Introspectus AI: Long-term AI-Driven Dialogue Training To Promote Self-ReflectionIntrospectusAI is a generative AI-based system designed to enhance self-reflection and support positive behavior change. By leveraging multimodal information from users' daily life recordings, it provides personalized and detailed feedback, aiming to deepen self-awareness and facilitate positive behavioral adjustments. This study explores the short-term and long-term impacts of interacting with IntrospectusAI, focusing on its potential to enhance reflective practices and improve the acceptance of generative AI tools. Following the user experience was defined through an initial round of workshops with four experts. The resulting system was evaluated through a long-term study involving 64 participants. The results demonstrate that AI-supported interventions significantly improved engagement in self-reflection, the need for reflection, and insight, while also increasing user acceptance of generative AI over time. These findings underscore the potential of generative AI as a practical tool for self-improvement, offering insights into its broader applicability in promoting well-being and personal growth.2025SLShengyin Li et al.Communicating With/Through AICSCW
A Reflective Journey for Individuals with Intellectual Disabilities: Rediscovering Competency Through AI-Enhanced Iron Beads CraftingIn addition to trained work skills, employed individuals with intellectual disabilities (IDs) possess unique competencies that are often insufficiently supported or overlooked by both themselves and their work environments. This study proposes using reflective practices to help employees with IDs and employers rediscover competencies beyond job-related skills. To facilitate participation, we employed personalized crafting with iron beads, supported by a custom-developed application integrated with text-to-image generative AI. We conducted two workshops involving 5–7 employees with IDs to explore and enhance our approach to competency discovery. In the first workshop, facilitators manually created templates for participants, while in the second, we leveraged an AI-assisted application for self-creation of personalized templates. Findings from group discussions reveal (1) the development of a framework that positions AI-enhanced crafting activities as an effective way for uncovering and fostering competencies, and (2) insights into reflection on self-concept as a foundation for competency development.2025SCsifan chen et al.Keio University Graduate School of Media DesignGenerative AI (Text, Image, Music, Video)Special Education TechnologyCHI
A Placebo Concert: The Placebo Effect for Visualization of Physiological Audience Data during Experience Recreation in Virtual RealityA core use case for Virtual Reality applications is recreating real-life scenarios for training or entertainment. Promoting physiological responses for users in VR that match those of real-life spectators can maximize engagement and contribute to more co-presence. Current research focuses on visualizations and measurements of physiological data to ensure experience accuracy. However, placebo effects are known to influence performance and self-perception in HCI studies, creating a need to investigate the effect of visualizing different types of data (real, unmatched, and fake) on user perception during event recreation in VR. We investigate these conditions through a balanced between-groups study (n=44) of uninformed and informed participants. The informed group was provided with the information that the data visualizations represented previously recorded human physiological data. Our findings reveal a placebo effect, where the informed group demonstrated enhanced engagement and co-presence. Additionally, the fake data condition in the informed group evoked a positive emotional response.2025XMXiaru Meng et al.Keio University Graduate School of Media DesignSocial & Collaborative VRImmersion & Presence ResearchVisualization Perception & CognitionCHI
A Critical Review of Sexuality, Technology and DisabilityThe investigation of technologies facilitating sexual interactions and sexuality-related explorations is becoming more established in Human-Computer Interaction (HCI), albeit with little systematic attention to the sexual lives of disabled people. In this space, we undertook a literature review utilising feminist content analysis to take stock and critically analyse the domains of sexuality, technology and disability when they intersect. Our approach aligns with the broader goals of promoting inclusivity, diversity, and equity in technology design and application. We present a descriptive and analytical outline of existing research on sexuality, technology and disability through which we identified unmarked norms governing research. These include a focus on individualised technologies oriented on heteronormative assumptions on sexual desires. In addition, we focus on common methods employed and describe the involvement, or lack thereof, of disabled people in research practice. This highlights gaps in our collective knowledge from which we can derive areas for future work2025DPDilisha Patel et al.UCL, Global Disability Innovation HubCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Gender & Race Issues in HCIEmpowerment of Marginalized GroupsCHI
Sticking With Electronics for Crafting Practices: An Inclusive Approach to Promote Making Literacy Among Older AdultsMaking activities have been shown to offer potential for inclusive access to digital literacy amongst marginalized groups, but research exploring such approaches with older adults is still scarce. Our study introduces an electronic-card-making workshop, co-developed with Japanese older women to foster engagement aligning with their purpose, physical and cognitive skills. The workshop was initially delivered to 14 women. Following initial success, 4 participants decided to deliver a second workshop, with the support of our team, for 15 local children. We present findings from both these workshops unpacking how women's motivation for engaging in eMaking revolved around the idea of sharing, both through displaying created artefacts and the transmission of knowledge, how their learning consolidated around implicit actions and was supported by the creation of escalation strategies when they felt that demands exceeded their level of proficiency. Based on our results, we propose guidelines for inclusive eMaking involving novice older women.2025GBGiulia Barbareschi et al.Keio University, Keio Graduate School of Media DesignHaptic WearablesAging-Friendly Technology DesignMakerspace CultureCHI
The Role of ICT Tools through a Community Program Co-creation in a Japanese Aging CommunityAs the global aging population grows and technology advances rapidly, integrating technology into community-based initiatives for older adults has become an increasingly important topic among HCI researchers. This research explores the role of Information and Communication Technology (ICT) tools in the co-creation and maintenance of a community gardening program involving researchers, older adult residents, and supporting organizations. A follow-up study, conducted eight months after the program’s initiation assessed its sustainability, revealing how stakeholders navigated diverse ICT preferences and challenges by employing a hybrid communication system that integrated both digital and face-to-face methods to foster collaboration and sustain the initiative. This research contributes to the understanding of community preferences and needs, and the importance of contextualizing technology use within Japanese local community for collaborative community development.2025JZJianrui Zhao et al.Keio University, Graduate School of Media DesignAging-in-Place Assistance SystemsCommunity Engagement & Civic TechnologyCHI
“It’s Like Being On Stage”: Conveying Dancers’ Expressiveness Through A Haptic-Installed Contemporary Dance PerformanceIn dance performances, choreography, music and lighting are combined to convey meaning to the audience. However, this communication typically relies on visual and auditory stimuli alone. While haptic technologies have been leveraged to enhance the perception of dancers’ movements, less focus has been placed on exploring their potential in enhancing dancers’ somatic expressiveness. Through co-design activities with 5 professional contemporary dancers, we crafted an interdisciplinary combination of choreography and haptics. In total, 128 audience members watched one of three live performances while wearing custom-made haptic wristbands. From an open-ended questionnaire and interviews with audience members, we explore how the introduction of haptics deepens their embodied sensations and helps to create a sense of resonance with the dancers. Based on our findings, we discuss implications for future directions in how haptic technologies could drive innovation in dance performances from the point of view of both dancers’ creativity and audience experiences.2025XSXiming Shen et al.Keio University Graduate School of Media DesignHaptic WearablesDance & Body Movement ComputingCHI
Exploring Positionality in HCI: Perspectives, Trends, and ChallengesPositionality acknowledges that researchers’ subjectivities, values and experiences influence approaches to and outcomes of research. It underlines and promotes self-awareness and explicit demonstration of reflexivity. To understand how positionality is conceptualised and used in HCI, we conducted two studies: (i) a scoping review of positionality and reflexivity statements in CHI papers from the last 11 years and (ii) a survey of HCI researchers (n=75). Our findings show that positionality statements are often viewed as a box-ticking exercise and their influence on the research is seldom discussed. They are also often restricted to more sensitive areas of research and may impact marginalised identities. We argue that positionality statements may be valuable but not as markers of methodological rigour; their content should be at the discretion of authors and methodologically consistent. Our contributions include a current snapshot of positionality in HCI and reflections on its current role and future directions in HCI.2025ASAneesha Singh et al.University College London, UCL Interaction CentreTechnology Ethics & Critical HCIUser Research Methods (Interviews, Surveys, Observation)CHI
People with Disabilities Redefining Identity through Robotic and Virtual Avatars: A Case Study in Avatar Robot CafeRobotic avatars and telepresence technology enable people with disabilities to engage in physical work. Despite the recent popularity of the metaverse, few studies have explored the use of virtual avatars and environments by people with disabilities. In this study, seven disabled participants working in a cafe where remote customer service is provided via robotic avatars, were engaged in the development and use of personalized virtual avatars displayed on a large screen in-situ in combination with existing physical robots, creating a hybrid cyber-physical space. We conducted longitudinal semi-structured interviews to investigate the psychological changes experienced by the participants. The results revealed that mass-produced robotic avatars allowed participants to not disclose their disability if they did not want to, but also backgrounded their identities; by contrast, customized virtual avatars shaped without physical constraints, highlighted their personalities. The combined use of robotic and virtual avatars complemented each other and can support pilots in redefining their identity.2024YHYuji Hatada et al.The University of TokyoIdentity & Avatars in XRSocial Robot InteractionTeleoperation & TelepresenceCHI
"Speech is Silver, Silence is Golden " Analyzing Micro-communication Strategies between Visually Impaired Runners and their GuidesRunning and jogging are popular activities for many visually impaired individuals thanks to the relatively low entry barriers. Research in HCI and beyond has focused primarily on leveraging technology to enable visually impaired people to run independently. However, depending on their residual vision and personal preferences, many chose to run with a sighted guide. This study presents a comprehensive analysis of the partnership between visually impaired runners and sighted guides. Using a combination of interaction and thematic analysis on video and interview data from 6 pairs of runners and guides, we unpack the complexity and directionality of three layers of vocal communication (directive, contextual, and recreational) and distinguish between intentional and unintentional corporeal communication. Building on the understanding of the importance of synchrony we also present some exploratory data looking at physiological synchrony between 2 pairs of runners with different level of experience and articulate recommendations for the HCI community.2024GBGiulia Barbareschi et al.Keio UniversityMotor Impairment Assistive Input TechnologiesCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Fitness Tracking & Physical Activity MonitoringCHI
Enhancing Communication Equity: Evaluation of an Automated Speech Recognition Application in GhanaIn Ghana people who struggle to articulate speech as a result of different conditions experience barriers in interacting with others due to difficulties in being understood. Automatic speech recognition software can be used to help listeners understand people with communication difficulties. However, studies have not looked at the practical feasibility of these technologies beyond the Global North. We present a novel user study examining the introduction of one such technology, Google Project Relate, to Ghana. This freely available mobile application can create personalised speech recognition models in English for non-standard speech to support communication. Our user study spans the training of local speech and language therapists and 20 people with communication difficulties. We utilise the Technology Amplification Theory to contribute insights on the need for technological adaptations, awareness and support to reduce differential gaps of access, capacity and motivation to expand the reach of these technologies rather than exacerbating inequalities.2024GAGifty Ayoka et al.Talking Tipps AfricaIntelligent Voice Assistants (Alexa, Siri, etc.)Cognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)CHI
Maintaining Continuing Bonds in Bereavement: A Participatory Design Process of Be.sideDuring the grieving process, physical objects often serve as catalysts for remembering and honouring the relationship with departed loved ones. Leveraging a participatory design approach, we created Be.side, a fully customisable multi-modal artefact that incorporates scent, sound, and heartbeat stimulation and acts as a touch-point between the deceased and the bereaved. We conducted a four-week study with three participants to understand how the artefact, continuously attuned to each participant, helped to continue bonds with the deceased. Our results show that Be.side’s bespoke elements helped participants to evoke memories of the deceased. Participants created personalised rituals for remembrance. They sustained bonds by not only interacting with Be.side but also participating in the research. Finally, highlighting that remembrance can both provide comfort and deepen sadness, we discuss future design considerations.2024JKJieun Kim et al.Keio University Graduate School of Media Design, Myongji UniversityHaptic WearablesShape-Changing Interfaces & Soft Robotic MaterialsFood Culture & Food InteractionCHI
“I am both here and there” Parallel Control of Multiple Robotic Avatars by Disabled Workers in a CafeRobotic avatars can help disabled people extend their reach in interacting with the world. Technological advances make it possible for individuals to embody multiple avatars simultaneously. However, existing studies have been limited to laboratory conditions and did not involve disabled participants. In this paper, we present a real-world implementation of a parallel control system allowing disabled workers in a café to embody multiple robotic avatars at the same time to carry out different tasks. Our data corpus comprises semi-structured interviews with workers, customer surveys, and videos of café operations. Results indicate that the system increases workers' agency, enabling them to better manage customer journeys. Parallel embodiment and transitions between avatars create multiple interaction loops where the links between disabled workers and customers remain consistent, but the intermediary avatar changes. Based on our observations, we theorize that disabled individuals possess specific competencies that increase their ability to manage multiple avatar bodies.2023GBGiulia Barbareschi et al.Keio UniversityDomestic RobotsSocial Robot InteractionRobots in Education & HealthcareCHI
Seeing our Blind Spots: Smart Glasses-based Simulation to Increase Design Students Awareness of Visual ImpairmentAs the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students. Although several visual impairment simulation toolkits exist in both academia and as commercial products, analog, and static visual impairment simulation tools do not simulate effects concerning the user's eye movements. Meanwhile, VR and video see-through-based AR simulation methods are constrained by smaller fields of view when compared with the natural human visual field and also suffer from vergence-accommodation conflict (VAC) which correlates with visual fatigue, headache, and dizziness. In this paper, we enable an on-the-go, VAC-free, visually impaired experience by leveraging our optical see-through glasses. The FOV of our glasses is approximately 160 degrees for horizontal and 140 degrees for vertical, and participants can experience both losses of central vision and loss of peripheral vision at different severities. Our evaluation (n =14) indicates that the glasses can significantly and effectively reduce visual acuity and visual field without causing typical motion sickness symptoms such as headaches and or visual fatigue. Questionnaires and qualitative feedback also showed how the glasses helped to increase participants’ awareness of visual impairment.2022QZXiang Zhang et al.Haptic WearablesVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)UIST