Academics’ Reflections on Delivering Hybrid Lessons Through the Analytical Language of Seams and PatchworkThis paper presents insights from a series of interviews with academics at a public university in Ecuador, exploring their experiences in transitioning to synchronous hybrid teaching during the COVID-19 pandemic. This study reveals the challenges faced by academics in navigating the cultural, infrastructural, and technological seams present in the delivery of hybrid lessons in a country in the Global South. The findings provide empirical evidence of the invisible work undertaken by academics to address these challenges, the importance of providing adequate supports for academics when adopting hybrid learning, and the role of student agency in these settings. Finally, we reflect on the implications of deploying hybrid learning for academics' pedagogical practice. By applying the analytical language of seams and patchwork, the study sheds light on the complexities of hybrid learning implementation in a context marked by socio-economic and technological constraints.2025RARonny Andrade et al.Enhancing LearningCSCW
FabObscura: Computational Design and Fabrication for Interactive Barrier-Grid AnimationsWe present FabObscura: a system for creating interactive barrier-grid animations, a classic technique that uses occlusion patterns to create the illusion of motion. Whereas traditional barrier-grid animations are constrained to simple linear occlusion patterns, FabObscura introduces a parameterization that represents patterns as mathematical functions. Our parameterization offers two key advantages over existing barrier-grid animation design methods: first, it has a high expressive ceiling by enabling the systematic design of novel patterns; second, it is versatile enough to represent all established forms of barrier-grid animations. Using this parameterization, our computational design tool enables an end-to-end workflow for authoring, visualizing, and fabricating these animations without domain expertise. Our applications demonstrate how FabObscura can be used to create animations that respond to a range of user interactions, such as translations, rotations, and changes in viewpoint. By formalizing barrier-grid animation as a computational design material, FabObscura extends its expressiveness as an interactive medium.2025TSTicha Sethapakdi et al.Shape-Changing Materials & 4D PrintingCustomizable & Personalized ObjectsDigital Art Installations & Interactive PerformanceUIST
"Nuisance is Better Than Nothing?": Exploring How Pedestrians and Cyclists Perceive Automated E-Scooter Alerts in Shared SpacesElectric scooters (e-scooters) offer flexible urban mobility but raise safety concerns in shared spaces. This study investigates how e-scooters can better communicate their presence to pedestrians and cyclists in shared active mobility environments. A focus group with e-scooter riders identified notifying others of arrival as a key challenge. To address this, we co-designed audio and visual alerts in a participatory workshop and evaluated them in a real-world Wizard of Oz (WoZ) study involving live encounters. WoZ self-report data showed that voice and bell alerts were rated significantly higher in visibility, safety, communication, and acceptance than continuous sounds and flashing lights. These findings were supported by video analysis, which captured clear spatial responses such as turning or moving aside. Cyclists rated alerts as more distracting than pedestrians. Eye-tracking data revealed increased pedestrian attention during overtaking. By combining self-reports, video, and gaze data, we provide in-situ evidence and design recommendations to improve e-scooter signalling and reduce conflict. The dataset, including anonymized ratings, fixation data, alert designs, and analysis scripts, is available at https://github.com/HiruniNuwanthika/User-Perception-Evaluation-Escooter-Alerts.git.2025HKHiruni Nuwanthika Kegalle et al.External HMI (eHMI) — Communication with Pedestrians & CyclistsMicromobility (E-bike, E-scooter) InteractionMobileHCI
MindEat!: Navigating Screen-Centric Dining through Mindful Technology DesignIn an era where technology pervades every aspect of our daily lives, including dining, we grapple with the challenge of harmonizing its immersive nature with the ethos of mindful eating. Despite some strides in designing technologies to support mindful eating, existing efforts remain fragmented and lack a comprehensive grasp of the intricate factors essential for cultivating such dining experiences. This pictorial introduces MindEat! an inventive design framework tailored for designers embarking on the development of technologies that support mindful eating experiences. Similar to the layered composition of a culinary sandwich, each component of this framework encompasses a distinct aspect of mindful eating, deserving careful consideration throughout the design process. By emphasizing metaphorical engagement with mindful eating principles, and practical application in the design process, this framework aims to contribute to the creation of enjoyable health-promoting solutions that resonate with the realities of screen-centric dining cultures.2025RKRohit Ashok Khot et al.Mental Health Apps & Online Support CommunitiesSustainable HCIFood Culture & Food InteractionDIS
