Speculative Design for the Metaverse: Anti-Experiences in Virtual RetailRetail experiences in the Metaverse are becoming increasingly popular, driven by a business model that relies on brand engagement and user-generated virtual worlds (UGVWs). While much attention has been given to ideal design patterns for enhancing user engagement, there is a need for a critical examination of pain points that negatively impact their virtual product experiences. This study introduces anti-experiences as a methodological contribution, using speculative design to deliberately explore undesirable design elements and highlight engagement barriers in these virtual product experiences. Through group co-design and storyboarding, we conducted workshops with 30 participants using the Roblox platform as a case study, including XR designers, physical-world designers, and non-users of the Metaverse. Through this process, participants identified three key pain points: (1) missing diegetic elements, (2) fragmented social interactions, and (3) navigational ambiguity. By developing anti-design storyboards, participants critically examined how these pain points affect user engagement and satisfaction, uncovering potential risks and limitations of current Metaverse retail experiences. From these findings, we propose three key design insights to enhance virtual shopping environments: \textit{(1) Introducing play and balancing risk, (2) Shopping together between realities, (3) Orchestrating sensory richness and subtlety.}2025SCSerra Cılızoğlu et al.Online Identity & Self-PresentationDesign FictionInteractive Narrative & Immersive StorytellingC&C
Rethinking Representation in Design: Towards Constructing Parameters for Representation Tools in More-than-Human DesignUnderstanding and representing user perspectives is essential for designing user-centered products, services, and systems. The emergence of More-than-Human Design (MTHD) expands the scope of “user” to include nonhumans, challenging the usefulness of existing user representation tools for MTHD and thus motivating design researchers to devise new tools or adapt existing ones to MTHD contexts. This paper reviews 40 design research studies to investigate representation tools in MTHD, analyzing represented nonhumans, modalities, and contexts. The paper contributes to the literature by identifying six parameters of user representation tools in MTHD: transferability, depth of representation, transcendentality, multi-perspective integration, scalability and flexibility, and resource investment. We discuss the implications for defining and conceptualizing user representations in MTHD and designing new tools by balancing didactic and interpretative representation techniques.2025BDBerre Su Demir et al.Participatory DesignHuman-Nature Relationships (More-than-Human Design)DIS
CGAT-Net: Context-Aware Graph Attention Transformer Network for Scene Sketch RecognitionSketches often lack sufficient detail or quality necessary for standalone recognition, making their identification challenging without contextual information. While context understanding is commonly studied in computer vision applications like object detection or image classification, it remains under-explored in the sketch domain. Existing research primarily focuses on recognizing sketch objects in isolation, with little attention given to scene-level sketch understanding. To address this gap, we introduce a Context-Aware Graph Attention Transformer Network (CGAT-Net), which leverages visual and spatial relationships among objects to obtain a more accurate classification within a scene. This is the first study in scene sketch recognition that utilizes object relations in a Transformer-based network to incorporate context understanding. Extensive experiments show that CGAT-Net surpasses current state-of-the-art single-sketch classifiers, underscoring the value of contextual information in enhancing individual sketch recognition. Our code and trained model weights can be accessed from https://github.com/aleynakutuk6/CGAT-Net.2025AKAleyna Kutuk et al.Interactive Data VisualizationComputational Methods in HCIIUI
How Can Interactive Technology Help Us to Experience Joy With(in) the Forest? Towards a Taxonomy of Tech for Joyful Human-Forest InteractionsThis paper presents intermediate-level knowledge in the form of a taxonomy that highlights 12 different ways in which interactive tech might support forest-related experiences that are joyful for humans. It can inspire and provide direction for designs that aim to enrich the experiential texture of forests. The taxonomy stemmed from a reflexive analysis of 104 speculative ideas produced during a year-long co-design process, where we co-experienced and creatively engaged a diverse range forests and forest-related activities with 250+ forest-goers with varied backgrounds and sensitivities. Given that breadth of forests and populations involved, our work foregrounds a rich set of design directions that set an actionable early frame for creating tech that supports joyful human-forest interplays – one that we hope will be extended and consolidated in future research, ours and others'.2025FBFerran Altarriba Bertran et al.Tampere University, Gamification Group; Universitat de Girona, Escola Universitària ERAMHuman-Nature Relationships (More-than-Human Design)CHI
