HCI for Agroecology: Agri-Tech between Grassroots and CapitalismDigital technologies in agriculture are typically portrayed as enabling more sustainable production while increasing productivity. Yet, commercial solutions rarely address the root causes of unsustainable farming, limiting the uptake of more radical solutions such as agroecology. We conducted fieldwork on 11 UK small-scale agroecological farms investigating their adoption of digital technologies. Far from being anti-technological, agroecological farmers are currently poorly supported by appropriate digital tools. Further, the collaborative nature of agroecological farming, market productivity pressures, and regulatory requirements necessitate complex data practices for coordination, planning, monitoring, and learning. These data practices require labour that is often hidden and causes tension within farms. We develop these insights into a set of guiding principles for designing digital technologies appropriate for agroecology and suggest concrete design opportunities. We present a call to action for HCI to reimagine digital agriculture beyond capitalism and work with existing farmer-led grassroots networks towards technological sovereignty.2026SPSebastian Prost et al.City St George's, University of LondonSustainable HCIEcological Design & Green ComputingCitizen Science & Crowdsourced DataCHI
Understanding Spatiotemporal-Aware Multimodal Conversational Search in the Outdoor Urban SpaceEmerging multimodal conversational search (MCS) tools (e.g., Gemini Live) allow users to search for spatiotemporal information through natural language dialogues as they move through urban space. Despite the growing popularity of these tools, there is limited understanding of how people engage with this technology. To address this gap, we developed UrbanSearch, an MCS technology probe designed to capture the user's current geolocation, time, and visual surroundings. A contextual inquiry (N=23) revealed that MCS tools provide two core values: requiring low effort in forming queries while offering highly relevant responses, and functioning as a central information gateway. As a promising technology, MCS supports environmental learning, in-situ decision making, and personalized navigation. Participants also revealed unmet needs for spatial reasoning and transparent integration of multi-source information, along with concerns related to peripheral awareness, social context, and personal space. Drawing from the findings, we discuss design implications for future MCS tools in urban spaces.2026JXJiangnan Xu et al.Rochester Institute of TechnologyExploratory Search & Information SeekingConversational Search & QA SystemsContext-Aware ComputingCHI
Understanding the Dynamics of Trust in Location-Based Games as Hybrid Spaces: The Players' PerspectiveLocation-based games (LBGs) merge digital play with physical environments, creating hybrid spaces that require players to navigate complex trust dynamics. Despite their global popularity, LBGs introduce unique challenges around fairness, safety, and privacy, spanning interactions among players, game systems, local communities, and non-players in shared public spaces. To examine how trust is perceived, built, and sustained in these environments, we conducted in-depth interviews with 26 players of four major LBGs: Pokémon GO, Monster Hunter Now, Ingress, and Pikmin Bloom. Using reflexive thematic analysis, we identified dynamics of trust across four trustor–trustee relationships: player–system, player–player, player–community, and player–non-player in five key aspects: fair play, location privacy, online vetting, hybrid interaction, and public play. Drawing on our findings, we propose a trust model for analyzing and designing trust in LBGs as hybrid spaces, and we outline design implications aimed at strengthening trust building and sustaining trustworthy interactions across the LBG ecology.2026JXJiangnan Xu et al.Rochester Institute of TechnologyGame UX & Player BehaviorSocial Platform Design & User BehaviorPrivacy by Design & User ControlCHI
Exploring Deaf And Hard of Hearing Peoples’ Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional ComprehensionTasks in augmented reality (AR), such as 3D interaction and instructional comprehension, are often designed for users with uniform sensory abilities. Such an approach, however, can overlook the more nuanced needs of Deaf and Hard of Hearing (DHH) users who might have reduced auditory perception. To better understand these challenges, our study utilized the single-player AR game Angry Birds AR as a probe to explore how 11 DHH participants and 15 hearing participants experienced AR interactions. Our findings highlight that DHH users prefer interaction based on context, effective haptic cues, audio cue substitutes, and clear instructional design. We, therefore, propose the following design recommendations to enhance the accessibility of AR for DHH users. This includes customizable UI options, modular feedback systems, and virtual avatars for sign language instructions.2025SLSanzida Mojib Luna et al.Rochester Institute of Technology, Niantic x RIT Geo Games and Media Research LabAR Navigation & Context AwarenessDeaf & Hard-of-Hearing Support (Captions, Sign Language, Vibration)CHI
Communication, Collaboration, and Coordination in a Co-located Shared Augmented Reality Game: Perspectives From Deaf and Hard of Hearing PeopleCo-located collaborative shared augmented reality (CS-AR) environments have gained considerable research attention, mainly focusing on design, implementation, accuracy, and usability. Yet, a gap persists in our understanding regarding the accessibility and inclusivity of such environments for diverse user groups, such as deaf and Hard of Hearing (DHH) people. To investigate this domain, we used Urban Legends, a multiplayer game in a co-located CS-AR setting. We conducted a user study followed by one-on-one interviews with 17 DHH participants. Our findings revealed the usage of multimodal communication (verbal and non-verbal) before and during the game, impacting the amount of collaboration among participants and how their coordination with AR components, their surroundings, and other participants improved throughout the rounds. We utilize our data to propose design enhancements, including onscreen visuals and speech-to-text transcription, centered on participant perspectives and our analysis.2024SLSanzida Mojib Luna et al.Rochester Institute of TechnologySocial & Collaborative VRDeaf & Hard-of-Hearing Support (Captions, Sign Language, Vibration)Accessible GamingCHI
