Speculating Migrant Possible Worlds through Magic MachinesMigration and technology studies increasingly recognize the importance of incorporating migrant perspectives in design processes. Speculative design methods have emerged as powerful tools for imagining alternative futures, particularly when working with marginalized communities. However, there remains a gap in understanding how to effectively engage long-term settled migrants in participatory design processes that honor their experiences and imaginative capacities. Here we show how integrating feminist care principles with speculative design methods can create more inclusive and empathetic approaches to technology design with migrant communities. Through workshops applying the "magic machines" methodology, we demonstrate how participatory speculation enables migrants to articulate their experiences, anxieties, and hopes for technological futures. Our findings reveal the importance of considering diasporic minds and cross-border connectivity in future technologies. This work provides immediate opportunities for researchers and designers to develop more inclusive approaches to speculative design while challenging dominant narratives about technological futures in migrant communities.2025VNValentina Nisi et al.Technology's Impact on (Im)migrationCSCW
Making Sense of Our Data: Exploring Well-Being Self-Tracking Through Creative CollaborationMental health and well-being research increasingly recognizes the potential of data to support preventative care and foster meaningful sensemaking. However, traditional health data visualizations often overlook emotional depth, contextual relevance, and lived experiences. In response, four HCI researchers conducted a 35-day field study, examining their well-being data as participants and co-designers to reimagine their relationship with self-tracking technologies and health data representations. Grounded in participatory and soma-inspired design principles, this study encouraged participants to move beyond passive data consumption through creative experimentation, embedding personal experiences and collaborative exploration to challenge conventional representations and reimagine well-being through design. The findings demonstrate how collaborative sensemaking can reframe well-being interventions as creative processes that empower individuals’ lived experiences. By foregrounding reflection and shared interpretation, this work contributes to the discourse on how creative explorations with biodata redefine our relationship with wearable technology, highlighting the role of trust in understanding personal sensitive data collaboratively.2025BSBeatriz Severes et al.Mental Health Apps & Online Support CommunitiesCreative Collaboration & Feedback SystemsBiosensors & Physiological MonitoringC&C
Critter Connect, wearable design for place-based & multisensory species encounters.This study presents Critter Connect, a wearable device fostering multispecies relationships in natural ecosystems. Grounded in posthuman theory and More-than-Human geography, the work responds to human-centred design limitations, which often overlook non-visual and non-linguistic modes of interaction. It also highlights the need for practical tools fostering direct, place-specific, and non-hierarchical sensory-rich engagements with other beings. This pictorial shows the device’s potential to enable spontaneous and embodied interactions between users and three species in a biodiversity-rich ecosystem through geolocation-based tactile and auditory feedback. We present a design process building on multispecies ethics and speculative methods to address ecological care, as well as a pilot study demonstrating Critter Connect’s capacity to amplify the wearer’s awareness of unseen multispecies presences and sense of connection to nature. This research contributes to HCI by offering a framework for designing ethically considerate, sensory-rich interactions with other beings, thus challenging human-centric engagement and promoting ecological cohabitation.2025MGMathilde Gouin et al.Haptic WearablesShape-Changing Interfaces & Soft Robotic MaterialsHuman-Nature Relationships (More-than-Human Design)DIS
Designing Biotopia: A Transmedia Experience for Natureculture Heritage and More-than-Human EntanglementsIn recent years, HCI research around post-anthropocene design has been gaining traction. Caring and inclusive stances towards more-than-humans, multispecies dialogues, and decentering the human in design are imbuing HCI and other disciplines. Similarly, critical heritage scholars have pointed to the need to re-frame heritage in light of the challenges of the Anthropocene. As part of a heritage-focused EU-funded project, we extend these efforts, thinking through collaborative research-through-design to design "Biotopia" – a transmedia experience that aims to connect museum and nature walk visitors with entangled natureculture and more-than-human heritage. We propose three Design Constructs from our exploratory phase and detail how they have informed the design of the critical heritage experience, contributing with the transmedia experience design and proposing ways of applying emerging posthuman concepts in practice. By reflecting on our process, we discuss the opportunities and challenges of designing for more-than-human heritage in a posthuman world, working towards decentered practices in HCI.2025MFMarta Ferreira et al.Sustainable HCIHuman-Nature Relationships (More-than-Human Design)Museum & Cultural Heritage DigitizationDIS
