga Nanayakkara (School of Computing, National University of Singapore, Singapore, Singapore)
Gastric interoception influences eating behavior and emotions, making its modulation valuable for healthcare and human-computer-interaction applications. However, whether gastric interoception can be modulated noninvasively in humans remains unclear. While previous research indicates that abdominal-sound-driven haptic feedback resembles gut sensations, its impact on gastric feelings and gastric interoceptive behavior is unknown. We conducted three experiments totalling 55 participants to investigate how gut-sound-driven audio-haptic feedback applied to the stomach (1) affects user's feelings (2) influences perception of hunger and satiety levels and (3) influences gastric interoceptive behavior, quantified with Water Load Test-II. Results revealed that audio-haptic feedback patterns (a) induced the feelings of hunger, fullness, thirst, stomach upset, (b) increased hunger level, and (c) significantly increased volumes of ingested water. This work provides the first evidence that audio-haptic stimulation can alter gastric interoceptive behavior, motivating the use of noninvasive methods to influence users' feelings and behaviors in future applications.
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Do It Fast, Forget It Fast: How Timing and Limb Visualizations Affect First-Person Augmented Reality Instructions
Clara Sayffaerth (LMU Munich, Munich, Germany)Ehbal Ablimit (LMU Munich, Munich, Germany)Annika Köhler (University Hospital Würzburg, Würzburg, Germany)Jonas Wombacher (TU Darmstadt, Darmstadt, Germany)Albrecht Schmidt (LMU Munich, Munich, Germany)Florian Müller (TU Darmstadt, Darmstadt, Germany)
Acquiring tacit knowledge and practical skills often depends on direct observation and in situ training. AR offers an alternative by overlaying first-person step-by-step instructions that guide users through tasks such as assembly and repair. Previous work demonstrates the effectiveness of AR instruction for specific applications. In our experimental work, we systematically explore aspects of the broader design space. We conducted a controlled experiment (n = 40) to investigate three key factors identified in learning theory and XR embodiment research: imitation timing (parallel vs. sequential), limb visualization (hand vs. full arm), and limb visibility (opaque vs. semi-transparent). Across all conditions, participants followed AR instructions and afterward repeated the tasks from memory. We assessed performance, user experience, and retention. Our results show that parallel imitation is faster and increases embodiment, whereas sequential imitation enhances memory retention and comfort. Our findings provide guidance for the temporal and visual design of first-person AR tutorials.
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TwistLens: A Docent-Informed Image Transformation to Create Previews That Prompt Anticipation and Interpretive Experiences Before Museum Visits
Thao Phuong Vu (Yonsei University, Seoul, Korea, Republic of)Bokyung Lee (Yonsei University, Seoul, Korea, Republic of)
Pre-visit information can enrich museum experiences, yet creates a dilemma: text-only descriptions can overwhelm without visual anchors, while viewing artworks in advance can spoil surprise. To address this tension, we introduce TwistLens, a docent-informed, AI-supported image transformation system that generates twisted previews--transformed images that convey interpretive cues while concealing original visuals. TwistLens extracts key cues from docent text using a structured taxonomy, then applies two strategies: EchoLens, which preserves intended description while altering representation, and DecoyLens, which distorts described information while maintaining representational coherence. A co-design study identified strategy preferences by information type, informing category-specific refinements. A controlled evaluation further showed that TwistLens preserves anticipation, triggers curiosity, and supports active learning without visual spoil. These findings demonstrate how semantically-aware image transformation can balance knowledge delivery and anticipation in museum contexts.
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Nudging the Somas: Exploring How Live-Configurable Mixed Reality Objects Shape Open-Ended Intercorporeal Movements
Botao Amber Hu (Reality Design Lab, New York City, New York, United States)Yilan Elan. Tao (Reality Design Lab, New York City, New York, United States)Rem RunGu Lin (Hongkong University of Science and Technology (Guangzhou), Guangzhou, Please select ..., China)Mingze Chai (Personal, Shanghai, China)Yuemin Huang (East China Normal University, Shanghai, China)Rakesh Patibanda (Monash University, Melbourne, VIC, Australia)
Mixed Reality (MR) increasingly explores how virtual elements can shape physical behavior, yet how MR objects guide group movement remains underexplored. We address this gap by examining how virtual objects can nudge collective, co-located movement without relying on explicit instructions or choreography. We developed GravField, a research-through-design, co-located MR performance system where an “object jockey” live-configures virtual objects (e.g., ropes, springs, magnetic fields) with real-time, parameterized “digital physics” (e.g., weight, elasticity, force) to influence headset-wearing participants' movement, made perceptible through augmented visual and audio feedback serving as cognitive-somatic cues. Our bricolage analysis of the performances, based on video, interviews, soma trajectories, and field notes, indicates that these live nudges support emergent intercorporeal coordination and that ambiguity and real-time configuration sustain open-ended, exploratory engagement. Ultimately, our work offers empirical insights and design principles for MR systems that can guide group movement through embodied, felt dynamics while preserving participants’ sense of agency.
