Infinity Book: Speculating Literary Expressions in the Age of Generative AIThis paper explores the ethical, social, political, and philosophical implications of generative AI (GenAI) on human creativity, contributing to the current discussions on the impact of AI. We use speculative and critical design as our approach to avoid abstract guesswork and provide more nuanced and concrete insights into the matter at hand. We conducted five speculative design workshops centered on Infinity Book, a fictional system capable of generating any kind of literary work. Participants used brainwriting, the Future Ripples method, and dialogue-labs to explore potential futures and socio-material impacts of such technology. Reflexive Thematic Analysis was employed to analyze the results from the workshops, and we developed twelve design fictions that illustrate diverse uses and societal implications of GenAI. Based on these results, we formulated three strong concepts, Authenticity, Creative Agency, and Liveness, that link concrete design considerations with broader philosophical discussions.2025JHJussi Holopainen et al.Generative AI (Text, Image, Music, Video)AI Ethics, Fairness & AccountabilityDesign FictionDIS
Walking in My Shoes: An Autoethnography of Techno-Spiritual PracticesTechnology has become deeply woven into the practices of faith communities who engage in shared prayer, online worship, or meditation. Despite a growing body of research on religious/spiritual practices, the Human-Computer Interaction (HCI) community has yet to fully investigate Techno-Spirituality, especially through a first-person approach. We explored prayer experiences to understand which elements evoke such experiences from a Christian perspective. We present results from an eight-month autoethnographic study of private prayer by the first author, also a community member, while incorporating both technological (e.g., a Muse 2 electroencephalogram headband) and non-technological (e.g., religious iconography) media. We reflect on emerging practices and limitations of integrating technology during Christian prayer. This paper provides empirical insights on spiritual practices with technologies, and contributes to discourses on Techno-Spirituality in HCI.2025XSXiaran Song et al.Aalto UniversityBrain-Computer Interface (BCI) & NeurofeedbackTechnology Ethics & Critical HCICHI
No Evidence for LLMs Being Useful in Problem ReframingProblem reframing is a designerly activity wherein alternative perspectives are created to recast what a stated design problem is about. Generating alternative problem frames is challenging because it requires devising novel and useful perspectives that fit the given problem context. Large language models (LLMs) could assist this activity via their generative capability. However, it is not clear whether they can help designers produce high-quality frames. Therefore, we asked if there are benefits to working with LLMs. To this end, we compared three ways of using LLMs (N=280): 1) free-form, 2) direct generation, and 3) a structured approach informed by a theory of reframing. We found that using LLMs does not help improve the quality of problem frames. In fact, it increases the competence gap between experienced and inexperienced designers. Also, inexperienced ones perceived lower agency when working with LLMs. We conclude that there is no benefit to using LLMs in problem reframing and discuss possible factors for this lack of effect.2025JSJoongi Shin et al.Aalto UniversityHuman-LLM CollaborationAI-Assisted Creative WritingCHI
Understanding Human-AI Workflows for Generating PersonasOne barrier to deeper adoption of user-research methods is the amount of labor required to create high-quality representations of collected data. Trained user researchers need to analyze datasets and produce informative summaries pertaining to the original data. While Large Language Models (LLMs) could assist in generating summaries, they are known to hallucinate and produce biased responses. In this paper, we study human--AI workflows that differently delegate subtasks in user research between human experts and LLMs. Studying persona generation as our case, we found that LLMs are not good at capturing key characteristics of user data on their own. Better results are achieved when we leverage human skill in grouping user data by their key characteristics and exploit LLMs for summarizing pre-grouped data into personas. Personas generated via this collaborative approach can be more representative and empathy-evoking than ones generated by human experts or LLMs alone. We also found that LLMs could mimic generated personas and enable interaction with personas, thereby helping user researchers empathize with them. We conclude that LLMs, by facilitating the analysis of user data, may promote widespread application of qualitative methods in user research.2024JSJoongi Shin et al.Human-LLM CollaborationUser Research Methods (Interviews, Surveys, Observation)DIS
Chatbots Facilitating Consensus-building in Asynchronous Co-DesignConsensus-building is an essential process for the success of co-design projects. To build consensus, stakeholders need to discuss conflicting needs and viewpoints, converge their ideas toward shared interests, and grow their willingness to commit to group decisions. However, managing group discussions is challenging in large co-design projects with multiple stakeholders. In this paper, we investigate the interaction design of a chatbot that can mediate consensus-building conversationally. By interacting with individual stakeholders, the chatbot collects ideas for satisfying conflicting needs and engages stakeholders to consider others' viewpoints, without having stakeholders directly interact with each other. Results from an empirical study in an educational setting (N = 12) suggest that the approach can increase stakeholders' commitment to group decisions and maintain the effect even on the group decisions that conflict with personal interests. We conclude that chatbots can facilitate consensus-building in small-to-medium-sized projects, but more work is needed to scale up to larger projects.2022JSJoongi Shin et al.Conversational ChatbotsUIST
Adorned in Memes: Exploring the Adoption of Social Wearables in Nordic Student CultureSocial wearables promise to augment and enhance social interactions. However, despite two decades of HCI research on wearables, we are yet to see widespread adoption of social wearables into everyday life. More in-situ investigations into the social dynamics and cultural practices afforded by wearing interactive technology are needed to understand the drivers and barriers to adoption. To this end, we study social wearables in the context of Nordic student culture and the students’ practice of adorning boiler suits. Through a co-creation process, we designed Digi Merkki, a personalised interactive clothing patch. In a two-week elicitation diary study, we captured how 16 students adopted Digi Merkki into their social practices. We found that Digi Merkki afforded a variety of social interaction strategies, including sharing, spamming, and stealing pictures, which supported meaning-making and community-building. Based on our findings, we articulate “Memetic Expression” as a strong concept for designing social wearables.2022FEFelix Anand Epp et al.Aalto UniversityHaptic WearablesUniversal & Inclusive DesignInclusive DesignCHI
Mold-It: Understanding how Physical Shapes affect Interaction with Handheld Freeform DevicesAdvanced technologies are increasingly enabling the creation of interactive devices with non-rectangular form-factors but it is currently unclear what alternative form-factors are desirable for end users. We contribute an understanding of the interplay between the rationale for the form factors of such devices and their interactive content through think aloud design sessions in which participants could mold devices as they wished using clay. We analysed their qualitative reflections on how the shapes affected interaction. Using thematic analysis, we identified shape features desirable on handheld freeform devices and discuss the particularity of three themes central to the choice of form factors: freeform dexterity, shape features discoverability and shape adaptability (to the task and context). In a second study following the same experimental set-up, we focused on the trade off between dexterity and discoverability and the relation to the concept of affordance. Our work reveals the shape features that impact the most the choice of grasps on freeform devices from which we derive design guidelines for the design of such devices.2022MSMarcos Serrano et al.IRIT - ElipseShape-Changing Interfaces & Soft Robotic MaterialsPrototyping & User TestingCHI
Hardhats and Bungaloos: Comparing Crowdsourced Design Feedback with Peer Design Feedback in the ClassroomFeedback is an important aspect of design education, and crowdsourcing has emerged as a convenient way to obtain feedback at scale. In this paper, we investigate how crowdsourced design feedback compares to peer design feedback within a design-oriented HCI class and across two metrics: perceived quality and perceived fairness. We also examine the perceived monetary value of crowdsourced feedback, which provides an interesting contrast to the typical requester-centric view of the value of labor on crowdsourcing platforms. Our results reveal that the students (N=106) perceived the crowdsourced design feedback as inferior to peer design feedback in multiple ways. However, they also identified various positive aspects of the online crowds that peers cannot provide. We discuss the meaning of the findings and provide suggestions for teachers in HCI and other researchers interested in crowd feedback systems on using crowds as a potential complement to peers.2021JOJonas Oppenlaender et al.University of OuluCrowdsourcing Task Design & Quality ControlPrototyping & User TestingCHI
Exploring a Feedback-Oriented Design Process Through Curved FoldingThe advancement of computational design and fabrication technologies has allowed combining physical and digital processes in architecture. Existing methods for physical-digital integration offer limited support for explorations with folded non-linear surfaces. This paper introduces a feedback-oriented design approach linking physical models with digital tools to enhance ideation processes in architecture. We employ paper as a medium for translating simple mock-up ideas to more elaborate digital design models. We explain the physical exploration, 3D scanning, digital simulation, and fabrication processes. Then, we discuss the results, observations, and limitations of this design approach.2021EGEmrecan Gulay et al.Aalto UniversityShape-Changing Interfaces & Soft Robotic MaterialsCustomizable & Personalized ObjectsCHI
Data Agents: Promoting Reflection through Meaningful Representations of Personal Data in Everyday LifeVisual and physical representations of historical personal data have been discussed as artifacts that can lead to self-reflection through meaning-making. However, it is yet unclear how those two concepts relate to each other. We focus on meaningfulness, a part of meaning-making that relates to feelings. In this paper, we present three projects where mundane objects, our data agents, are combined in meaningful ways with personal data with the aim to trigger reflection by placing a person's individual experience of data in relation to others'. To identify relationships between self-reflection and meaningfulness we use Fleck and Fitzpatrick's framework to describe the levels of reflection that we found in our projects and Mekler and Hornbæk's meaning framework to define the depth of reflection. We conclude with a discussion on four themes in which we outline how data agents informed the intersections between our central concepts. This paper constitutes a first step towards unpacking those relationships and invites for further explorations by the HCI community.2021MKMaria Karyda et al.Aalto UniversityData StorytellingData PhysicalizationPrivacy Perception & Decision-MakingCHI
ImageSense: An Intelligent Collaborative Ideation Tool to Support Diverse Human-Computer PartnershipsProfessional designers create mood boards to explore, visualize, and communicate hard-to-express ideas. We present ImageSense, an intelligent, collaborative ideation tool that combines individual and shared work spaces, as well as collaboration with multiple forms of intelligent agents. In the collection phase, ImageSense offers fluid transitions between serendipitous discovery of curated images via ImageCascade, combined text- and image-based Semantic search, and intelligent AI suggestions for finding new images. For later composition and reflection, ImageSense provides semantic labels, generated color palettes, and multiple tag clouds to help communicate the intent of the mood board. A study of nine professional designers revealed nuances in designers' preferences for designer-led, system-led, and mixed-initiative approaches that evolve throughout the design process. We discuss the challenges in creating effective human-computer partnerships for creative activities, and suggest directions for future research.2020JKJanin Koch et al.Teams, Groups, and CreativityCSCW
Chasing Lions: Co-Designing Human-Drone Interaction in Sub-Saharan AfricaDrones are an exciting technology that is quickly being adopted in the global consumer market. Africa has become a center of deployment with the first drone airport established in Rwanda and drones currently being used for applications such as medical deliveries, agriculture, and wildlife monitoring. Despite this increasing presence of drones, there is a lack of research on stakeholders' perspectives from this region. We ran a human-drone interaction user study (N=15) with experts from several sub-Saharan countries using a co-design methodology. Participants described novel applications and identified important design aspects for the integration of drones in this context. Our results highlight the potential of drones to address real world problems, the need for them to be culturally situated, and the importance of considering the social aspects of their interaction with humans. This research highlights the need for diverse perspectives in the human-drone interaction design process.2020AWAnna Wojciechowska et al.Drone Interaction & ControlDIS
Creating a Chatbot for and with Migrants: Chatbot Personality Drives Co-Design ActivitiesInformation portals are usually created to support the integration of migrants into a host country. However, the information-seeking process can be exhausting, cumbersome and even confusing for migrants as they must cope with time-consuming information overload while searching desired information from lists of documents. Chatbots are easy-to-use, natural, and intuitive, and thus could support information-seeking. There is a lack of research that engages and empowers migrants and other stakeholders as co-design participants in chatbot development. We explored how migrants can be empowered in designing a chatbot that supports their social integration. Using a co-design approach, we conducted a series of activities with migrants and other stakeholders (i.e., online questionnaires, empathy probes, surveys, and co-design workshops) to first understand their expectations regarding chatbots, and then co-design a personality-driven chatbot. We found that chatbot personality can drive co-designing a chatbot as design goals, design directions, and design criteria.2020ZCZhifa Chen et al.Conversational ChatbotsEmpowerment of Marginalized GroupsParticipatory DesignDIS
Exploring Virtual Rewards in Real Life: A Gimmick or a Motivational Tool for Promoting Physical Activity?Leading companies in the wearables market have introduced different virtual reward systems to their products and services to increase user engagement and enhance playfulness. While existing studies report mixed views on the effectiveness of virtual rewards offered by activity trackers, we still have a limited understanding of people’s lived experiences with virtual reward systems. A four-month diary-based autoethnography reflecting on the use of three popular activity trackers (i.e.,Fitbit, Apple Watch, and Google Fit) and their associated virtual reward systems, plus an online survey with 113 current users of the same activity trackers were conducted. Results provide rich insights into how users interact with virtual rewards in real-life, and how these impact people’s engagement in physical exercise. A set of considerations to design user-centric virtual reward systems that provide more meaningful experiences to activity-tracker users are derived.2020YHYuvin Ha et al.Gamification DesignFitness Tracking & Physical Activity MonitoringDIS
SemanticCollage: Enriching Digital Mood Board Design with Semantic LabelsDesigners create inspirational mood boards to express their design ideas visually, through collages of images and text. They find appropriate images and reflect on them as they explore emergent design concepts. After presenting the results of a participatory design workshop and a survey of professional designers, we introduce SemanticCollage, a digital mood board tool that attaches semantic labels to images by applying a state-of-the-art semantic labeling algorithm. SemanticCollage helps designers to 1) translate vague, visual ideas into search terms; 2) make better sense of and communicate their designs; while 3) not disrupting their creative flow. A structured observation with 12 professional designers demonstrated how semantic labels help designers successfully guide image search and find relevant words that articulate their abstract, visual ideas. We conclude by discussing how SemanticCollage inspires new uses of semantic labels for supporting creative practice.2020JKJanin Koch et al.Graphic Design & Typography ToolsCreative Collaboration & Feedback SystemsDIS
Imagining Data-Objects for Reflective Self-TrackingWhile self-tracking data is typically captured real-time in a lived experience, the data is often stored in a manner detached from the context where it belongs. Research has shown that there is a potential to enhance people's lived experiences with data-objects (artifacts representing contextually relevant data), for individual and collective reflections through a physical portrayal of data. This paper expands that research by studying how to design contextually relevant data-objects based on people's needs. We conducted a participatory research project with five households using object theater as a core method to encourage participants to speculate upon combinations of meaningful objects and personal data archives. In this paper, we detail three aspects that seem relevant for designing data-objects: social sharing, contextual ambiguity and interaction with the body. We show how an experience-centric view on data-objects can contribute with the contextual, social and bodily interplay between people, data and objects.2020MKMaria Karyda et al.Aalto UniversityUniversal & Inclusive DesignData PhysicalizationCHI
On the Internet, Nobody Knows You're a Dog... Unless You're Another DogHow humans use computers has evolved from human–machine interfaces to human–human computer mediated communication. Whilst the field of animal–computer interaction has roots in HCI, technology developed in this area currently only supports animal– computer communication. This design fiction paper presents animal–animal connected interfaces, using dogs as an instance. Through a co-design workshop, we created six proposals. The designs focused on what a dog internet could look like and how interactions might be presented. Analysis of the narratives and conceived designs indicated that participants' concerns focused around asymmetries within the interaction. This resulted in the use of objects seen as familiar to dogs. This was conjoined with interest in how to initiate and end interactions, which was often achieved through notification systems. This paper builds upon HCI methods for unconventional users, and applies a design fiction approach to uncover key questions towards the creation of animal-to-animal interfaces.2019IHIlyena Hirskyj-Douglas et al.Aalto UniversityAugmentative & Alternative Communication (AAC)Design FictionCHI
PickCells: A Physically Reconfigurable Cell-composed TouchscreenTouchscreens are the predominant medium for interactions with digital services; however, their current fixed form factor narrows the scope for rich physical interactions by limiting interaction possibilities to a single, planar surface. In this paper we introduce the concept of PickCells, a fully re-configurable device concept composed of cells, that breaks the mould of rigid screens and explores a modular system that affords rich sets of tangible interactions and novel across-device relationships. Through a series of co-design activities -- involving HCI experts and potential end-users of such systems -- we synthesised a design space aimed at inspiring future research, giving researchers and designers a framework in which to explore modular screen interactions. The design space we propose unifies existing works on modular touch surfaces under a general framework and broadens horizons by opening up unexplored spaces providing new interaction possibilities. In this paper, we present the PickCells concept, a design space of modular touch surfaces, and propose a toolkit for quick scenario prototyping.2019AGAlix Goguey et al.Swansea UniversityShape-Changing Interfaces & Soft Robotic MaterialsCustomizable & Personalized ObjectsCHI
May AI? Design Ideation with Cooperative Contextual BanditsDesign ideation is a prime creative activity in design. However, it is challenging to support computationally due to its quickly evolving and exploratory nature. The paper presents cooperative contextual bandits (CCB) as a machine-learning method for interactive ideation support. A CCB can learn to propose domain-relevant contributions and adapt their exploration/exploitation strategy. We developed a CCB for an interactive design ideation tool that 1) suggests inspirational and situationally relevant materials ("may AI?"); 2) explores and exploits inspirational materials with the designer; and 3) explains its suggestions to aid reflection. The application case of digital mood board design is presented, wherein visual inspirational materials are collected and curated in collages. In a controlled study, 14 of 16 professional designers preferred the CCB-augmented tool. The CCB approach holds promise for ideation activities wherein adaptive and steerable support is welcome but designers must retain full outcome control.2019JKJanin Koch et al.Aalto UniversityGenerative AI (Text, Image, Music, Video)Human-LLM CollaborationPrototyping & User TestingCHI
Integrated Workflows: Generating Feedback Between Digital and Physical RealmsAs design thinking shifted away from conventional methods with the rapid adoption of computer-aided design and fabrication technologies, architects have been seeking ways to initiate a comprehensive dialogue between the virtual and the material realms. Current methodologies do not offer embodied workflows that utilize the feedback obtained through a subsequent transition process between physical and digital design. Therefore, narrowing the separation between these two platforms remains as a research problem. This literature review elaborates the divide between physical and digital design, testing and manufacturing techniques in the morphological process of architectural form. We first review the digital transformation in the architectural design discourse. Then, we proceed by introducing a variety of methods that are integrating digital and physical workflows and suggesting an alternative approach. Our work unveils that there is a need for empirical research with a focus on integrated approaches to create intuitively embodied experiences for architectural designers.2019EGEmrecan Gulay et al.Aalto UniversityDesktop 3D Printing & Personal FabricationLaser Cutting & Digital FabricationCHI