Starting the job hunt is often challenging for new graduates, who face barriers in translating experiences into actionable career profiles due to limited self-awareness and unclear skill mapping. Through formative study with new graduates and early-career professionals, we concluded specific challenges in experience extraction, skill organization, and expressive confidence. Drawing on these insights, we designed CareerCraft, an interactive system that scaffolds the construction of coherent career stories and supports tailored job searching via experience card extraction, guided profile building, and LLM-powered recommendations. In a within-subject evaluation (N=16), participants rated the efficacy of CareerCraft against the baseline condition without the tool in improving profile structuring, clarifying their self-awareness and competencies, and supporting informed job direction choices. Based on the findings, we concluded that CareerCraft offered a promising pathway to career readiness among new graduates to the workforce. We further summarized the design considerations for LLM products emphasizing on users’ self-exploration.
In large-scale classrooms, students often struggle to ask questions due to limited instructor attention and social pressure. Based on findings from a formative study with 24 students and 12 instructors, we designed AskNow, an LLM-powered system that enables students to ask questions and receive real-time, context-aware responses grounded in the ongoing lecture and that allows instructors to view students' questions collectively. We deployed AskNow in three university computer science courses for a week and tested with 117 students. To evaluate AskNow's responses, each instructor rated the perceived correctness and satisfaction of 100 randomly sampled AskNow-generated responses. In addition, we conducted interviews with 24 students and the three instructors to understand their experience with AskNow. We found that AskNow significantly reduced students' perceived time to resolve confusion. Instructors rated AskNow's responses as highly accurate and satisfactory. Instructor and student feedback provided insights into the role of such systems in supporting real-time learning in large lecture settings.
Artificial intelligence (AI) is increasingly present in children’s lives, yet few tools support developmentally appropriate AI literacy for grades K-3. This work examines the role of narrative in early AI literacy by directly comparing two versions of interactive game-based digital storybooks for children ages 6-9. The "Book+" condition combined an overarching story and characters with mini-games and scaffolded AI interactions, designed to be enjoyable, provide narrative context, and to give hands-on AI experience. We compared this with a "Game" condition that included the same learning goals, mini-games, and AI interactions but replaced the narrative with primarily instructional text. Across 57 participants, both conditions elicited high engagement, but "Book+" participants showed significantly greater learning gains and higher perceived knowledge. Qualitative findings revealed that while both groups enjoyed the creative AI mini-games, "Book+" participants more frequently used AI vocabulary in responses, connected concepts to the learning context, and expressed stronger emotional connection.
Many software development platforms now support LLM-driven programming, or “vibe coding”, a technique that allows one to specify programs in natural language and iterate from observed behavior, all without directly editing source code. While its adoption is
accelerating, little is known about which skills best predict success in this workflow. We report a preregistered cross-sectional study with tertiary-level students (N = 100) who completed measures of computer-science achievement, domain-general cognitive skills,
written-communication proficiency, and a vibe-coding assessment. Tasks were curated via an eight-expert consensus process and executed in a purpose-built, vibe-coding environment that mirrors commercial tools while enabling controlled evaluation. We find that both writing skill and CS achievement are significant predictors of vibe-coding performance, and that CS achievement remains a significant predictor after controlling for domain-general cognitive skills. The results may inform tool and curriculum design, including when to emphasize prompt-writing versus CS fundamentals to
support future software creators.
GPS and smartphones enable users to place location-based annotations, capturing rich environmental context. Previous research demonstrates that blind and low vision (BLV) people can use annotations to explore unfamiliar areas. However, current commercial systems allowing BLV users to create annotations have never been evaluated, and current GPS-based systems can deviate several meters. Motivated by high-accuracy visual positioning technology, we first conducted a formative study with 24 BLV participants to envision a more accurate and inclusive annotation system. Surprisingly, many participants viewed the high-accuracy technology not just as an annotation system but also as a tool for precise last-few-meters navigation. Guided by participant feedback, we developed NaviNote, which combines vision-based high-precision localization with an agentic architecture to enable voice-based annotation authoring and navigation. Evaluating NaviNote with 18 BLV participants showed that it significantly improved navigation performance and supported users in understanding and annotating their surroundings. Based on these findings, we discuss design considerations for future accessible annotation authoring systems.
Assessments are critical in education, but creating them can be difficult. To address this challenge in a grounded way, we partnered with 13 teachers in a seven-month codesign process. We developed a conceptual model that characterizes the iterative dual process where teachers develop assessments while simultaneously refining requirements. To enact this model in practice, we built Ripplet,\footnote{A demo video of the system is provided in supplemental materials.} a web-based tool with multilevel reusable interactions to support assessment authoring. The extended codesign revealed that Ripplet enabled teachers to create formative assessments they would not have otherwise made, shifted their practices from generation to curation, and helped them reflect more on assessment quality. In a user study with 15 additional teachers, compared to their current practices, teachers felt the results were more worth their effort and that assessment quality improved.
The Human Computer Interaction community is well positioned to address socio-technical issues in post-digital education. However, relevant research has not fully captured how learning with and about emerging technologies is transforming the teaching profession and associated practices. This oversight hinders the implementation of Computational Empowerment, i.e. the critical deconstruction and creative construction of technology, in classrooms. Thus, this paper builds an empirically-grounded bridge between educational practice and HCI research. Analyzing semi-structured interviews and creative design tasks with 16 teachers, we uncover unarticulated needs and diverse teaching realities and manifest them in several teacher personas. These personas move beyond generic ``teacher'' concepts and provide actionable requirements to ensure relevant and sustainable HCI research and practice in educational contexts. Our work allows HCI research to anticipate diverse challenges and to develop targeted technological and educational solutions that empower teachers and harness the transformative potential of CE in the classroom.