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

3
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
FabricBoards: Exploring Crafting Methods for Prototyping E-Textile LED Circuits with Fabric-Based Breadboards
Salma Ibrahim (Queen's University, Kingston, Ontario, Canada)Pouya M Khorsandi (Queen's University, Kingston, Ontario, Canada)Janevra Pier (Queen's University , Kingston, Ontario, Canada)Jannah Sultan (Queens University, Kingston, Ontario, Canada)Sara Nabil (Queen's University, Kingston, Ontario, Canada)
The prototyping process for e-textile circuits presents unique challenges, as traditional electronic prototyping tools are often rigid and incompatible with the flexible nature of fabric. In this paper, we document the iterative design of FabricBoards, a set of fabric-based breadboards designed for e-textile LED circuits. FabricBoards reimagine the solderless breadboard in a textile-based form, using tools and materials native to textile crafting, inviting and accessible to historically underrepresented makers. We experimented with various textile crafts including machine-sewing, felting, knitting, crocheting, digital embroidery, and weaving a breadboard. Our user study with 18 participants consisted of group workshops for ideation and individual interviews. A thematic analysis revealed four themes on the user experience of FabricBoards in terms of familiarity, materiality, and layout; the inherent incompatibility of electronic components with textiles; and the curiosity and engagement that FabricBoards evoke. Finally, we reflect with generalizable insights on computational making when reimagining e-textile breadboards.
2
Investigating How Physical Surfaces Can Serve as Common-Region Cues for Perceptual Grouping of Virtual Elements in Augmented Reality
Xuanhui Yang (The Hong Kong University of Science and Technology, Hong Kong, Hong Kong)Xuning Hu (The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China)Hai-Ning Liang (The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, Guangdong, China)Xiaojuan Ma (Hong Kong University of Science and Technology, Hong Kong, Hong Kong)
Perceptual grouping enables people to organize elements into units according to intrinsic (e.g., proximity) and extrinsic (e.g., common region) principles. However, the role of physical surfaces as extrinsic grouping cues for virtual elements in Augmented Reality (AR) remains unclear. To provide a deeper understanding, we conducted two within-subject studies. The first study (N = 24) using repetition discrimination tasks revealed that surfaces can be common-region cues in 3D, with their influence depending on their distance to target objects along the viewing direction. Building on these findings, the second study (N = 24) employed both objective and subjective measures to capture the interaction between proximity and common-region cues in AR. Results indicate that competing cues reduce group clarity. They also enable us to distill people's strategies for improving the clarity by leveraging their physical and virtual environments. Finally, we propose design recommendations for future AR systems in assisted grouping tasks.
2
PaperTok: Exploring the Use of Generative AI for Creating Short-form Videos for Research Communication
Meziah Ruby Cristobal (University of Washington, Seattle, Washington, United States)Hyeonjeong Byeon (University of Washington, Seattle, Washington, United States)Tze-Yu Chen (University of Washington, Seattle, Washington, United States)Ruoxi Shang (University of Washington, Seattle, Washington, United States)Donghoon Shin (University of Washington, Seattle, Washington, United States)Ruican Zhong (University of Washington, Seattle, Washington, United States)Tony Zhou (University of Washington, Seattle, Washington, United States)Gary Hsieh (University of Washington, Seattle, Washington, United States)
The dissemination of scholarly research is critical, yet researchers often lack the time and skills to create engaging content for popular media such as short-form videos. To address this gap, we explore the use of generative AI to help researchers transform their academic papers into accessible video content. Informed by a formative study with science communicators and content creators (N=8), we designed PaperTok, an end-to-end system that automates the initial creative labor by generating script options and corresponding audiovisual content from a source paper. Researchers can then refine based on their preferences with further prompting. A mixed-methods user study (N=18) and crowdsourced evaluation (N=100) demonstrate that PaperTok's workflow can help researchers create engaging and informative short-form videos. We also identified the need for more fine-grained controls in the creation process. To this end, we offer implications for future generative tools that support science outreach.
2
SketchDynamics: Exploring Free-Form Sketches for Dynamic Intent Expression in Animation Generation
Boyu Li (The Hong Kong University of Science and Technology, Hong Kong SAR, China)Lin-Ping Yuan (The Hong Kong University of Science and Technology, Hong Kong SAR, China)Zeyu Wang (The Hong Kong University of Science and Technology (Guangzhou), Guangzhou, China)Hongbo Fu (Hong Kong University of Science and Technology, Hong Kong, China)
Sketching provides an intuitive way to convey dynamic intent in animation authoring (i.e., how elements change over time and space), making it a natural medium for automatic content creation. Yet existing approaches often constrain sketches to fixed command tokens or predefined visual forms, overlooking their free-form nature and the central role of humans in shaping intention. To address this, we introduce an interaction paradigm where users convey dynamic intent to a vision–language model via free-form sketching, instantiated here in a sketch storyboard to motion graphics workflow. We implement an interface and improve it through a three-stage study with 24 participants. The study shows how sketches convey motion with minimal input, how their inherent ambiguity requires users to be involved for clarification, and how sketches can visually guide video refinement. Our findings reveal the potential of sketch–AI interaction to bridge the gap between intention and outcome, and demonstrate its applicability to 3D animation and video generation.
2
"An Experience That Could Not be Found Anywhere Else": Resonance as an Explanatory Concept for Player Experience Research and Game Design
Jaakko Väkevä (Aalto University, Espoo, Finland)Jan B.. Vornhagen (Aalto University, Espoo, Finland)Heidi Rautalahti (Aalto University, Espoo, Finland)Janne Lindqvist (Aalto University, Espoo, Finland)
One central goal of game designers is to make games that resonate with players. Yet, within HCI games research, resonance is used vaguely as an everyday notion. In this work, we draw on psychological research on resonance to conduct a qualitative survey (n = 110) to explore how players characterize game experiences that resonated with them, to deliminate what resonance means for players and the interactive medium of games. Our findings illustrate how resonance captures the feeling of gameplay encounters that go on to have profound and long-lasting emotional and cognitive impacts. Our findings outline resonance as an underlying experiential quality relevant to various existing PX conceptualizations, such as eudaimonia, meaningfulness, reflection, emotional challenge, game feel, and perspective or behavioral change. Based on our findings, we outline resonance as a useful explanatory concept for what makes videogame experiences emotional, meaningful, moving, and even transformative experiences.