Designing Urban Noticing Probes for Community Animals and Cohabitation in TürkiyeDesign tools and probing, in particular, have long offered critical perspectives in HCI, broadening the understanding of who benefits from the design. Further, the designerly implementation of critical perspectives and theories using tools such as probes can support HCI designers with theoretically informed dialogical tools. However, these approaches and processes are majorly designed to understand human interactions. In this paper, we introduce urban noticing probes developed to decentre the humans in multispecies interactions by following the arts of noticing theory: noticing into, for, and through within urban relationality, focusing on the case of community animals in Türkiye. Our goal is to create a better understanding of the functions of "urban noticing probes" for HCI designers and researchers to (1) gain relational and reflexive awareness, (2) identify intervention spaces for multispecies cohabitation, and (3) explore future design directions for urban noticing probes.2025SCSena Cucumak et al.Futurewell: CoCreation and Wellbeing Lab, Media and Visual Arts, Koç UniversitySmart Cities & Urban SensingParticipatory DesignField StudiesCHI
Is it just a score? Understanding Training Load Management Practices Beyond Sports Tracking Training Load Management (TLM) is crucial for achieving optimal athletic performance and preventing chronic sports injuries. Current sports trackers provide runners with data to manage their training load. However, little is known about the extent and the way sports trackers are used for TLM. We conducted a survey (N=249) and interviews (N=24) with runners to understand sports tracker use in TLM practices. We found that runners possess some understanding of training load and generally trust their trackers to provide accurate training load-related data. Still, they hesitate to strictly follow trackers’ suggestions in managing their training load, often relying on their intuitions and body signals to determine and adapt training plans. Our findings contribute to SportsHCI research by shedding light on how sports trackers are incorporated into TLM practices and providing implications for developing trackers that better support runners in managing their training load.2024AKArmağan Karahanoğlu et al.University of TwenteMental Health Apps & Online Support CommunitiesFitness Tracking & Physical Activity MonitoringCHI
Stray Animals-City Entanglements: Exploring the Potentials for Equitable Coexistence in Urban Türkiye This pictorial invites designers to recognise the city from the animals’ perspective. We conduct a photo-visual exploration of the tangible and embodied interactions between animals and urban actors in selected urban and peri-urban environments in Türkiye. We observe and cluster the existing interactions to discuss how human-centred urban spaces can be redesigned for/with stray animals in order to build equitable cohabitation for stray animals. With the resulting five themes from photographic documentation, we specify how stray animals build relationships with the city and its actors. We conclude with the potential roles of technology and design in equitable city-making with stray animals.2023SCSena Cucumak et al.Smart Cities & Urban SensingEmpowerment of Marginalized GroupsHuman-Nature Relationships (More-than-Human Design)DIS
Resolving Conflicts During Human-Robot Co-ManipulationThis paper proposes a machine learning (ML) approach to detect and resolve motion conflicts that occur between a human and a proactive robot during the execution of a physically collaborative task. We train a random forest classifier to distinguish between harmonious and conflicting human-robot interaction behaviors during object co-manipulation. Kinesthetic information generated through the teamwork is used to describe the interactive quality of collaboration. As such, we demonstrate that features derived from haptic (force/torque) data are sufficient to classify if the human and the robot harmoniously manipulate the object or they face a conflict. A conflict resolution strategy is implemented to get the robotic partner to proactively contribute to the task via online trajectory planning whenever interactive motion patterns are harmonious, and to follow the human lead when a conflict is detected. An admittance controller regulates the physical interaction between the human and the robot during the task. This enables the robot to follow the human passively when there is a conflict. An artificial potential field is used to proactively control the robot motion when partners work in harmony. An experimental study is designed to create scenarios involving harmonious and conflicting interactions during collaborative manipulation of an object, and to create a dataset to train and test the random forest classifier. The results of the study show that ML can successfully detect conflicts and the proposed conflict resolution mechanism reduces human force and effort significantly compared to the case of a passive robot that always follows the human partner and a proactive robot that cannot resolve conflicts.2023ZAZaid Al-Saadi et al.Teleoperated DrivingForce Feedback & Pseudo-Haptic WeightHuman-Robot Collaboration (HRC)HRI