The Amplifying Effect of Explainability in AI-assisted Decision-making in GroupsIn the era of artificial intelligence, AI-assisted decision-making has become a common paradigm. Explainable Artificial Intelligence has been one of the more explored factors in improving transparency of AI tools in AI-assisted decision-making, but sometimes with contradictory results. Furthermore, while individual AI-assisted decision-making has garnered substantial investigation, the domain of group AI-assisted decision-making remains notably underexplored. This research presents the first look at the impact of explainability and team composition on AI-assisted decision-making. With a controlled experiment on mushroom edibility classification, with 89 participants, we show that the impact of XAI is more pronounced in decision-making with groups (2-person) than in individual decision-making. Groups rely less on incorrect AI recommendations when explanations are available, but they rely more on incorrect AI recommendations when explanations are absent, compared to individual decision makers. This phenomenon underscores the amplified effect of explainability in AI-assisted decision-making in group settings.2025RDRegina de Brito Duarte et al.INESC-ID; University of Lisbon, Instituto Superior TécnicoExplainable AI (XAI)AI-Assisted Decision-Making & AutomationCHI
Stories as Boundary Objects: Digital Storytelling with Migrant Communities for Heritage DiscoursesHeritage is a dynamic concept, being constantly redefined by those that value it. Modern approaches to heritage bring focus to participatory processes that put communities at the centre of the heritage discourse. For migrant communities, these participatory processes can show the tension of integration versus identity, as migrants integrating into their host country can maintain, adapt or loose connections to their cultural identity. Digital storytelling platforms can offer space for exposing such tensions. In this paper, storytelling is adopted as a practice to engage three communities of migrants (with different socio-cultural contexts) on their relation to heritage. Through workshops, participants created 78 stories (accessible through a Digital Storytelling platform), which were thematically analysed. Using the concept of boundary objects, we discuss how participant's stories reflect heritage discourse and how they are entangled within the wider social, economic, and environmental context.2024PBPaulo Bala et al.Session 3e: Content Moderation and Marginalized ExperiencesCSCW
Modulating Heart Activity and Task Performance using Haptic Heartbeat Feedback: A Study Across Four Body PlacementsThis paper explores the impact of vibrotactile haptic feedback on heart activity when the feedback is provided at four different body locations (chest, wrist, neck, and ankle) and with two feedback rates (50 bpm and 110 bpm). A user study found that the neck placement resulted in higher heart rates and lower heart rate variability, and higher frequencies correlated with increased heart rates and decreased heart rate variability. The chest was preferred in self-reported metrics, and neck placement was perceived as less satisfying, harmonious, and immersive. This research contributes to understanding the interplay between psychological experiences and physiological responses when using haptic biofeedback resembling real body signals.2024AVAndreia Valente et al.Vibrotactile Feedback & Skin StimulationUIST
"My Sense of Morality Leads to My Suffering, Battling, and Arguing": The Role of Platform Designers in (Un)Deciding Gig Worker IssuesHCI and design studies have increasingly identified challenges for gig workers and advocated for designs centered around worker justice. However, there's an existing research gap in understanding how platform designers approach gig worker issues in their practice. Our study engaged ten platform designers from food delivery and ride-hailing platforms to investigate this gap. Through semi-structured interviews, we uncovered their strategies, the extent of authority and responsibilities, and the range of obstacles they encounter in influencing decision-making that could affect gig workers’ experiences with the platforms. While platform designers were aware of gig worker issues, they confronted challenges from business goals, decision-making power, policies, and job security in promoting worker well-being. We discuss the jurisdiction of platform designers and propose that HCI research should further support them, who are deeply engaged in the gig economy and have the potential to participate in addressing social justice issues.2024SMShuhao Ma et al.Gig Economy PlatformsInclusive DesignDIS