2
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.
2
InkFlow: Connected Handwriting Recognition for Natural Mid-Air Input in Mixed Reality
Xufeng Jian (Beijing University of Posts and Telecommunications, Beijing, China)Qi Qi (Beijing University of Posts and Telecommunications, Beijing, China)LinPei Zhang (Beijing University of Posts and Telecommunications, Beijing, China)Haifeng Sun (Beijing University of Posts and Telecommunications, Beijing, China)pengfei ren (Beijing University of Posts and Telecommunications, Beijing, China)Xiang Chen (Beijing University of Posts and Telecommunications, Beijing, China)Guangtian Liu (Beijing University of Posts and Telecommunications, Beijing, China)Shule Cao (Beijing University of Posts and Telecommunications, Beijing, China)Jingyu Wang (Beijing University of Posts and Telecommunications, Beijing, China)
Mid-air handwriting is a freeform text input modality that enables expression of individuality and creativity. In Mixed Reality, the recognition of writing strokes has conventionally depended on manual action or proximal planes. Such explicit reliance imposes cognitive load and quickly leads to fatigue. We present InkFlow, a novel bare-hand handwriting interaction approach that enables users to write continuously and naturally without explicit stroke control. We first design a user-friendly pipeline that leverages the widely adopted pinch–release gesture to intuitively collect annotated handwriting data. Next, we enhance a lightweight DS-TCN model with boundary-aware strategy to improve the learning of kinematic features. Moreover, building on cross-domain meta-learning, our approach achieves effective cross-user generalization and supports rapid personalization for new users. The comparative user study (N=30) shows the effectiveness and usability of our method and interaction design. A closed-loop online study (N=12) further demonstrates notable improvements in handwriting efficiency and physical comfort.
2
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.
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.
2
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
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.
2
Redirected Pinch: Efficient and Comfortable Bare-Hand Interaction for 2D Windows in VR
Wen Ying (University of Virginia, Charlottesville, Virginia, United States)Yeonsu Kim (KAIST, Daejeon, Korea, Republic of)Adil Rahman (University of Virginia, Charlottesville, Virginia, United States)Erzhen Hu (University of Virginia, Charlottesville, Virginia, United States)Geehyuk Lee (School of Computing, KAIST, Daejeon, Korea, Republic of)Seongkook Heo (University of Virginia, Charlottesville, Virginia, United States)
Virtual Reality (VR) offers portable and flexible workspaces. However, enabling efficient and comfortable interactions without external input devices remains challenging. We propose leveraging redirected input to enable comfortable and touch-like interaction for quick and intuitive control. Our design study revealed that while touch interaction performs well with direct input, its performance degrades significantly under input redirection. In contrast, using pinch improves redirected input by providing self-haptic feedback and reducing input dimensionality, thereby compensating for spatial discrepancies. Based on these findings, we introduce Redirected Pinch, a bare-hand interaction technique that combines input redirection with pinch confirmation. It creates a virtual plane at waist height, remapping hand movements on the plane to a vertical window, with pinch gestures used for confirmation. A user study demonstrated that Redirected Pinch achieves a strong balance of accuracy, efficiency, comfort, and sense of agency across fundamental interactions.
2
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.
2
Queering Character Creation: Player Perspectives on Choosing Characters' Gender and Sexual Orientation in Role-Playing Games
Gunnar Húni Björnsson (Universiteit Utrecht, Utrecht, Netherlands)Martin Johannes. Dechant (University College London, London, United Kingdom)Susanne Poeller (Utrecht University, Utrecht, Netherlands)
Role-playing games allow players to explore a digital world through a character's eyes. For minority groups, such as queer players, representation is not a given when playing popular role-playing games. We surveyed a diverse sample of 464 queer and non-queer players and followed up with 31 in-depth interviews. We asked players about their perspectives on their characters' gender and sexual orientation. The quantitative results showed that cisgender men were the least likely group to find gender representation important and heterosexual players were least likely to consider the representation of sexual orientation as important. However, following up with a thematic analysis, we note many nuances and within-group differences. We identify four themes of how players of all identities view character creation—the character as a shield, a guide, a portrayal, and a creation—and discuss how digital games can improve character design and character creation options.
2
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.
2
Less Redraw, More Explore: Suggestion and Completion for Sketch-to-Image
Zeyu Zhao (Swansea University, Swansea, United Kingdom)Connor Rees (Swansea University, Swansea, United Kingdom)Gavin Bailey (Swansea University, Swansea, United Kingdom)Matt Jones (Swansea University, Swansea, United Kingdom)Simon Robinson (Swansea University, Swansea, United Kingdom)Jennifer Pearson (Swansea University, Swansea, Wales, United Kingdom)
Sketch-to-image systems let users transform simple line drawings into realistic images, but current workflows force users into tedious redraw-regenerate cycles that slow creative exploration. We introduce two complementary interaction techniques that reduce iteration friction: AutoSketch, which extends partial sketches through AI-driven completions (pre-generation support), and BackSketch, which transforms generated images back into editable sketches at multiple abstraction levels (post-generation support). In a study with 30 participants, the results indicate that both techniques can improve exploration and expressiveness compared to a baseline sketch-to-image system, while AutoSketch also can increase users’ sense of agency and co-creation with the AI. We contribute new evidence that shifting support before or after generation opens distinct pathways for balancing user control and system initiative. Together, our results establish pre- and post-generation assistance as a design space for co-creative sketch-to-image systems.
2
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.
2
Behavioral Indicators of Overreliance During Interaction with Conversational Language Models
Chang Liu (Tsinghua University, Beijing, China)Qinyi Zhou (Hong Kong University of Science and Technology, Hong Kong, China)Xinjie Shen (Georgia Institute of Technology , Atlanta , Georgia, United States)Xingyu Bruce. Liu (UCLA, Los Angeles, California, United States)Tongshuang Wu (Carnegie Mellon University, Pittsburgh, Pennsylvania, United States)Xiang 'Anthony' Chen (UCLA, Los Angeles, California, United States)
LLMs are now embedded in a wide range of everyday scenarios. However, their inherent hallucinations risk hiding misinformation in fluent responses, raising concerns about overreliance on AI. Detecting overreliance is challenging, as it often arises in complex, dynamic contexts and cannot be easily captured by post-hoc task outcomes. In this work, we aim to investigate how users' behavioral patterns correlate with overreliance. We collected interaction logs from 77 participants working with an LLM injected plausible misinformation across three real-world tasks and we assessed overreliance by whether participants detected and corrected these errors. By semantically encoding and clustering segments of user interactions, we identified five behavioral patterns linked to overreliance: users with low overreliance show careful task comprehension and fine-grained navigation; users with high overreliance show frequent copy-paste, skipping initial comprehension, repeated LLM references, coarse locating, and accepting misinformation despite hesitation. We discuss design implications for mitigation.
