Behavior Change Interventions Combating Online Misinformation: A Scoping ReviewIt is increasingly acknowledged that simply presenting users with corrective information is unlikely to produce the desired effects against misinformation. As such, the need for systematic use of behavioral theory is increasingly acknowledged, and behavioral interventions against misinformation are rising. This paper presents a scoping review of digital behavioral interventions countering misinformation, inquiring into their behavioral objectives, theoretical foundations, design and evaluation practices, and the factors that were empirically proven, or speculated, to contribute to interventions' failure. Among others, we identify 17 distinct behavioral objectives, organized into three stages of the online news cycle: composition, amplification and consumption, 24 theoretical frameworks employed in designing these interventions, and nine reasons of failure. We synthesize the findings into a set of design cards with the goal of guiding intervention designers during concept ideation and refinement, and highlight areas for future research.2025LKLoukas Konstantinou et al.Cyprus University of TechnologyOnline Harassment & Counter-ToolsMisinformation & Fact-CheckingParticipatory DesignCHI
"How over is it?" Understanding the Incel Community on YouTubeYouTube is by far the largest host of user-generated video content worldwide. Alas, the platform also hosts inappropriate, toxic, and hateful content. One community that has often been linked to sharing and publishing hateful and misogynistic content is the so-called Involuntary Celibates (Incels), a loosely defined movement ostensibly focusing on men's issues. In this paper, we set out to analyze the Incel community on YouTube by focusing on this community's evolution over the last decade and understanding whether YouTube's recommendation algorithm steers users towards Incel-related videos. We collect videos shared on Incel communities within Reddit and perform a data-driven characterization of the content posted on YouTube. Among other things, we find that the Incel community on YouTube is getting traction and that during the last decade, the number of Incel-related videos and comments rose substantially. We also find that users have a 6.3% chance of being suggested an Incel-related video by YouTube's recommendation algorithm within five hops when starting from a non-Incel-related video. Overall, our findings paint an alarming picture of online radicalization: not only Incel activity is increasing over time, but platforms may also play an active role in steering users towards such extreme content.2021KPKostantinos Papadamou et al.Antisocial ComputingCSCW
The Nudge Deck: A Design Support Tool for Technology-Mediated NudgingThe idea of nudging - that subtle changes in the ’choice architecture’ can alter people’s behaviors in predictable ways - was eagerly adopted by HCI researchers and practitioners over the past decade. Yet, the design of effective nudging interventions is far from trivial, with theoretical knowledge being unstructured, with over a hundred cognitive biases found online, and inaccessible to practitioners during design meetings. We present the design and evaluation of the Nudge Deck, a card-based, design support tool that provides actionable knowledge for the design of technology-mediated nudges. The tool was evaluated through two case studies where 58 participants were asked to design nudging interventions, in the contexts of physical activity promotion and misinformation mitigation, with and without the cards. We report on how the cards enhanced designers’ self-efficacy, and led to more theoretically grounded, creative and appropriate for the context, ideas.2020ACAna Caraban et al.Gamification DesignPrototyping & User TestingDIS
23 Ways to Nudge: A Review of Technology-Mediated Nudging in Human-Computer InteractionTen years ago, Thaler and Sunstein introduced the notion of nudging to talk about how subtle changes in the 'choice architecture' can alter people's behaviors in predictable ways. This idea was eagerly adopted in HCI and applied in multiple contexts, including health, sustainability and privacy. Despite this, we still lack an understanding of how to design effective technology-mediated nudges. In this paper we present a systematic review of the use of nudging in HCI research with the goal of laying out the design space of technology-mediated nudging – the why (i.e., which cognitive biases do nudges combat) and the how (i.e., what exact mechanisms do nudges employ to incur behavior change). All in all, we found 23 distinct mechanisms of nudging, grouped in 6 categories, and leveraging 15 different cognitive biases. We present these as a framework for technology-mediated nudging, and discuss the factors shaping nudges' effectiveness and their ethical implications.2019ACAna Caraban et al.Instituto Superior Técnico, Persuasive Tech Lab, Madeira-ITIAI-Assisted Decision-Making & AutomationAI Ethics, Fairness & AccountabilityAlgorithmic Fairness & BiasCHI
Activity Tracking in vivoWhile recent research has emphasized the importance of understanding the lived experience of personal tracking, very little is known about the everyday coordination between tracker use and the surrounding environment. We combine behavioral data from trackers with video recordings from wearable cameras, in an attempt to understand how usage unfolds in daily life and how it is shaped by the context of use. We recorded twelve participants’ daily use of activity trackers, collecting and analyzing 244 incidents where activity trackers were used. Among our findings, tracker use was strongly driven by reflection and learning-in action, contrasting the traditional view that learning is one of deep exploration, following the collection of data on behaviors. We leverage on these insights and propose three directions for the design of activity trackers: facilitating learning through glances, providing normative feedback and facilitating micro-plans.2018RGRúben Gouveia et al.University of MadeiraFitness Tracking & Physical Activity MonitoringCHI
Information Visualisation, Gamification and Immersive Technologies in Participatory PlanningPublic participation in the decision-making processes that shape the urban environments we inhabit is an imperative aspect of a democratic society. Recent developments in the fields of Information Visualization, Gamification and Immersive Technologies (AR/VR/MR) offer novel opportunities for civic engagement in the planning process that remain largely unexplored. This SIG aims to identify ways in which these technologies can be used to tackle the public participation challenges identified by the European Commission, the UN Habitat and the World Bank and experienced by citizens across the world. The overarching goal of this SIG is to define methods and processes where technology can facilitate public participation in the planning process for the inclusive and democratic development of our cities. The overarching goal of this SIG is to bring together an interdisciplinary group of practitioners, academics and policy makers from the CHI communities (Design, User Experience, HCI for Development (HCI4D), Sustainability and Games & Entertainment) and beyond, to discuss innovative ways to increase the transparency, accountability and democratic legitimacy of this innately political process.2018NCNektarios Christodoulou et al.Famagusta Ecocity Project (NGO)Universal & Inclusive DesignInteractive Data VisualizationActivism & Political ParticipationCHI