Virtual Collaboration Tools for Mixed-Ability Workspaces: A Cross Disability Solidarity Case from TurkeyA growing body of literature on mixed-ability teams within HCI investigates how disabled and non-disabled people collaborate. Still, how different disabilities can interact in a mixed-ability team is underexplored, especially for long commitments and in non-western contexts. As an emerging perspective in accessibility studies in HCI, disability justice emphasizes the importance of cross-disability collaborations. Collaborative access, interdependence, and cross-disability dialogue are keys to building accessible mixed-ability interactions. We conducted ten in-depth interviews with the members of a unique mixed-ability team (which includes people with different physical disabilities) using the same workspace with cross-disability interactions in Turkey. We aim to understand the requirements for an accessible mixed-ability virtual workspace and to identify practical design considerations for cross-disability solidarity-oriented virtual collaboration tools. To ensure equal access in virtual workspaces, we suggest implications for centering collective access, balancing external power dynamics, and supporting language and cultural diversities.2023ZYZeynep Yildiz et al.Koç UniversityMixed Reality WorkspacesCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Universal & Inclusive DesignCHI
Motion-centric Tools to Reflect on Digital Creative Experiences and Created OutputsCraft and motion are strongly connected, and reflection about this connection enhances our understanding of digital creative experiences. We summarize seven key steps for reflection in craft and create machine-assisted motion-centric tools to support reflection for each key step. These tools reveal different properties of the recorded movement sequence and the relationship between movement and created models. We tested the tools with a sample of novice users who were asked to create a wire-based jewelry model with a set of creation intentions. The resultant qualitative data and visual analysis charts show that introducing the motion information helps the user to meaningfully reflect on their creative experiences and ultimately enhance their decision-making in terms of selecting the models and creating subsequent digital craft-making movements. We therefore hope that our study will stimulate future discussion to bring motion-centric reflection to digital craft processes.2022YCYen-Ting Cho et al.Shape-Changing Interfaces & Soft Robotic MaterialsHuman Pose & Activity RecognitionDigital Art Installations & Interactive PerformanceC&C
How HCI Bridges Health and Design in Online Health Communities: A Systematic ReviewThis paper presents a systematic review of online health communities (OHCs) published between 2009 and 2020 in the ACM Digital Library. Aiming to consolidate the current issues, design knowledge, challenges, and tensions in OHCs, our analysis identified four high-level aspects related to the use and design of OHCs: (1) temporal: OHCs as transition spaces, (2) spatial: bridging experiential knowledge with medical expertise, (3) technological: exchanging and locating peer support, and (4) tension dimensions in OHCs. We further discuss methodological improvements and computing opportunities for OHC research and how to increase OHC members' agency in such a medically dominated context. These findings have the potential to inform future OHC designs and help researchers and designers position future contributions.2021DGDoga Gatos et al.Mental Health Apps & Online Support CommunitiesUser Research Methods (Interviews, Surveys, Observation)DIS
Isles of Emotion: Emotionally Expressive Social Virtual Spaces for Reflection and CommunicationIt is common not be fully aware of our experience of emotions, and sometimes it is hard to communicate our emotions to others. Using design strategies derived from ambiguity and performativity, we came up with the concept of Isles of Emotion, customizable abstract virtual spaces that represent emotions. Considering remote communication as one of the potential use cases, we assessed this concept as an emotional reflection and communication tool via user studies conducted with 6 pairs of closely related people who have lived apart in the near past. During the studies participants created their own emotion islands using VR tools and visited their own and their pair’s islands. We contribute to the existing literature by sharing resulting design insights on emotionally expressive social virtual spaces, commenting on the level of abstraction from and connections to the real-world, sharing and collaboration concerning the islands and their customizability.2021SSSinem Semsioglu et al.Social & Collaborative VRInteractive Narrative & Immersive StorytellingC&C
IntuModels: Enabling Interactive Modeling for the Novice through Idea Generation and SelectionWe present IntuModels, a machine-assisted interactive modeling workflow to enable the novice to create 3D models. The workflow uses a phase-driven approach, including idea generation and selection, to stimulate creativity and assist users who are not familiar with generating design ideas and 3D modeling techniques. By transforming parametric models using continual input data controlled by users, IntuModels motivates users to intuitively generate a huge amount of 3D model options with a good diversity. For selecting from the created models, we design a balanced overview showing the models using clustering and staged tools to help the user view and understand the models correctly. We tested IntuModels with a sample of novices who were asked to create a wire-based jewelry model. Presented in thematic networks and quantitative charts, the results showed that the novice considered IntuModels to be intuitive to use and useful for creating models that exceeded their expectations for post-production.2021YCYen-Ting Cho et al.Generative AI (Text, Image, Music, Video)3D Modeling & AnimationCreative Collaboration & Feedback SystemsC&C