2
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.
2
GestuProp: 3D Virtual Reality Prop Generation with Co-Speech Gestures
Zhihao Yao (Tsinghua University, Beijing, Beijing, China)Xiwen Yao (Tsinghua University, Beijing, China)Haowei Xiong (Tsinghua University, Beijing, China)Yuan-Ling Feng (Tsinghua University, Beijing, Haidian, China)Qirui Sun (Tsinghua University, Beijing, China)Yijie Guo (Tsinghua University, Beijing, China)Haipeng Mi (Tsinghua University, Beijing, China)
Virtual Reality (VR) has been widely adopted in domains such as gaming, education, and healthcare, where 3D props play a central role in enabling immersive interaction. With the advancement of generative AI, 3D props can now be created rapidly; however, little research has explored how gestures and speech can be integrated to support prop generation. To address this gap, we introduce GestuProp, a VR prop generation system driven by co-speech gestures. Building on a formative study with 30 participants, we proposed a gesture design space and developed the VR system GestuProp. We then conducted a user study with 14 participants, which showed that GestuProp demonstrates good usability and favorable user experiences, while also revealing how object categories influence gesture use and interaction. These findings highlight the potential of gesture–speech synergy to advance prop generation in VR.
2
Friend, Foe, or Bot? Exploring Intergroup Dynamics in Hybrid Human-Bot Teams
Assem Zhunis (HKUST, Hong Kong, Hong Kong)Ziqi Pan (The Hong Kong University of Science and Technology, Hong Kong, China)Yuanhao Zhang (Hong Kong University of Science and Technology, Hong Kong, China)Xiaojuan Ma (Hong Kong University of Science and Technology, Hong Kong, Hong Kong)
Existing research has examined how artificial teammates influence collaboration within teams, but far less is known about their role in shaping interactions between teams. In particular, it remains unclear how transparent integration of AI teammates influences intergroup biases in competitive contexts. To investigate this, we designed StarHarvest, an online game where two hybrid teams (each consisting of one human and one bot, either concealed or revealed) competed for resources while bots elicited prosocial or antisocial behaviors. Drawing on data from 240 participants, we analyzed behavioral choices, evaluations, and resource allocations toward ingroup and outgroup members. Our findings show that hidden bots fostered stronger within-team coordination but also allowed asymmetric retribution toward weaker opponents. By contrast, revealed bots were treated as secondary teammates, reducing cohesion and shifting responsibility onto human partners. We conclude with design implications for socially responsible integration of artificial teammates, highlighting tensions between group-level and agent-level identities.
2
StepDance: A Toolkit for Redesigning CNC Machines Using Physical Metaphors
Ilan E. Moyer (Massachusetts Institute of Technology, Cambridge, Massachusetts, United States)Devon Frost (University of California, Santa Barbara , Santa Barbara, California, United States)Emilie Yu (UCSB, Santa Barbara, California, United States)Maria Yang (Massachusetts Institute of Technology, Cambridge, Massachusetts, United States)Jennifer Jacobs (University of California Santa Barbara, Santa Barbara, California, United States)
Researchers can build craft-aligned digital fabrication technologies by designing interfaces inspired by craft tools. This process often demands real-time physical interactions not supported by today’s automation-focused CNC control systems. We theorize we can lower engineering challenges for craft-aligned CNC prototyping by allowing designers to modify existing CNCs to support both automated and real-time control. We contribute a new creative motion control system, Stepdance, which consists of two elements: 1) modular controllers that replace the G-code controller of a CNC and can be chained together to develop new interfaces, and 2) a modular programming library that supports declarative mappings between live user input, pre-programmed operations, and machine motion. We developed Stepdance with practitioners at the Haystack Mountain School of Craft, where we used the system to modify commercial plotters and 3D printers. We analyze the resulting artifacts, interactions, and ideas to discuss how Stepdance can broaden the practice of CNC design via physical metaphor.
2
The Golden Goose of Toxicity: Turning Hostility into Platform Revenue
Bastian Kordyaka (Åbo Akademi University, Turku, Finland)
Toxic behavior is a problem in online gaming platforms such as League of Legends (LoL), undermining player well-being and fairness. Platforms increasingly optimize “engagement” without distinguishing between positive and negative participation. Drawing on dual-process theory, we ask when hostile interactions can become economically productive. In an explanatory sequential mixed-methods study with LoL players, Study 1 (N = 430) models how reflective, System~2 brand bonds (i.e., brand personality, brand involvement, brand engagement) and negatively valenced, System~1 reactive responses (self-reported toxic behavior) relate to in-game spending. Study 2 (N = 80) uses reflexive thematic analysis to show how players interpret, repair, and channel frustration and hostility through cosmetics, events, and progression systems. Across studies, toxic behavior is positively associated with self-reported purchases and partially transmits the association between reflective brand attachments and spending. We contribute a dual-pathways account of how governance and monetization infrastructures can fold harmful engagement into value extraction, and we outline critical design provocations for centrally governed, highly monetized platforms.
1
Beyond Links: Exploring Visual Representations of Multi-View Relations in Mixed Reality
Weizhou Luo (TUD Dresden University of Technology, Dresden, Germany)Rufat Rzayev (TUD Dresden University of Technology, Dresden, Germany)Benjamin Russig (TUD Dresden University of Technology, Dresden, Germany)Sivanon Visutarporn (TUD Dresden University of Technology, Dresden, Germany)Marc Satkowski (Fraunhofer Institute for Process Engineering and Packaging IVV, Dresden, Germany)Stefan Gumhold (TUD Dresden University of Technology, Dresden, Germany)Raimund Dachselt (TUD Dresden University of Technology, Dresden, Germany)
This paper investigates associations, explicit representations of relations between multiple views in Mixed Reality (MR). While research on 2D desktop environments offers extensive recommendations for communicating relations between multiple views, MR environments lack such systematic guidance, necessitating adapted solutions that consider their spatial affordances. To address this gap, we systematically explored association techniques in existing research. Building on established 2D multi-view literature and refining insights from prior design principles, we developed a codebook to describe view relations and their representations. Applying it to a corpus of 44 immersive multi-view approaches, we identified recurring design strategies and synthesized them into a design space of visual association techniques adapted for immersive contexts. Based on a lightweight prototyping framework, we validate the utility of the design space through three envisioning scenarios, demonstrating how associations can support exploration, coordination, and sensemaking in MR applications. Our results inform the design of MR multi-view environments.