Towards Relatable Climate Change Data: Untangling Tensions in Engaging with a HyperobjectThis research investigates the potential of emerging communication strategies to enhance engagement with climate change data through HCI, by recognizing the critical challenge of effectively communicating complex hyperobejcts. We designed "Finding Arcadia", an interactive artefact centred on ocean climate data, to explore how data humanism, storytelling, decentering the human in the narrative, and positive framing influence user engagement and perception of the information. Findings from a study in-the-wild (N=42) and a post-experience survey conducted six months later (N=19) foregrounds strategies to foster deeper engagement and connection with the information but also tensions in engaging with such a complex topic. We contribute to climate change communication and HCI research with the design decisions, study outcomes, and reflections on ways in which communication strategies can promote understanding and connection with a hyperobject.2024MFMarta Galvão Ferreira et al.Data StorytellingClimate Change Communication ToolsInteractive Narrative & Immersive StorytellingDIS
The Effects of Observing Robotic Ostracism on Children's Prosociality and Basic NeedsResearch on robotic ostracism is still scarce and has only explored its effects on adult populations. Although the results revealed important carryover effects of robotic exclusion, there is no evidence yet that those results occur in child-robot interactions. This paper provides the first exploration of robotic ostracism with children. We conducted a study using the Robotic Cyberball Paradigm in a third-person perspective with a sample of 52 children aged between five to ten years old. The experimental study had two conditions: Exclusion and Inclusion. In the Exclusion condition, children observed a peer being excluded by two robots; while in the Inclusion condition, the observed peer interacted equally with the robots. Notably, even 5-year-old children could discern when robots excluded another child. Children who observed exclusion reported lower levels of belonging and control, and exhibited higher prosocial behaviour than those witnessing inclusion. However, no differences were found in children's meaningful existence, self-esteem, and physical proximity across conditions. Our user study provides important methodological considerations for applying the Robotic Cyberball Paradigm with children. The results extend previous literature on both robotic ostracism with adults and interpersonal ostracism with children. We finish discussing the broader implications of children observing ostracism in human-robot interactions.2024FCFilipa Correia et al.Social Robot InteractionEmpowerment of Marginalized GroupsHRI
"Connected to the people": Social Inclusion & Cohesion in Action through a Cultural Heritage Digital ToolCurrent cultural policies are evolving from social inclusion (removing barriers and promoting equality for participation in culture) to social cohesion (fostering solid bonds between groups despite their differences). Digital interventions can create spaces that promote social inclusion and cohesion. In this paper, we report on the design and evaluation of a cultural heritage and digital storytelling application supporting a participatory approach to culture and hosting society. We evaluate our intervention in three marginalized communities with different social-cultural contexts: migrant women in Barcelona, a community living in a priority neighbourhood in Paris and second and third-generation migrants in Lisbon. Through an analysis of their application use, our findings point at their needs and desires, highlighting how the app can support social inclusion as the first step towards cohesion, but that these are heterogeneous concepts susceptible to nuanced appropriations by the different communities.2023VNValentina Nisi et al.InclusionCSCW
A First Exploration on the Use of Head-Mounted Augmented Reality in the Context of the Portuguese MilitaryIn this paper, we present the design and implementation of a first iteration of an augmented reality (AR) system for dismounted soldiers in the Portuguese military. We started the work via a survey of 86 members of the military to better understand their experience, needs, and preferences with current Command & Control (C2) systems. We then assessed the effects of our prototype on the performance, situational awareness, and perceived usability and workload of 13 participants from a local Commando Regiment. We compared our results to a representative baseline using a paper map and radio in a hostage extraction simulation and found that our first AR iteration, despite a short practice session, increased the quality of the information available and decreased the complexity, temporal demands, and effort required to complete the study tasks; leading to an overall decrease in perceived workload. Overall, participants described the AR experience as more user-friendly. We conclude our case study with research ideas for further iterations of our prototype.2023CGCarlos Gomes et al.AR Navigation & Context AwarenessContext-Aware ComputingMobileHCI