2
Y-zipper: 3D Printing Flexible–Rigid Transition Mechanism for Rapid and Reversible Assembly
Jiaji Li (MIT, Cambridge, Massachusetts, United States)Xiang Chang (Tianjin University, Tianjin, China)Mingming Li (Zhejiang University, Hangzhou, China)Dingning Cao (MIT, Cambridge, Massachusetts, United States)Maxine Perroni-Scharf (MIT CSAIL, Cambridge, Massachusetts, United States)Jeremy Mrzyglocki (Technical University of Munich, Munich, Bavaria, Germany)Takumi Yamamoto (Keio University, Yokohama, Japan)William Freeman (MIT, Cambridge, Massachusetts, United States)Stefanie Mueller (MIT CSAIL, Cambridge, Massachusetts, United States)
We present Y-zipper, a novel three-sided 3D-printed zipper structure that enables three flexible strips to interlock and transform into a rigid rod-like form. Building on this flex–rigid transition mechanism, we further design a specialized slider to achieve rapid and reversible zipping interactions. This slider serves as the basis for three actuation methods—manual, dynamic mechanical, and static mechanical—which enable both remote control and automated closure and release. In addition, Y-zipper provides four motion primitives: straight, bend, coil, and screw, whose combinations extend the flex–rigid transition mechanism to spatial curve structures. To support customization, we develop a computational design tool that automatically generates zipper geometry based on input primitives, unfolds the structure for 3D printing, and embeds both teeth and compliant bridges. Controlled experiments evaluate its mechanical properties, repeatability, and actuation speed, demonstrating robustness and reliability. Finally, we showcase a series of functional prototypes, including a medical wrist brace, a kinetic art installation, and a rapidly deployable tent structure.
2
Gamifying Compassion: Mitigating Dialect Prejudice Through An AI-Driven Serious Game
Sicheng Lu (Xi'an Jiaotong-Liverpool University, Suzhou, China)Erick Purwanto (Xi'an Jiaotong-Liverpool University, Suzhou, China)Hong Liu (Xi'an Jiaotong-Liverpool University , Suzhou, --- Select One ---, China)Adel Chaouch-Orozco (City University of Hong Kong, Hong Kong, China)Aini Li (City University of Hong Kong, Hong Kong, --- Select One ---, Hong Kong)
Dialect bias is pervasive yet often unconscious, normalized, or obscured by masking. Existing HCI interventions primarily audit disparities and propose reactive fixes. We present CompassioMate, a dialect-aware serious game that nurtures perspective-taking through AI-mediated play. Players listen to audio samples to identify regional dialects, engage in simulated social interactions involving dialect discrimination, and explore branching narratives that reveal how changes in wording or stance can influence the outcomes. In a three-week field study with 20 university students, participants reported feeling comfortable when observing region-tailored dialogues; several described experiencing perspective change. We contribute: 1) a formative study identifying goals for safe action consequence modelling, 2) the design and evaluation of a serious game integrating dialect audio, region-mapping play, bias; and 3) design implications highlighting listener-side training, transparent evaluation, and narratives maintaining psychological well-being.
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Haptixel: Encoding Data through Cutaneous Force-based Encountered-Type Fingertip Haptics
Elodie Bouzbib (Universidad Publica de Navarra, Pamplona, Spain)Louis Badr (De Vinci Higher Education, Research Center, Courbevoie, France)Claudio Pacchierotti (CNRS, Rennes, France)Anatole Lécuyer (Inria, Rennes, France)Arnaud Prouzeau (Université Paris-Saclay, Inria, CNRS, Paris, France)
Data visualization benefits from non-visual cues to enable people to understand information by engaging with it through multimodality, yet most approaches rely on cumbersome technologies or large scale artifacts, making them difficult to adapt to dynamic or complex datasets. In this paper, we explore the use of cutaneous haptics as a lightweight quantitative channel for visualization tasks, allowing users to feel data and interact with it dynamically. We present Haptixel, an open-source DIY encountered-type wearable providing force-feedback on the users' fingertips' pulp. We propose an interaction framework illustrating how Haptixel can be used to complement visualization tasks through combinations of force levels and contact types. We evaluate our approach in a pixel-art-like VR user study (n=16) where pixels color/height are associated to forces as a univariate value mapping. Results show that participants can retrieve information with Haptixel, and significantly discriminate 3D-data with at least four levels of forces; suggesting that cutaneous force-feedback can function for quantitative distinctions in visualization tasks.
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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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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.
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Toxic Speculations: A Crip Posthuman Fabulation of Living in a Permanently Polluted World
Sylvia Janicki (Georgia Institute of Technology, Atlanta, Georgia, United States)Heidi Biggs (Georgia Institute of Technology, Atlanta, Georgia, United States)Noura Howell (Georgia Institute of Technology, Atlanta, Georgia, United States)
We share a speculative fabulation that imagines alternative relations to an increasingly polluted landscape, drawing from environmental illness narratives. The fabulation is brought to life through Ray-Flats, shoes that glow in proximity to toxic sites listed in the U.S. Environmental Protection Agency (EPA)’s publicly available database, and an accompanying navigational guide. The storied designs seek to make the extent of chemical pollution in our everyday landscapes perceptible while foregrounding environmental illness experiences as a resource for living in and navigating a toxic world. Bringing together crip and posthuman perspectives, we contribute: 1) an example of designing to stay with environmental precarity, 2) the concept of “felt space" for making diffuse and ongoing environmental problems affectively perceptible through embodied interaction design, and 3) critical reflections on using fabulations with material speculations to foreground marginal perspectives in design.
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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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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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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.
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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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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.
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Haptic Representation Method for Material Properties utilizing Pseudo-weight Shifting
Masaharu Hirose (The University of Tokyo, Tokyo, Japan)Masahiko Inami (University of Tokyo, Tokyo, Japan)
Force cues contribute significantly to the perception of material properties. Building on this principle, we propose a novel method that represents material properties utilizing pseudo-attraction force. Our method generates this perceived force in response to user motion, with a compact interface that produces asymmetric vibrations. This force sensation induces a perceived weight shift (Pseudo-weight shift), creating the perception of internal dynamics to convey the physical presence of a virtual object. System evaluations confirmed that the method produces a sensation equivalent to the inertial force of a 17.7 g mass. Furthermore, a large-scale user study and psychophysical experiment revealed that our method enables parametric control of perceived material properties, particularly viscosity, by modulating the vibration profile. This approach demonstrates that perceived force effectively substitutes for physical force, enabling vivid material representation through a compact interface and simple design. This expands the design space for expressive handheld haptics.
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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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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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Co-Constructed or Constrained? How AI Collaboration Tools Reshape UI Design Practice in a Time-Boxed Design Challenge
Charlotte Kobiella (Center for Digital Technology and Management, Munich, Germany)Lukas Schneider (LMU Munich, Munich, Germany)Albrecht Schmidt (LMU Munich, Munich, Germany)Nađa Terzimehić (Technical University of Munich, Munich, Germany)
In what ways do generative AI (GenAI) tools embedded in mainstream design software affect UI design practices and outcomes? In this study, we examine the use of FigmaAI, a GenAI feature within the industry-standard platform Figma. We conducted a within-subject study with 16 professional UX designers, each of whom completed two high-fidelity UI design tasks in a think-aloud session: one conventionally, without AI, and one with FigmaAI. We analyse the design process itself alongside experiences and reflections on using and not using AI, gathered from adjacent semi-structured interviews and post-task questionnaires. Our findings suggest that GenAI reshapes UI workflows, shifting them from additive to subtractive processes: designers refine AI drafts rather than building interfaces from scratch. While AI reduces workload and accelerates initial setup, it also constrains exploration, limits perceived ownership, and produces designs that are more visually and structurally similar.