1
Emotion Through Motion: How Shape-Changing Jewelry Conveys Emotions
Anke Brocker (RWTH Aachen University, Aachen, Germany)Felix Kasteel (RWTH Aachen University, Aachen, Germany)Sören Schröder (RWTH Aachen University, Aachen, Germany)Heiko Mueller (OFFIS, Oldenburg, Germany)Jürgen Steimle (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Jan Borchers (RWTH Aachen University, Aachen, Germany)
Shape-changing wearables are known to convey emotions to wearers and observers, and jewelry is commonly worn for self-expression and to be seen by others. But how do individual shape change parameters impact the emotions communicated? In a first study, participants observed a shape-changing necklace; the second included wearing it. The necklace uses pneumatic finger actuators; fabrication details are provided. We systematically varied motion type, speed, amplitude and repetition, and exterior material to analyze emotions using Russell's circumplex model. Additionally, we asked users what they associated with each shape change. We found some surprising relationships between shape change parameters and the valence and arousal levels of emotions wearers and observers perceived. Symmetrical actuations were recognized more accurately and received higher valence and arousal ratings. Interestingly, even when wearers, who only felt motions, misidentified them, their ratings matched those from observers. Our findings support creating shape-changing interfaces that communicate emotions more precisely.
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JourneyVR: Designing for Continuous Workflow Experience in Virtual Reality
Minchae Kim (Korea University, Seoul, Korea, Republic of)Jun Ryu (Korea University, Seoul, Korea, Republic of)Yechan Yang (Seoul National University, Seoul, Korea, Republic of)Gerard Jounghyun. Kim (Korea University, Seoul, NA, Korea, Republic of)
Managing multiple activities in virtual reality (VR) is often hindered by fragmented workflows and disruptive application switching. We present JourneyVR, a metaphorical interaction model designed for spatial and sequential workflows that reframes tasks as continuous journeys rather than isolated sessions. Users construct a Journey Map as a layout of islands (tasks) and bridges (transitions), which expands into an immersive world where activities unfold as a coherent, embodied narrative. Through a formative study, a controlled comparison, and an expert evaluation, JourneyVR was shown to enhance experiential continuity, intention to use, and overall satisfaction compared to using a conventional app launcher. Participants highlighted how the metaphor fosters motivation and achievement, while we identify boundaries regarding task type, scalability, and flexibility. Our findings demonstrate that framing sequential activities as navigable journeys can transform fragmented tasks into meaningful narratives, offering concrete guidelines for sustained engagement and more flexible workflows in immersive environments.
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Exploring Design Practice with Generative AI: Perspectives from AEC Design Professionals
Yue Xu (The Hong Kong Polytechnic University, Hong Kong, China)Yi Wang (Deakin University, Melbourne, Australia)Weiyue Gao (The Hong Kong Polytechnic University, Hong Kong, China)Yichen Chai (The Hong Kong Polytechnic University, HongKong, China)Henry Been-Lirn. Duh (Hong Kong Polytechnic University, Hong Kong, China)
The integration of Generative AI (GenAI) into Architecture, Engineering, and Construction (AEC) design marks a paradigm shift, yet empirical studies on AEC professional adoption are scarce. This study aims to bridge this gap through a mixed-methods study involving interviews with 20 professionals and a survey of 191 professionals. Findings show GenAI is mainly used in conceptual design, improving client and intra-team collaboration, especially in concept-only projects, strong site integration projects, and challenging client engagements projects for inspiration exploration, client communication and design service boundaries expansion. We further uncover a critical paradox: professionals perceive GenAI’s creativity as intrinsically linked to the unpredictability. Additionally, a nuanced “shame-yet-pride'' dynamic is identified, wherein professionals publicly regard GenAI as a key asset but conceal its use to exaggerate manual effort. Based on these insights, we recommend fostering an industry-wide discussion for a mindset shift toward transparent collaboration with GenAI. This study offers the first comprehensive empirical study for understanding GenAI’s current role and future potential in transforming AEC design practices.
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Oscillation Design in Online Pet Loss Support Groups: Understanding Motivations, Outcomes, and Challenges
Soomin Kim (Taejae University, Seoul, Korea, Republic of)Sojeong Park (Hanyang University ERICA, Ansan, Korea, Republic of)
Pet loss is a distressing experience often underappreciated by societal norms, leading to disenfranchised grief. We investigate how bereaved pet owners engage in online support groups, focusing on their motivations, interactions, and challenges. Through in-depth interviews with 18 participants, we identified key motivations for joining, including grief expression and validation, emotional and informational support, anonymity and accessibility. Engagement in these groups facilitated emotional expression, grief validation, memorialization practices, and the development of coping mechanisms, while also fostering shared rituals and collective identity. However, challenges like compulsory grief—where grievers feel pressured to remain in a constant state of mourning—and insufficient support for dynamic coping persisted. Drawing on the dual process model of bereavement, we propose the metaphor of oscillation design, balancing loss-oriented and restoration-oriented coping. Our findings show that current platforms overemphasize loss, underscoring the need for design interventions that rebalance asymmetric oscillation and enable more dynamic coping trajectories.
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LLooM: Weaving Stories and Probing Experiences of Language Technologies
Kimberley Paradis (University of Edinburgh, Edinburgh, United Kingdom)Lachlan D. Urquhart (University of Edinburgh, Edinburgh , United Kingdom)Tara Capel (University of Edinburgh, Edinburgh, United Kingdom)
This paper presents LLooM, a probe designed to capture situated, temporal, and contradictory experiences with language technologies such as voice assistants, chatbots, and LLMs. The design of LLooM draws on work in probes, feminist HCI, and storytelling to invite participants to write stories about their encounters with language technologies on fabric strips and weave them into looms. Through a public, researcher-facilitated, and collective participant deployment with 56 participants, LLooM enabled participants to share diverse perspectives on language technologies. This methodological approach makes two contributions to probe design in HCI: enabling participants to reshape the methodological assumptions underlying research and allowing participants' visible contributions to become provocations that support collaborative meaning-making across diverse experiences.
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The Impact of Response Latency and Task Type on Human-LLM Interaction and Perception
Felicia Fang-Yi Tan (New York University, New York, New York, United States)Moritz Alexander. Messerschmidt (National University of Singapore, Singapore, Singapore)Wen Yin (New York University, New York, New York, United States)Oded Nov (New York University, New York, New York, United States)
Responsiveness in large language model (LLM) applications is widely assumed to be critical, yet the impact of latency on user behavior and perception of output quality has not been systematically explored. We report a controlled experiment varying time-to-first-token latency (2, 9, 20 seconds) across two taxonomy-driven knowledge task types (Creation and Advice). Log analyses reveal that user interaction behaviors were robust to latency, yet varied by task type: Creation tasks elicited more frequent prompting than Advice tasks. In contrast, participants who experienced 2-second latencies rated the LLM’s outputs less thoughtful and useful than those who experienced 9- or 20-second latencies. Participants attributed delays to AI deliberation, though long waits occasionally shifted this interpretation toward frustration or concerns about reliability. Overall, this work demonstrates that latency is not simply a cost to reduce but a tunable design variable with ethical implications. We offer design strategies for enhancing human-LLM interaction.
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Are We Automating the Joy Out of Work? Designing AI to Augment Work, Not Meaning
Jaspreet Ranjit (University of Southern California, Los Angeles, California, United States)Ke Zhou (University of Nottingham, Nottingham, United Kingdom)Swabha Swayamdipta (University of Southern California, Los Angeles, California, United States)Daniele Quercia (Nokia Bell Labs, Cambridge, United Kingdom)
Prior work has mapped which workplace tasks are exposed to AI, but less is known about whether workers perceive these tasks as meaningful or as busywork. We examined: (1) which dimensions of meaningful work do workers associate with tasks exposed to AI; and (2) how do the traits of existing AI systems compare to the traits workers want. We surveyed workers and developers on a representative sample of 171 tasks and use language models (LMs) to scale ratings to 10,131 computer-assisted tasks across all U.S. occupations. Worryingly, we find that tasks that workers associate with a sense of agency or happiness may be disproportionately exposed to AI. We also document design gaps: developers report emphasizing politeness, strictness, and imagination in system design; by contrast, workers prefer systems that are straightforward, tolerant, and practical. To address these gaps, we call for AI whose design explicitly focuses on meaningful work and worker needs, proposing a five-part research agenda.
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Moving Beyond Passwords: Investigating the Effect of Digital Nudges on Passkey Adoption
Tobias Reittinger (University of Regensburg, Regensburg, Germany)Magdalena Glas (University of Regensburg, Regensburg, Germany)Günther Pernul (University of Regensburg, Regensburg, Germany)
Passwords suffer from major usability hurdles that foster insecure practices and undermine cybersecurity. Passkeys were introduced to address these issues, however, adoption remains low. Digital nudges offer a promising way to accelerate passkey adoption, yet research lacks empirical insight about when to nudge and which nudge types and designs are most effective. We therefore employed a mixed-methods approach to examine the impact of nudges on passkey adoption across five touchpoints in the digital user journey: During registration, login, account recovery, while in the settings menu, and during user activity. First, we conducted 15 expert interviews to identify candidate nudges and their design principles. We evaluate these nudges in a randomized controlled trial (RCT) with 3,680 participants on a commercial healthcare platform. Our results indicate that digital nudges can significantly increase passkey adoption when applied at the right touchpoints, encouraging users to move beyond passwords.
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Influence or Deception? Evaluating Social Suggestions with Persuasive Statements for Security and Privacy Settings
Ayako A.. Hasegawa (NICT, Tokyo, Japan)Takahiro Kasama (NICT, Tokyo, Japan)Mitsuaki Akiyama (NTT Social Informatics Laboratories, Tokyo, Japan)
Configuring security and privacy (S&P) settings can be challenging for non-expert users, resulting in excessive dependence on persuasive cues, such as social proofs or expert suggestions. Although such suggestions can promote protective user choices, they can be misused as deceptive patterns that steer users toward less-protective settings. This study examines (1) how source-based suggestions (public vs. experts), when combined with logical persuasive statements, influence decision-making in S&P settings under honest or deceptive conditions and (2) how users evaluate these approaches once deception is revealed. An online experiment with 1,433 U.S. participants utilizing a 2×2×2 factorial design revealed that persuasive statements amplified the effect of social proof- and authority-based cues, which persisted even when promoting less-protective settings. These findings demonstrate the importance of persuasive S&P interfaces that follow transparent and rational design, as well as complementary interventions that foster users' critical assessment and resilience against manipulation.
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When AI Gets It Wrong: Scaffolding AI Hallucination Detection for Children Through Chatbot Creation
Xiaoyi Tian (North Carolina State University, Raleigh, North Carolina, United States)Deniz Ozturk (North Carolina State University, Raleigh, North Carolina, United States)Sreekar Edula (The University of North Carolina at Charlotte, Charlotte, North Carolina, United States)Jibran Adil (The University of North Carolina at Chapel Hill, Chapel Hill, North Carolina, United States)Qiao Jin (North Carolina State University, Raleigh, North Carolina, United States)Yang Shi (Utah State University, Logan, Utah, United States)Tiffany Barnes (North Carolina State University, Raleigh, North Carolina, United States)
Children increasingly interact with generative AI systems that can produce hallucinated content, potentially reinforcing misconceptions and undermining critical thinking skills. We investigate how children detect and respond to hallucinations while building and testing LLM-powered chatbots in a development environment. We integrated hallucination-awareness scaffolds such as confidence indicators, fact-checking, repeated questioning, and model comparison. Through a study with 48 middle school learners aged 10-14, participants showed significant pre-to-post gains in AI knowledge, hallucination awareness, and confidence in building trustworthy chatbots. They developed multi-layered strategies, including probing inconsistencies and cross-checking with external sources. Key challenges included over-reliance on visible cues, fragmented use of scaffolds, and a tension between creativity and reliability. These findings highlight design implications for children’s AI literacy for responsible AI development: supporting proactive, iterative engagement in the development cycle, integrating scaffolds into coherent workflows, and balancing creativity with accuracy.