Tasks of a Different Color: How Crowdsourcing Practices Differ per Complex Task Type and Why This MattersCrowdsourcing in China is a thriving industry. Among its most interesting structures, we find crowdfarms, in which crowdworkers self-organize as small organizations to tackle macrotasks. Little, however, is known as to which practices these crowdfarms use to tackle the macrotasks, and this goes hand in hand with the current practice of the HCI research community to treat all forms of complex crowdsourcing work as practically the same. However, macrotasks differ substantially regarding structure and decomposability. Treating them under one umbrella term - macrotasking - can lead to an imprecise understanding of the workforce involved. We address this gap by examining the work practices of 31 Chinese crowdfarms on the four main macrotask types, namely: modular, interlaced, wicked, and container macrotasks. Our results confirm essential differences in how these nascent crowd organizations address different macrotasks and shed light on what platforms can do to improve the uptake of such work.2023YWYihong Wang et al.Xi'an Jiaotong-Liverpool UniversityMental Health Apps & Online Support CommunitiesCrowdsourcing Task Design & Quality ControlDeveloping Countries & HCI for Development (HCI4D)CHI
Building Positively Affective Location-Based Advertising: A Study of Pokémon GO PlayersWith the expanding popularity of Location-Based Games and the rise of advertising therein, there exists a need to comprehend the impact of Location-Based Game Advertising (LGA). This paper seeks to identify what makes positively affective LGA, leveraging Pokémon GO as a probe. Researchers conducted twenty-seven (n=27) semi-structured interviews with Pokémon GO players to reveal lived experiences regarding LGA. Our findings highlight \revision{the following} direct implications for LGA: (1) LGA act as a digital billboard, conveying qualitative alongside locative information, and (2) well-received LGA enhances the player’s agency. We additionally identify findings that have auxiliary implications to LGA: (3) positive memorability occurs when points of interest match physical reality, and (4) ludic engagement is a mediating factor in the memorability of locations. This research demonstrates that LGA in Location-Based Games is surprisingly well-received. However, developers must provide extra consideration to the player’s agency for such techniques to be effective.2023JDJohn Dunham et al.Rochester Institute of TechnologyGamification DesignLive Streaming & Content CreatorsCHI
An Examination of the Work Practices of CrowdfarmsCrowdsourcing is a new value creation business model. Annual revenue of the Chinese market alone is hundreds of millions of dollars, yet few studies have focused on the practices of the Chinese crowdsourcing workforce, and those that do mainly focus on solo crowdworkers. We have extended our study of solo crowdworker practices to include crowdfarms, a relatively new entry to the gig economy: small companies that carry out crowdwork as a key part of their business. We report here on interviews of people who work in 53 crowdfarms. We describe how crowdfarms procure jobs, carry out macrotasks and microtasks, manage their reputation, and employ different management practices to motivate crowdworkers and customers.2021YWYihong Wang et al.Xi'an Jiaotong-Liverpool UniversityCrowdsourcing Task Design & Quality ControlGig Economy PlatformsCHI
Crowdsourcing in China: Exploring the Work Experiences of Solo Crowdworkers and Crowdfarm WorkersRecent research highlights the potential of crowdsourcing in China. Yet very few studies explore the workplace context and experiences of Chinese crowdworkers. Those that do, focus mainly on the work experiences of solo crowdworkers but do not deal with issues pertaining to the substantial amount of people working in 'crowdfarms'. This article addresses this gap as one of its primary concerns. Drawing on a study that involves 48 participants, our research explores, compares and contrasts the work experiences of solo crowdworkers to those of crowdfarm workers. Our findings illustrate that the work experiences and context of the solo workers and crowdfarm workers are substantially different, with regards to their motivations, the ways they engage with crowdsourcing, the tasks they work on, and the crowdsourcing platforms they utilize. Overall, our study contributes to furthering the understandings on the work experiences of crowdworkers in China.2020YWYihong Wang et al.Xi'an Jiaotong-Liverpool UniversityCrowdsourcing Task Design & Quality ControlDeveloping Countries & HCI for Development (HCI4D)CHI
“I can do everything but see!” – How People with Vision Impairments Negotiate their Abilities in Social ContextsThis research takes an orientation to visual impairment (VI) that does not regard it as fixed or determined alone in or through the body. Instead, we consider (dis)ability as produced through interactions with the environment and configured by the people and technology within it. Specifically, we explore how abilities become negotiated through video ethnography with six VI athletes and spectators during the Rio 2016 Paralympics. We use generated in-depth examples to identify how technology can be a meaningful part of ability negotiations, emphasizing how these embed into the social interactions and lives of people with VI. In contrast to treating technology as a solution to a ‘sensory deficit’, we understand it to support the triangulation process of sense-making through provision of appropriate additional information. Further, we suggest that technology should not try and replace human assistance, but instead enable people with VI to better identify and interact with other people in-situ.2018ATAnja Thieme et al.Microsoft ResarchVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignPrivacy by Design & User ControlCHI