The Impact of Human-Likeness and Self-Disclosure on Message Acceptance in Virtual AI InfluencersVirtual AI-generated Influencers (VAIIs) are increasingly being used by corporations and public agencies, raising questions about how their visual design and communication strategies impact end-users' propensity to accept the messages they deliver. We examined the impact of human-likeness (how close the VAII visually resembles a human) and self-disclosure (whether the message contains personal information) on message acceptance, alongside dispositional factors like empathy and anthropomorphising tendencies. In a mixed-methods experiment, participants (N=120) watched short-form videos featuring VAIIs of varying human-likeness (High/Moderate-High/Moderate-Low/Low) and self-disclosure (present/absent). We observed the strongest message acceptance from the VAIIs with the lowest human-likeness, and message rejection for VAIIs with moderate to low human-likeness. Additionally, participants' message acceptance was influenced by their empathy tendencies. Our qualitative analysis revealed further insights into participants' perceptions of the human-likeness of VAIIs, their discomfort with self-disclosure, and their tendency to anthropomorphise VAIIs. These findings provide important implications for the design of VAIIs.2025CSCherie Sew et al.Agent Personality & AnthropomorphismGenerative AI (Text, Image, Music, Video)DIS
The Brain Knows What You Prefer: Using EEG to Decode AR Input PreferencesUnderstanding user input preferences is crucial in immersive environments, where input methods such as gestures and controllers are common. Traditional evaluation methods rely on post experience questionnaires, which don't capture real-time preferences. This study used brain signals to classify input preferences during Augmented Reality (AR) interactions. Thirty participants performed three interaction tasks (pointing, manipulation, and rotation) using hands or controllers. Their electroencephalogram (EEG) data were collected at varying task difficulties (low, medium, high) and phases (preparation, task, and completion). Machine learning was used to classify preferred and non-preferred input methods. Results showed that EEG signals effectively classify preferences with accuracies up to 86%, with the completion phase being the best indicator of preference. In addition, different input methods exhibited distinct EEG patterns. These findings highlight the potential of EEG signals for decoding real-time input preference in AR, offering insights for enhancing user experiences.2025KZKaining Zhang et al.University of South Australia, Empathic Computing LabBrain-Computer Interface (BCI) & NeurofeedbackAR Navigation & Context AwarenessCHI
“They’re Scamming Me”: How Children Experience and Conceptualize Harm in Game MonetizationRegulatory shifts are increasingly placing the onus on online service providers such as digital game developers and platforms to ensure that their services do not harm children. This creates an urgent need to examine how children experience and conceptualize harm in digital contexts, which may differ from adult-driven perceptions of harm. In this paper, we present the results of a study into children’s experiences with game monetization which included a ‘think-aloud’ method in which children were given an AU$20 voucher to spend. Through our participants’ (aged 7-14) vernacular of feeling ‘scammed’ or ‘tricked’, we argue that children experience harm principally through being misled or deceived by monetization features, rather than being due to what parents perceive as a misattribution of value toward digital items or overspending. Based on these results, we make game design recommendations to minimize children’s harmful experiences with game monetization strategies.2025THTaylor Hardwick et al.The University of SydneyUniversal & Inclusive DesignGamification DesignGame AccessibilityCHI
Educator Perceptions of XRAuthor: An Accessible Tool for Authoring Learning Content with Different Immersion LevelsThe promise of Extended Reality (XR) in education is significant but one size does not fit all learning contexts and student preferences. Varied content with different immersion levels is hence beneficial, but creating XR content remains daunting for educators using conventional tools. This paper introduces XRAuthor, a web-based authoring tool designed to empower educators to create varying immersive learning content - ranging from conventional video to interactive animations and full-fledged VR - all from a single authoring experience with a webcam. Through online one-to-one workshops with 14 educators, we found strong endorsement for the new authoring workflow enabled by XRAuthor. Participants also found that the varied interactive exercises automatically generated by the tool aligned well with effective pedagogical practices. High ease of use and efficiency were identified as crucial attributes of XRAuthor. The design knowledge facilitated by XRAuthor underscores the potential of such tool designs to democratize XR content creation for learning.2025SSSongjia Shen et al.Singapore Institute of Technology, Centre for ImmersificationMixed Reality WorkspacesOnline Learning & MOOC PlatformsCHI
Emotionally Challenging Games Can Satisfy Older Adults' Psychological Needs: From Empirical Study to Design GuidelinesOlder adults often struggle to meet their psychological needs due to retirement and living alone. Recent studies suggest that games featuring emotional challenge (EC) can help fulfill basic psychological needs such as autonomy, competence, and relatedness by facilitating emotional exploration. However, it remains unclear whether older adults can benefit from EC games, whether they find this genre enjoyable, and how these games should be designed to better meet their needs. This work explores older adults’ experiences and perceptions of playing EC games through two studies. The first study involved playing Detroit: Become Human, revealing that older adults derived multifaceted psychological experiences from playing the game. The second study involved a custom-designed game scenario tailored to older adults, demonstrating that meaningful choices significantly influenced autonomy need satisfaction. Based on these findings, we offer five design guidelines for developing EC games that satisfy psychological needs of older adults.2025MZMin Zhou et al.Institute of Software, ChineseAging-Friendly Technology DesignSerious & Functional GamesCHI
"More than just holding the iPad": Family members' perspectives on the work of video calling in aged careVideo calls are increasingly being adopted to enable older adults living in long-term residential care facilities (aged care homes) to remain socially connected with friends and family. However, care home residents often require extensive support to participate effectively in video calls. Despite growing interest in examining the work involved in facilitating technology use in care homes, the role of caregivers---comprising family members and staff---in facilitating video calls has received limited attention. Drawing on data from a study of family members' experiences in Australia, we analysed the essential work activities required to make video calls function in residential aged care. We show how video calling is underpinned by the development of relationships between families and staff, and how video calling requires considerable work in preparation, facilitation, and troubleshooting. We discuss how video calling systems for care homes might be designed to alleviate unwanted work, lowering the burden of call participation for residents, families, and care staff.2024RKRyan M. Kelly et al.Session 4a: Intergenerational ConnectionsCSCW
Nudging with Narrative Visualization: Communicating to a Young Adult Audience in the PandemicEffective narrative visualization communicates information by integrating story-telling and data visualization in a comprehensible, compelling manner. The compelling aspect of effective narrative visualization consequentially results in the potential to shift the attitude of an audience. However, there is much to understand about how narrative visualization can best be designed to influence target audiences. This paper focuses on an empirical experiment where we examined the effects of two communication strategies - anthropomorphism and personal identification - on a young adult audience. In particular, we wanted to understand which strategy, when integrated into narrative visualization, can nudge a specific audience’s attitude towards greater consideration in the context of the COVID-19 pandemic. Our results indicated that the personal identification communication strategy was the most successful in nudging participants. This study contributes a better grasp of how technologies such as narrative visualization, using different communication strategies, can deliver more targeted messaging.2024NENina Errey et al.Session 3d: Teens in the Digital Age: Safety, Creativity, and Well-BeingCSCW
PPG-Hear: A Practical Eavesdropping Attack with Photoplethysmography SensorsSu等人提出基于光体积描记传感器的窃听攻击方法PPG-Hear,利用脉搏信号提取敏感信息,揭示了消费级健康设备的新的安全威胁。2024YSYuchen Su et al.Deepfake & Synthetic Media DetectionIoT Device PrivacyUbiComp
PortaChrome: A Portable Contact Light Source for Integrated Re-Programmable Multi-Color TexturesIn this paper, we present PortaChrome, a portable light source that can be attached to everyday objects to reprogram the color and texture of surfaces that come in contact with them. When PortaChrome makes contact with objects previously coated with photochromic dye, the UV and RGB LEDs inside PortaChrome create multi-color textures on the objects. In contrast to prior work, which used projectors for the color-change, PortaChrome has a thin and flexible form factor, which allows the color-change process to be integrated into everyday user interaction. Because of the close distance between the light source and the photochromic object, PortaChrome creates color textures in less than 4 minutes on average, which is 8 times faster than prior work. We demonstrate PortaChrome with four application examples, including data visualizations on textiles and dynamic designs on wearables.2024YZJunyi Zhu et al.Shape-Changing Materials & 4D PrintingCustomizable & Personalized ObjectsUIST
Grand challenges in CyclingHCICycling Human-Computer Interaction (CyclingHCI) refers to the study and design of user interfaces and interactions between bicycles and riders in the context of cycling-related experiences. To date, however, there has yet to be a structured agenda for CyclingHCI to clarify the immediate challenges researchers should address next and facilitate the advancement of the field. To advance the development of CyclingHCI, we employed expert sessions with three CyclingHCI experts responsible for the design, development, evaluation, and reflection on the societal implications of 18 CyclingHCI systems. Our analysis led us to 10 grand challenges with design opportunities and considerations grouped as (1) Pushing the technological boundaries for cycling, (2) Understanding and protecting cyclists, and (3) Spatially situated cycling interaction. Our findings provide practical implications for research and practice in designing for CyclingHCI, with which we aim to advance CyclingHCI and enrich the cycling experience through the safe integration of technology.2024AMAndrii Matviienko et al.Micromobility (E-bike, E-scooter) InteractionDIS
Baking An Institutional Doughnut: A Systemic Design Journey for Diverse Stakeholder Engagement Doughnut Economics offers a contemporary compass for navigating the complexities of creating a safe and just space where humanity can flourish while respecting ecological boundaries. This pictorial reports on how the Doughnut Economics model can be applied as a tool for facilitating complex stakeholder engagement. We present a novel visual framework and facilitation method to enable systemic and values-led thinking in the context of establishing a new interdisciplinary academic institution. Using a participatory design process, 115 stakeholders from academic, research, and administrative backgrounds explored this model over two studio sessions, co-creating an institutional compass to navigate the socio-ethical challenges of their professional practices. We leverage the pictorial format to (i) demonstrate the application of the Doughnut Economics model as an effective visual framework for fostering structured dialogue to surface shared and contesting values and boundaries and (ii) facilitate complex stakeholder engagement through a systemic design journey that encourages emergent dialogue.2024PBPushpi Bagchi et al.Universal & Inclusive DesignParticipatory DesignSustainable HCIDIS
Studying Self-Care with Generative AI Tools: Lessons for DesignThe rise of generative AI presents new opportunities for the understanding and practice of self-care through its capability to generate varied content, including self-care suggestions via text and images, and engage in dialogue with users over time. However, there are also concerns about accuracy and trustworthiness of self-care advice provided via AI. This paper reports our findings from workshops, diaries, and interviews with five researchers and 24 participants to explore their experiences and use of generative AI for self-care. We analyze our findings to present a framework for the use of generative AI to support five types of self-care, – advice seeking, mentorship, resource creation, social simulation, and therapeutic self-expression – mapped across two dimensions – expertise and modality. We discuss how these practices shift the role of technologies for self-care from merely offering information to offering personalized advice and supporting creativity for reflection, and we offer suggestions for using the framework to investigate new self-care designs.2024TCTara Capel et al.Generative AI (Text, Image, Music, Video)Mental Health Apps & