205. Spatial Interaction Design, Gestures & Communication

VR for Design: Exploring Long-Term Experiences and Workflows of 3D Designing in Virtual Reality
説明

Virtual reality (VR) head-mounted displays allow designers to work in embodied ways within virtual environments. Yet despite growing industry interest, little is known about how VR supports or constrains 3D design workflows, leaving questions about its practical value. We explored the experiences and workflows of using head-mounted displays for 3D design through a 12-week study with 55 senior design students. Participants completed questionnaires, produced design projects, and kept journals, which we analyzed. Our results show that VR is viewed as a powerful design tool, where embodiment and spatial interaction underscore design as an immersive experience in its own right. VR excels in freehand design and sketching, but struggles with precision and complexity. However, VR can flexibly fit into broader workflows, where designers move fluently between VR and non-VR tools and activities. We present considerations for integrating VR into design processes, particularly how VR integrates with traditional 3D design tools and activities like sketching.

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Touch, Gesture, and Conversation: A Case Study in the Choreography of Interaction with a Data Physicalization
説明

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.

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Is That You or The Machine? Translating Sociocultural Norms Across Distributed Spaces in Blended Realities
説明

When distributed mixed reality (MR) systems map physical spaces to enable co-presence of local and remote collaborators, they can unintentionally disrupt the sociocultural norms that give actions their meaning. For instance, a participant sitting at their own desk may be rendered as occupying their collaborator’s desk, inadvertently signalling an invasion of personal space. This paper examines the design tension between spatial information and sociocultural norms through a qualitative counterfactual cards activity with 20 participants, probing how they navigate these trade-offs across different collaborative contexts. Our findings show similarities between Expectancy Violations Theory (EVT) and the factors participants assess when they decide to uphold accurate spatial information or sociocultural norms during collaboration in MR. However, there were some departures from EVT, which we use to propose design implications and the development of MR-specific theories in the future.

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Overcoming Translation Delays: Towards Better Subtitle Design for Foreign Language Conversations in Extended Reality
説明

In multilingual conferences, translation support should not compromise non‑verbal cues or social interaction. Prior work on eXtended Reality (XR) subtitles aids comprehension but rarely examines translation latency. We conducted a VR-simulated conference, testing latencies of 0, 1.5, 3, 4.5, and 6 seconds to measure overall comprehension and attribution of verbal and non‑verbal information. Results showed that latencies beyond 3 seconds significantly increased subjective difficulty and affected accuracy, while shorter latencies showed no significant effects. Furthermore, participants noted that very low delay drew attention to subtitles, reducing opportunities to observe the speaker. Guided by these insights, we designed and evaluated four VR subtitle interfaces, including one traditional and three novel designs. Across delay conditions, Merged Subtitles improved opportunities to observe the speaker and resulted in better emotion attribution and user experience than other designs. We also proposed design guidelines for XR subtitle interfaces based on different levels of translation latency.

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A Scoping Survey on Augmented Display Systems
説明

Augmented displays (ADs), where AR extends the workspace of a physical display, are gaining momentum across productivity, visual analytics, and collaborative scenarios; yet, the field lacks a unified conceptual foundation. We present the first scoping survey on ADs, synthesizing 62 papers (2010-2024), including one earlier paper from 2005. From the corpus, we derive the AR-Display Spatial Integration Framework, capturing recurring patterns across AD systems along four core dimensions: extension type, AR content type, placement, and layout. We map existing systems across the framework to identify design patterns and translate them into recommendations. We further consolidate insights on development and evaluation practices, followed by a discussion on using the framework, AD applications, cross-cutting factors, and managing the complexity of AD systems. Our survey also outlines research gaps for advancing the field, particularly in the design space of AR-Display integration and the broader support and use of AD.

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Reimagining Wearable AR Gesture Design: Physical Therapy Reasoning in Everyday Contexts
説明

Lightweight augmented reality (AR) glasses are increasingly entering everyday use, extending interaction design beyond short, isolated sessions. However, most existing gesture vocabularies are inherited from VR headsets or early AR goggles. These systems tend to prioritize recognizer accuracy while overlooking fatigue, sustainability, and social legibility in daily contexts. To address this gap, we collaborated with physical therapists (PTs) to reimagine gesture design for everyday AR, drawing on their expertise in safe and sustainable movement. Through a review of 104 AR applications, we identified 15 common gesture intents and implemented an on-device gesture generator. Ten licensed physical therapists, with an average of 14.8 years of professional experience, then shaped these gesture intents through three iterative stages: unaided gesture performance, PT-guided gesture substitution, and stage-aware card sorting. This work contributes (1) a PT-informed gesture translation method, (2) the Everyday-AR Golden Ergonomic Canvas, and (3) a stage-aware social legibility framework that illustrates how gesture suitability shifts with social readability. Together, these contributions provide a recognizer-agnostic reference framework for designing sustainable and socially coherent gesture vocabularies for lightweight AR glasses.

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Unbounded: Object-Boundary Interactions in Mixed Reality
説明

Boundaries such as walls, windows, and doors are ubiquitous in the physical world, yet their potential in mixed reality (MR) remains underexplored. We present Unbounded, a Research through Design inquiry into object--boundary interaction (OBI). Building on prior work, we articulate a design space aimed at providing a shared language for OBI. To demonstrate its potential, we design and implement eight examples across productivity and art exploration scenarios, showcasing how OBIs can enrich and reframe everyday interactions. We further engage with six MR experts in one-on-one feedback sessions, using the design space and examples as design probes. Their reflections broaden the conceptual scope of OBI, reveal new possibilities for how the framework may be applied, and highlight implications for future MR interaction design.

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