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Embedded vs. Situated: An Evaluation of AR Facial Training Feedback
Avinash Ajit Nargund (University of California Santa Barbara, Santa Barbara, California, United States)Andrea M.. Park (University of California San Francisco, San Francisco, California, United States)Tobias Höllerer (University of California, Santa Barbara, Santa Barbara, California, United States)Misha Sra (University of California, Santa Barbara, Santa Barbara, California, United States)
While augmented reality (AR) research demonstrates benefits of embedded visualizations for gross motor training, its applicability to facial exercises remains under-explored. Providing effective real-time feedback for facial muscle training presents unique design challenges, given the complexity of facial musculature. We developed three AR feedback approaches varying in spatial relationship to the user: situated (screen-fixed), proxy-embedded (on a mannequin), and fully embedded (overlaid on the user's face). In a within-subjects study (N=24), we measured exercise accuracy, cognitive load, and user preference during facial training tasks. The embedded feedback reduced cognitive load and received higher preference ratings, while the situated feedback enabled more precise corrections and higher accuracy. Qualitative analysis revealed a key design tension: embedded feedback improved experience but created self-consciousness and interpretive difficulty. We distill these insights into design considerations addressing the trade-offs for facial training systems, with implications for rehabilitation, performance training, and motor skill acquisition.
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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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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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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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WELDAR: Augmenting Live Hands-On Training with In-Situ Guidance for Novice Learners
Chuhan(Franklin) Xu (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Lia Sparingga. Purnamasari (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Zhenfang Chen (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Daragh Byrne (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Dina EL-Zanfaly (Carnegie Mellon University, PITTSBURGH , Pennsylvania, United States)
Extended Reality (XR) systems for physical skill training have largely emphasized simulation rather than real-time in-situ instruction. We present WeldAR, an Augmented Reality (AR) system with five learning modules that overlays real-time guidance during live welding using a headset integrated into a welding helmet and a torch attachment. We conducted an in-situ within-subjects study with 24 novices, comparing AR guidance to video instruction for live welding across practice and unassisted tests. AR improved performance in both assisted practice and unassisted tests, primarily driven by gains in travel speed and work angle. By offering real-time feedback on four performance measures, AR supported novices in carrying embodied knowledge into independent tasks. Our contributions include: (1) WeldAR for in-situ physical skill training; (2) empirical evidence that AR enhances composite welding performance and key physical skills; and (3) implications for the development of AR systems that support in-situ, embodied skill training in welding and related trades.
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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.
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Connected Material Experiences using Bimanual Vibrotactile Crosstalk in Virtual Reality
Nihar Sabnis (Max Planck Institute for Informatics, Saarland Informatics Campus, Saarbrücken, Germany)André Zenner (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Erik Peralta Løvaas (Max Planck Institute for Informatics, Saarbrücken, Germany)Marco Weiss (University of Saarland, Saarbrücken , Saarland, Germany)Andrea Bianchi (KAIST, Daejeon, Korea, Republic of)Paul Strohmeier (Max Planck Institute for Informatics, Saarland Informatics Campus, Saarbrücken, Germany)
Perceiving material properties such as elasticity, flexibility, and torsion is inherently bimanual, as we rely on the relative motion of our hands to form a unified sense of materiality. Yet, most vibrotactile material rendering approaches are limited to a single hand or finger. While prior work has explored bimanual haptic interfaces, most depend on specialized hardware for specific interactions. In this paper, we demonstrate design strategies to support bimanual material exploration through motion-coupled vibrotactile feedback. Our technique introduces variable crosstalk between the controllers' vibration to evoke connectedness, making two unconnected devices feel as though they manipulate a single object. The technique generalizes motion-coupled feedback approaches beyond previous single-point explorations. Through two user studies, we show that this approach (1) significantly enhances perceived connectedness and (2) conveys distinct material qualities such as elasticity and torsion. Finally, we present \textit{Dvihastīya}, an authoring tool for designing connected bimanual experiences in virtual reality.