Interactions with Climate Change: a Data Humanism Design ApproachInteractions about climate change have been mostly focused on a negative or neutral form of communication, in line with the so-called “doom-and-gloom” narrative. However, recent research and guidelines point to the need to engage audiences in a more positive, story-focused and actionable way. In this pictorial, we describe a Data Humanism design approach formulated from its original manifesto. We present this proposal through a prototype that engages users with climate change data related to the oceans in a contextualised, personalised and action-focused way. To create this approach, we operationalised data humanism into design steps that guided the design process. Through the analysis of the applied study, we identify opportunities and challenges faced with this approach and with engaging diverse audiences “in the wild” with climate issues, guiding the design of future data humanism climate narratives through interactive data visualisations.2023MFMarta Ferreira et al.Data PhysicalizationSustainable HCIClimate Change Communication ToolsDIS
"The Robot Made Us Hear Each Other": Fostering Inclusive Conversations among Mixed-Visual Ability ChildrenInclusion is key in group work and collaborative learning. We developed a mediator robot to support and promote inclusion in group conversations, particularly in groups composed of children with and without visual impairment. We investigate the effect of two mediation strategies on group dynamics, inclusion, and perception of the robot. We conducted a within-subjects study with 78 children, 26 experienced visual impairments, in a decision-making activity. Results indicate that the robot can foster inclusion in mixed-visual ability group conversations. The robot succeeds in balancing participation, particularly when using a highly intervening mediating strategy (directive strategy). However, children feel more heard by their peers when the robot is less intervening (organic strategy). We extend prior work on social robots to assist group work and contribute with a mediator robot that enables children with visual impairments to engage equally in group conversations. We finish by discussing design implications for inclusive social robots.2023INIsabel Neto et al.Visual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignSocial Robot InteractionHRI
Comparing Dwell time, Pursuits and Gaze Gestures for Gaze Interaction on Handheld Mobile DevicesGaze is promising for hands-free interaction on mobile devices. However, it is not clear how gaze interaction methods compare to each other in mobile settings. This paper presents the first experiment in a mobile setting that compares three of the most commonly used gaze interaction methods: Dwell time, Pursuits, and Gaze gestures. In our study, 24 participants selected one of 2, 4, 9, 12 and 32 targets via gaze while sitting and while walking. Results show that input using Pursuits is faster than Dwell time and Gaze gestures especially when there are many targets. Users prefer Pursuits when stationary, but prefer Dwell time when walking. While selection using Gaze gestures is more demanding and slower when there are many targets, it is suitable for contexts where accuracy is more important than speed. We conclude with guidelines for the design of gaze interaction on handheld mobile devices.2023ONOmar Namnakani et al.University of GlasgowEye Tracking & Gaze InteractionHuman Pose & Activity RecognitionCHI
Assertiveness-based Agent Communication for a Personalized Medicine on Medical Imaging Diagnosis: Assertiveness-based BreastScreening-AIIntelligent agents are showing increasing promise for clinical decision-making in a variety of healthcare settings. While a substantial body of work has contributed to the best strategies to convey these agents’ decisions to clinicians, few have considered the impact of personalizing and customizing these communications on the clinicians’ performance and receptiveness. This raises the question of how intelligent agents should adapt their tone in accordance with their target audience. We designed two approaches to communicate the decisions of an intelligent agent for breast cancer diagnosis with different tones: a suggestive (non-assertive) tone and an imposing (assertive) one. We used an intelligent agent to inform about: (1) number of detected findings; (2) cancer severity on each breast and per medical imaging modality; (3) visual scale representing severity estimates; (4) the sensitivity and specificity of the agent; and (5) clinical arguments of the patient, such as pathological co-variables. Our results demonstrate that assertiveness plays an important role in how this communication is perceived and its benefits. We show that personalizing assertiveness according to the professional experience of each clinician can reduce medical errors and increase satisfaction, bringing a novel perspective to the design of adaptive communication between intelligent agents and clinicians.2023FCFrancisco Maria Calisto et al.IST - U. Lisboa, IST - U. LisboaExplainable AI (XAI)AI-Assisted Decision-Making & AutomationAI Ethics, Fairness & AccountabilityCHI