Snowflakes: A Prototyping Tool for Computational JewelrySmart-jewelry design has many layers such as comfort, ergonomics, fashionability, interactivity, and functionality that create a complex design process, making the form exploration challenging. Various wearable prototyping tools were developed to overcome this challenge; however, they are usually textile-based and do not target smart jewelry design. To bridge this gap, we developed Snowflakes that differentiates from existing tools by \textit{1) allowing designers to explore different jewelry forms, 2) incorporating external materials such as leather, 3) creating form factors that fit body parts with flexible connectors.} In this paper, we explain the design process of Snowflakes which is inspired by 7 design parameters (limbs, materials, grip, fastener, decoration, placement, form) extracted through the examination of non-smart jewelry. We also demonstrate three reimplementations and design concepts implemented with Snowflakes. Our exploration with Snowflakes contributes to the wearable community in terms of smart-jewelry visual expressions, interaction modalities, and the merger of traditional and computational materials.2021OBOğuz 'Oz' Buruk et al.Tampere UniversityHaptic WearablesCustomizable & Personalized ObjectsCHI
Research Ethics RoundtableAn ongoing challenge within CSCW research communities is understanding research ethics’ norms and expectations as our methods and technologies evolve. This panel provides an annual opportunity to interface with SIGCHI’s research ethics committee, which advises SIGCHI reviewers on changing norms in HCI and social computing research ethics. Although the panel is open to questions about research ethics and the broad work of the committee, this year, we will have a particular focus on research power and voice.2020MDMelissa Densmore et al.Research Ethics RoundtableCSCW
Designing for Social Interaction in the Age of Excessive Smartphone UseExcessive smartphone use has negative effects on our social relations as well as on our mental and psychological health. Most of the previous work to avoid these negative effects is based on a top-down approach such as restricting or limiting users' use of smartphones. Diverging from previous work, we followed a bottom-up approach to understand the practice of smartphone use in public settings from the users' perspective. We conducted observations in four coffeehouses, six focus group sessions with 46 participants and three design workshops with 15 designers. We identified five themes that help better understand smartphone use behavior in public settings and four alternative design approaches to mediate this behavior, namely enlighteners, preventers, supporters, and compliers. We discuss the implications of these themes and approaches for designing future interactive technologies aimed at mediating excessive smartphone use behavior.2020HGHüseyin Uğur Genç et al.Koç UniversityMental Health Apps & Online Support CommunitiesSocial Platform Design & User BehaviorCHI
Customizing Developmentally Situated Design (DSD) Cards: Informing Designers about Preschoolers’ Spatial LearningTo date, developmental needs and abilities of children under 4 years old have been insufficiently taken into account at the early stages of technology design. Bekker and Antle [6] created developmentally situated design (DSD) cards as a design tool to inform children’s technology designers about children’s development starting from 5 years of age. In this paper, we describe how we customized DSD cards for a specific developmental skill (i.e., spatial learning) of children between 2- and 4-year-olds for tangible interaction design. The cards were evaluated after a user study in which 19 participants from different backgrounds used the cards in three design workshops. Our analysis of observational notes and online survey identify and discuss how specific card features support or limit use by our participants. We draw on our findings to set forth design considerations and possible refinements that make age specific knowledge about very young children’s spatial learning to inform technologies based on tangible interaction.2018GBGökçe Elif Baykal et al.Koc UniversityEarly Childhood Education TechnologySpecial Education TechnologyCHI
Extracting Design Guidelines for Wearables and Movement in Tabletop Role-Playing Games via a Research Through Design ProcessWe believe that wearables and movement are perfect fit for enhancing tabletop role-playing (TTRPG) experience, since they can provide embodied interaction, are perceived as character-costumes, enhance ludic properties and increase the connectedness to the imaginary game worlds. By providing these improvements, they can increase the immersiveness and player/character relationship which are critical for an ideal TTRPG experience. To investigate this underexplored area, we conducted an extensive research through design process which includes a (1) participatory design workshop with 25 participants, (2) preliminary user tests with Wizard-of-Oz and experience prototypes with 15 participants, (3) production of a new game system, wearable and tangible artifacts and (4) summative user tests for understanding the effects on experience with 16 participants. As a result of our study, we extracted design guidelines about how to integrate wearables and movement in narrative-based tabletop games and communicate how the results of each phase affected our artifacts.2018OBOğuz Turan Buruk et al.Koç UniversityHaptic WearablesRole-Playing & Narrative GamesCHI