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Animated Public Furniture as an Interaction Mediator: Engaging Passersby In-the-Wild with Robotic Benches
Xinyan Yu (School of Architecture, Design and Planning, The University of Sydney, Sydney, NSW, Australia)Marius Hoggenmüller (School of Architecture, Design and Planning, The University of Sydney, Sydney, NSW, Australia)Xin Lu (The University of Sydney, Sydney, Australia)Ozan Balcı (KU Leuven, Leuven, Belgium)Martin Tomitsch (University of Technology Sydney, Sydney, NSW, Australia)Andrew Vande Moere (KU Leuven, Leuven, Belgium)Alex Binh Vinh Duc Nguyen (KU Leuven, Leuven, Belgium)
Urban HCI investigates how digital technologies shape human behaviour within the social, spatial, temporal dynamics of public space. Meanwhile, robotic furniture research demonstrates how the purposeful animation of mundane utilitarian elements can influence human behaviour in everyday contexts. Taken together, these strands highlight an untapped opportunity to investigate how animated public furniture could mediate social interaction in urban environments. In this paper, we present the design process and in-the-wild study of mobile robotic benches that reconfigure with a semi-outdoor public space. Our findings show that the gestural performance of the benches manifested three affordances perceived by passersby, they activated engagement as robots, redistributed engagement as spatial elements, and settled engagement as infrastructure. We proposed an Affordance Transition Model (ATM) describing how robotic furniture could proactively facilitate transition between these affordances to engage passersby. Our study bridges robotic furniture and urban HCI to activate human experience with the built environment purposefully.
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“Too Crowded for a Robot?”: Modeling Human Acceptance Criteria for Elevator-Riding Robots
Seoktae Kim (NAVER LABS, Seongnam, Korea, Republic of)Sangyoung Cho (NAVER LABS, Seongnam, Korea, Republic of)Kahyeon Kim (NAVER LABS, Seongnam, Korea, Republic of)Sure Bak (NAVER LABS, Seongnam, Korea, Republic of)
Robots are increasingly expected to share elevators with people, yet little is known about the conditions shaping acceptance. We introduce the Robot Boarding Area (RBA)—a designated entry zone for robots—and examine how its availability and congestion affect user evaluations. In an online survey, acceptance sharply decreased once the RBA was occupied by any person or large object, even under moderate crowding. A VR experiment confirmed this pattern and further showed that participants preferred when robots refrained from boarding in crowded conditions compared to forcing entry. By formalizing the RBA as an acceptance criterion and demonstrating the value of adaptive skip strategies, this work identifies spatial availability and boarding behavior as central to socially acceptable robot deployment in elevators.
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Improving Data Quality via Pre-Task Participant Screening in Crowdsourced GUI Experiments
Takaya Miyama (Meiji University, Tokyo, Japan)Satoshi Nakamura (Meiji University, Tokyo, Japan)Shota Yamanaka (LY Corporation, Tokyo, Japan)
In crowdsourced user experiments that collect performance data from graphical user interface (GUI) interactions, some participants ignore instructions or act carelessly, threatening the validity of performance models. We investigate a pre-task screening method that requires simple GUI operations analogous to the main task and uses the resulting error as a continuous quality signal. Our pre-task is a brief image-resizing task in which workers match an on-screen card to a physical card; workers whose resizing error exceeds a threshold are excluded from the main experiment. The main task is a standardized pointing experiment with well-established models of movement time and error rate. Across mouse- and smartphone-based crowdsourced experiments, we show that reducing the proportion of workers exhibiting unexpected behavior and tightening the pre-task threshold systematically improve the goodness of fit and predictive accuracy of GUI performance models, demonstrating that brief pre-task screening can enhance data quality.
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GastroConcerto: Towards Designing Dining–Sound Pairings to Support Culinary Creativity
Hongyue Wang (Monash University, Melbourne, Victoria, Australia)Sasindu Abewickrema (Monash University, Melbourne, Australia)Yuchen Zheng (Monash University, Melbourne, Australia)Po-Yao (Cosmos) Wang (Monash University, Melbourne, VIC, Australia)Hong Luo (Faculty of Information Technology, Monash University, Melbourne, Australia)Ziqi Fang (Monash University, Melbourne, VIC, Australia)Jialin Deng (Department of Human-Centred Computing, Monash University, Melbourne, Victoria, Australia)Nandini Pasumarthy (Monash University, Melbourne, Australia)Don Samitha Elvitigala (Monash University, Melbourne, Australia)Florian ‘Floyd’. Mueller (Monash University, Melbourne, VIC, Australia)
Sounds play a crucial role in shaping dining experiences. Recently, designers have increasingly integrated them into interfaces that connect diners with food. Yet, little is known about how sounds can function as culinary materials to enrich chefs' creativity, particularly in creating meaningful auditory interactions that resonate with their culinary creations. Hence, we present GastroConcerto, an auditory dining system that combines a magnetic contact microphone equipped under the plate with a companion mobile application. This system delves into the interactive space between diners and their food to introduce a novel interactive mechanism of dining–sound pairing, enabling chefs to design specific auditory interactions that respond to diners' individual interactions with the dining containers. Through a within-subjects study and field deployment, we examined how GastroConcerto enriches chefs' creative practices in crafting "sonic dish" experiences. Ultimately, our goal is to shift the ownership of auditory interaction design from interface designers to chefs, thereby supporting their culinary creativity.
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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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Screen-Directed Stretching: Supporting Ergonomic Neck Stretching in XR Workspaces
Ryo Sasaki (Tohoku University, Sendai, Miyagi, Japan)Kazuyuki Fujita (Tohoku University, Sendai, Miyagi, Japan)Yudai Tanaka (Tohoku University, Sendai, Miyagi, Japan)Ryo Takahara (TATAMI inc., Kawasaki, Kanagawa, Japan)Kumpei Ogawa (Tohoku University, Sendai, Japan)Yoshifumi Kitamura (Tohoku University, Sendai, Miyagi, Japan)
Habitual static stretching is recommended in many ergonomics guidelines, but continuing this habit remains challenging to workers. We address two factors causing this difficulty: most workers lack an understanding of the appropriate mechanisms of stretching, and stretching sessions require the interruption of ongoing tasks. We propose Screen-Directed Stretching, a novel technique that supports neck stretching in extended reality (XR) workspaces without interrupting work. Our technique temporarily repositions the virtual screen that the user is focusing on, guiding them to rotate their head in yaw, pitch, and roll directions and to maintain a posture for a specific duration, thus facilitating muscle extension. Through two preliminary user studies, we developed a prototype that seamlessly switches the screen's coordinate system between world-bound and body-bound frames of reference, balancing practical workability and good stretching guidance. A user study (N=16) demonstrates that our technique effectively induces stretching movements while minimizing loss of task efficiency.
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Conversational Inoculation to Enhance Resistance to Misinformation
Dániel Szabó (University of Oulu, Oulu, Finland)Chi-Lan Yang (The University of Tokyo, Tokyo, Japan)Aku Visuri (University of Oulu, Oulu, Finland)Jonas Oppenlaender (University of Oulu, Oulu, Finland)Bharathi Sekar (University of Oulu, Oulu, Oulu, Finland)Koji Yatani (University of Tokyo, Tokyo, Japan)Simo Hosio (University of Oulu, Oulu, Oulu, Finland)
Proliferation of misinformation is a globally acknowledged problem. Cognitive Inoculation helps build resistance to different forms of persuasion, such as misinformation. We investigate Conversational Inoculation, a method to help people build resistance to misinformation through dynamic conversations with a chatbot. We built a Web-based system to implement the method, and conducted a within-subject user experiment to compare it with two traditional inoculation methods. Our results validate Conversational Inoculation as a viable novel method, and show how it was able to enhance participants' resistance to misinformation.A qualitative analysis of the conversations between participants and the chatbot highlighted adaptability, independence, trust and friction as the main factors affecting Conversational Inoculation.We discuss the opportunities and challenges of using Conversational Inoculation to combat misinformation. Our work contributes a timely investigation and a promising research direction in scalable ways to combat misinformation.
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A Faster VR Body to Speed Up Choices
Difeng Yu (University of Copenhagen, Copenhagen, Denmark)Joanna Bergström (University of Copenhagen, Copenhagen, Denmark)Kasper Hornbæk (University of Copenhagen, Copenhagen, Denmark)
A VR body can move faster than its user, making actions like reaching more efficient. We propose a VR body that not only moves faster during reaching, but also starts moving before the user has decided which target to reach for. However, it is unclear whether such a VR body would speed up choices, since moving towards a wrong target might cause confusion, or influence users' choices. To explore these questions, we built a faster VR body prototype, focusing on an accelerated hand and arm, in a choice task. Thirty-four participants viewed random-dot displays to judge the overall motion direction and indicated their choice by pressing the corresponding button. Task difficulty was varied to influence choice uncertainty. Results showed that choice time decreased when the virtual body was 0.1 seconds ahead of the physical body, but increased when it was 0.3 seconds ahead. Users' choice distributions showed no significant differences.
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A Design Space of Virtual Bodies: Their Types, Effects, and Theoretical Foundations
Joanna Bergström (University of Copenhagen, Copenhagen, Denmark)Difeng Yu (University of Copenhagen, Copenhagen, Denmark)Cleo Xiao (University of Copenhagen, Copenhagen, Denmark)Mantas Cibulskis (University of Copenhagen, Copenhagen, Denmark)Erik Skjoldan. Mortensen (University of Copenhagen, Copenhagen, Denmark)Mariusz Matyja (University of Copenhagen, Copenhagen, Denmark)Mark Schram Christensen (University of Copenhagen, Copenhagen, Denmark)Kasper Hornbæk (University of Copenhagen, Copenhagen, Denmark)
In virtual reality, users are typically represented by and interact through a virtual body. Research frequently manipulates different features of these bodies. We analyze 208 studies to identify what aspects of virtual bodies are manipulated, how these manipulations affect interaction and other outcomes, and why they are assumed to do so. Based on the analysis, we propose a design space comprising seven types of visual manipulations: appearance, size, morphology, viewpoint, transfer, remapping, and control. We also synthesize findings on their effects—ranging from task performance to physiological responses and social outcomes—and examine the theories used to explain them, such as embodiment, Proteus effect, and presence. The design space helps researchers identify key variables and their interconnections in design and empirical research of virtual bodies. The synthesis further reveals unexplored causal connections and highlights theories that may account for observed effects.
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Determining Perception Thresholds for Real and Virtual Inclinations While Cycling in Virtual Reality
Jonas Keppel (University of Duisburg-Essen, Essen, Germany)Marvin Prochazka (University of Duisburg-Essen, Essen, Germany)Stefan Lewin (University of Duisburg-Essen, Essen, Germany)Markus Stroehnisch (University of Duisburg-Essen, Essen, Germany)Marvin Strauss (University of Duisburg-Essen, Essen, Germany)André Zenner (Saarland University, Saarland Informatics Campus, Saarbrücken, Germany)Donald Degraen (University of Canterbury, Christchurch, New Zealand)Andrii Matviienko (KTH Royal Institute of Technology, Stockholm, Sweden)Stefan Schneegass (University of Duisburg-Essen, Essen, NRW, Germany)
In virtual reality (VR) experiences, mismatches between reality and virtuality are usually undesirable, as they can disrupt immersion and induce cybersickness. However, when carefully controlled, they may expand the design space of VR. This research investigates perceptual detection thresholds for mismatches between real and virtual inclinations during cycling in VR. Using a custom simulation, N=30 participants cycled through a virtual city while physical and visual inclinations were independently manipulated. Real inclinations were implemented with a tilting indoor bike, providing vestibular and proprioceptive feedback, while virtual inclinations within the simulated environment were presented visually. A multiple staircase procedure derived estimates for perceptual thresholds that approximate which mismatches in visual and physical inclination were still perceived as congruent. These thresholds reveal a window of perceived congruence before mismatches become noticeable to users. These findings advance understanding of sensory integration in VR cycling and inform applications in immersive training, exergames, and rehabilitation systems.