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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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From Answer Engines to Learning Partners: A Dual-ZPD Design Framework for AI-Supported Learning
Reinhard Klein (University of Bonn, Bonn, Germany)Daria Benden (University of Bonn, Bonn, Germany)Alexander Schier (Uni Bonn, Bonn, Germany)David Stotko (University of Bonn, Bonn, Germany)Fani Lauermann (University of Bonn, Bonn, Germany)
Generative AI's function as a frictionless "answer engine" creates a paradox in educational HCI: the very tools that can enhance intellect may also weaken it by allowing users to circumvent crucial cognitive processes. This risks creating a "hollowed mind"---knowledge that is broad but superficial, and a user experience that diminishes learner agency. The convenience of cognitive offloading introduces a motivational challenge that traditional cognitive scaffolding cannot address. We argue that designing genuine human-AI partnerships in learning requires moving beyond cognitive support to motivation-aware scaffolding. This paper provides a toolkit for building motivation-aware AI systems. At its core is the Dual Zone of Proximal Development (DZPD), a conceptual framework building on foundational work in educational psychology. We introduce an overarching design principle, concrete design principles, illustrative archetypes, and examples of measurable indicators. These conceptual tools offer essential guidance for the next wave of empirical HCI research in education.
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When a Robot Communicates Through Air: Contextual Interpretations of Wind and Olfactory Cues
Chaeeun Noh (Chungnam National University, Daejeon, Korea, Republic of)Jaejeung Kim (Chungnam National University, Daejeon, Korea, Republic of)
This study explores how nonverbal, sensory cues—olfactory and wind—can serve as subtle channels for behavioral guidance in mobile human-robot interaction. As multimodal interaction becomes increasingly integral to HRI, implicit communication remains underexplored, particularly through non-visual and non-auditory modalities. To address this gap, we conducted a Wizard-of-Oz study with 35 participants who experienced three types of stimuli—strong wind, weak wind, and olfactory cues—across six contextual scenarios. Our findings show that such sensory cues can induce affective interpretations ranging from support to surveillance, depending on the context. Olfactory cues generally evoked more positive impressions and a greater sense of care than wind, while wind cues were perceived as more directive and intrusive in comparison. These results suggest that scent and wind offer promising potential as ambient, affective, and non-intrusive notification channels for future human-robot interaction systems.
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NatureCapture: Transforming Real-World Nature into Shared VR Experiences for Deepened Human-Nature Connection
Yidan Zhang (School of Computer Science and Engineering, Southeast University, Nanjing, China)Yazhen Wu (School of Computer Science and Engineering, Southeast University, Nanjing, China)Yang Wang (School of Cyber Science and Engineering, Southeast University, Nanjing, China)Zhuying Li (Southeast University, Nanjing, China)
Urbanization has limited people’s daily exposure to nature, reducing nature connection and overall well-being. Although virtual reality (VR) offers an alternative access to nature-like environments, it often lacks authenticity and connection to physical experiences. We present NatureCapture, a multi-user system that bridges real-world and virtual nature engagement by allowing users to capture real-world natural elements and collaboratively integrate them as interactive 3D models into a shared VR nature space. A two-week within-subjects study indicated that NatureCapture promoted nature connectedness, emotional regulation, and social closeness. Interviews further revealed that NatureCapture supported immersive and extended interactions with nature, promoted reciprocal engagement in virtual and real environments, and strengthened nature interaction through socially mediated engagement. Our work highlights the potential of user-driven real-to-3D transformation to preserve physical encounters with nature, combining the spatial flexibility and interactivity of VR. Such cross-environment paradigm offers a novel approach for sustaining human-nature connection in technologically mediated life.
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Uniquely Shaped Spaces: Object-Driven Algorithmic Shelf Design and Fabrication
Deanna Gelosi (University of Colorado, Boulder, Boulder, Colorado, United States)Michael L.. Rivera (University of Colorado Boulder, Boulder, Colorado, United States)Laura Devendorf (University of Colorado Boulder, Boulder, Colorado, United States)
Most shelving relies on rectangular compartments that ignore the contours of the objects they hold. We present Uniquely Shaped Spaces, an object-driven algorithmic tool for custom shelving generation. The workflow arranges users' object silhouettes with simulated annealing, grows walls via cellular automata to carve fitted voids, and outputs fabrication files with joinery for laser cutting. We designed the system so that objects, our algorithm, and users share authorship, and studied how this configuration played out with five participants as they designed shelves in guided workshops and then lived with the fabricated pieces. Our findings show how participants navigated object geometry, algorithmic search, and fabrication limits by curating, tweaking, and appropriating algorithmic proposals, and how the resulting shelves supported reflection and storytelling. These results point toward object-driven fabrication systems that foreground objects as generative constraints and explicitly support negotiation within constraint-driven workflows.