Towards Critical Heritage in the wild: Analysing Discomfort through Collaborative AutoethnographyAs we engaged in designing digital interventions for intercultural dialogues around public cultural heritage sites, we saw an opportunity to surface multiple interpretations and points of view of history and shine a critical lens on current societal issues. To do so, we present the results of a collaborative auto-ethnography of alternative tours accompanied by intercultural guides, to explore sensory and embodied engagements with cultural heritage sites in a southern European capital. By focusing on the differences in how we experienced the heritage sites, we analyse the duality of discomfort, a common concept in HCI, in that it can both be deployed as a resource for designing systems that can transform people’s understanding of history or it can be a hindrance for engagement, having an unequal effect on individuals.2023PBPaulo Bala et al.ITI/LARSYSMuseum & Cultural Heritage DigitizationCHI
I Know I Am, But What Are You? How Culture and Self-Categorization Affect Emotions Toward RobotsAs routinely working with robots spreads globally, it becomes important to understand how best to customize robots to each culture to maximize collaboration between humans and robots. In two distinct cultures (United States and Portugal) we examined group-based emotions toward robots with participants self-categorizing three different ways (ingroup, outgroup, and neutral). We tested and confirmed our baseline assumptions that Portuguese participants are more collectivistic and less individualistic, and feel closer with a team in negative, but not positive, scenarios, compared to United States participants. Supporting our hypotheses, the results showed that participants rated more positive emotions toward the robot in the ingroup condition than in the outgroup or neutral conditions. Moreover, an interaction effect between culture and self-categorization revealed that Portuguese participants had more positive group-based emotions toward the robot than United States participants when self-categorizing as an ingroup. We discuss the implications in terms of human-robot teaming and potential future research directions.2022FCFilipa Correia et al.Human-Robot Interaction; Human-Robot InteractionCSCW
Towards Efficient Annotations for a Human-AI Collaborative, Clinical Decision Support System: A Case Study on Physical Stroke Rehabilitation AssessmentMachine learning (ML) algorithms are increasingly being explored to support various decision-making tasks in healthcare (e.g. rehabilitation assessment). However, the development of such ML-based decision support systems is challenging due to the expensive process to collect an annotated dataset. In this paper, we describe the development process of a human-in-the-loop, decision support system that augments an ML model with a rule-based (RB) model from therapists in the context of assessing physical stroke rehabilitation exercises. We conducted the empirical evaluation with the dataset of three exercises from 15 post-stroke patients and therapists. The results demonstrate that initially when an annotated dataset is not available, the RB model can be used to assess patients' quality of motion and identify samples with low confidence scores to support efficient annotations for training an ML model. Specifically, our system requires only 33\% of annotations from therapists to train an ML model that achieves equally good performance with an ML model with all annotations from a therapist. Our work discusses the values of a human-in-the-loop approach for supporting a complex decision-making task and effectively collecting an annotated dataset.2022MLMin Lee et al.AI-Assisted Decision-Making & AutomationMental Health Apps & Online Support CommunitiesIUI
Immersive Speculative Enactments: Bringing Future Scenarios and Technology to Life Using Virtual RealityIn this paper we present \textit{Immersive Speculative Enactments} (ISEs), a novel concept that extends conventional Speculative Enactments to Virtual Reality. Through ISEs, participants are immersed in a speculative world depicted by the designers and can engage with it in its truest envisioned form. We explore this concept via four scenarios with increasing technological uncertainty: a glimpse in the daily life of the parent of a newborn baby; a Mixed Reality experience supporting hybrid classrooms; two wearable devices that present a pet's emotional state and needs; and an enactment on the effect of communication delay across interplanetary distances. We discuss the concept of ISEs and contrast them to other forms of speculation, provide guidelines on how to design them, as well as reflecting on the challenges, limitations, and potential associated with the role of ISEs in the HCI discourse.2022ASAdalberto L. Simeone et al.KU LeuvenImmersion & Presence ResearchDesign FictionCHI