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An Empirical Study to Understand How Students Use ChatGPT for Writing Essays
Andrew Jelson (Virginia Tech, Blacksburg, Virginia, United States)Daniel Manesh (Virginia Tech, Blacksburg, Virginia, United States)Alice Jang (Virginia Tech, Blacksburg, Virginia, United States)Daniel Dunlap (Virginia Tech, Blacksburg, Virginia, United States)Young-Ho Kim (NAVER AI Lab, Seongnam, Korea, Republic of)Sang Won Lee (Virginia Tech, Blacksburg, Virginia, United States)
As large language models (LLMs) become widespread, students increasingly turn to systems like ChatGPT for writing tasks. Educators worry that this reliance may reduce critical engagement with writing and hinder students' learning processes. Although datasets exist on students’ use of LLMs for writing, how they functionally use ChatGPT in detail---and how this usage shapes their writing and perceptions---remains underexplored. We conducted an online study (n=77) in which students wrote an essay using an in-house ChatGPT we developed to capture their queries. Through qualitative analysis, we identified the types of assistance students sought and presented patterns of use, ranging from asking for opinions on a topic to delegating the entire writing task to ChatGPT. We also found that students' writing self-efficacy influenced their querying patterns and that levels of ownership and creativity varied depending on how they used ChatGPT. This study contributes empirical data to ongoing discussions about how writing education should incorporate or regulate LLM-powered tools.
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PianoBand: A Multimodal Wristband Interface for Portable Piano Interaction
Zhaoguo Wang (Tsinghua University, Beijing, China)Ziyuan Li (Tsinghua University, Beijing, China)Chentao Li (Department of Automation, Tsinghua University, Beijing, China)Zihang Ao (Tsinghua University, Beijing, China)Jianjiang Feng (Tsinghua University, Beijing, China)Jie Zhou (Department of Automation, BNRist, Tsinghua University, Beijing, China)
Traditional pianos are inherently non-portable, restricting everyday accessibility and on-demand creativity. Existing portable alternatives, largely vision-based with external cameras, suffer from limited range, occlusion, and unreliable contact detection. We present PianoBand, a wrist-worn system integrating an IMU, a miniature under-wrist RGB camera, and a printed keyboard sheet augmented with fiducial markers for reliable key mapping on any flat surface. Powered by a lightweight real-time IMU–vision pipeline, PianoBand enables high-fidelity piano interaction, supporting single notes, multi-finger chords, flexible fingering, dynamic velocity, and preliminary articulation techniques. Technical evaluation showed robust tap detection (over 99% accuracy) and accurate fingertip localization (8.90 pixels error), enabling precise note mapping. A comparative user study (N=15) further evaluated system performance, reporting high note accuracy, comparable to roll-up pianos and outperforming an XR piano, along with high ratings for portability, expressivity, and extensibility. Expert interviews highlighted broad application opportunities for piano-based experience and music creation, suggesting future design directions.
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DoubleMe: Local Blending in Multi-Display Environments with Augmented Reality to Facilitate Co-Located Collaboration
Arthur Fages (IRIT, Université de Toulouse, Toulouse, France, Toulouse, France)Caroline Appert (Université Paris-Saclay, CNRS, Inria, Orsay, France)Olivier Chapuis (Université Paris-Saclay, CNRS, Inria, Orsay, France)
Co-located collaboration often raises challenges related to physical constraints because of , e.g., stationary display setups or limited possibilities of movement. We introduce DoubleMe, an Augmented Reality system that generates virtual duplicates of collaborators' workspaces, comprising both their displays and avatars. With DoubleMe, users maintain the layout of their own physical workspace and can position the duplicate of their collaborator's workspace nearby. This approach alleviates spatial constraints by enabling one user to join another's workspace without leaving their own. We report on two experiments examining the effectiveness of this approach. The first experiment investigates how avatar appearance and interaction influence user comfort and relationship dynamics. The second experiment assesses the performance benefits of duplicates over traditional co-located setups for collaborative tasks. Our findings suggest that the addition of duplicates to physical presence can enhance co-located collaboration while improving comfort.
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Why Creators Break Rules: Quantitative Evidence on Moral Disengagement and Self-Control
Yao Li (University of Central Florida, Orlando, Florida, United States)Rie Helene (Lindy) Hernandez (The Pennsylvania State University, University Park, Pennsylvania, United States)Xinning Gui (The Pennsylvania State University, University Park, Pennsylvania, United States)Yubo Kou (The Pennsylvania State University, University Park, Pennsylvania, United States)
Social video platforms such as YouTube and Twitch increasingly moderate noncompliant video content, yet we know little about what psychological factors drive creators to produce such videos. Drawing on theories of self-control and moral disengagement, we examine how self-control and moral disengagement influence creators' production of noncompliant videos, their moderation experience, and, once moderated, their perceived fairness of moderation decisions and their coping strategies. By analyzing data from a survey with 400 video creators, we find that moral disengagement increases the creation of noncompliant videos and moderation experience, while self-control reduces them. Self-control and moral disengagement influence creators’ adoption of coping strategies in response to moderation decisions, but in distinct ways. The effects of moral disengagement and self-control are moderated by creators' reliance on video creation for income. These findings offer a fuller account of why creators offend. We discuss implications for better supporting punished creators’ behavioral improvement.
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Circuit2Yarn: From Planar Circuits to Electronic Yarns for Textile-based Interactions
Zhechen Zhao (University of Notre Dame, Notre Dame, Indiana, United States)Jingyi Liu (University of Notre Dame, Notre Dame, Indiana, United States)Tianhong Catherine. Yu (Cornell University, Ithaca, New York, United States)Jiaqing Liu (University of Notre Dame, Notre Dame, Indiana, United States)Zeyu Yan (University Of Maryland, College Park, Maryland, United States)Huaishu Peng (University of Maryland, College Park, Maryland, United States)Yiyue Luo (University of Washington, Seattle, Washington, United States)Zhihan Zhang (University of Washington, Seattle, Washington, United States)Tingyu Cheng (University of Notre Dame, Notre Dame, Indiana, United States)
Smart yarns hold the potential to transform everyday textiles into functional platforms, yet current methods remain constrained. These include conductive yarns, made from silver or stainless steel, which retain the feel of conventional yarns but offer limited functions, and PCB-based solutions, which add capability at the cost of bulk and rigidity. We present Circuit2Yarn, a fabrication framework that transforms planar printed circuits into flexible yarns by rolling copper-traced TPU films with soldered surface-mount components, preserving the capabilities of rigid electronics while producing yarn-like forms suitable for textile integration. We demonstrate yarns as small as 0.8 mm that integrate LEDs and sensors, including temperature, humidity, light, IMU, and capacitive sensing modules, enabling applications ranging from smart garments and interactive musical instruments to responsive tea bags. Characterization confirms durability under bending/stretching. By rolling planar circuits into yarns, Circuit2Yarn paves the way toward comfortable, multifunctional, and interactive textiles in everyday life.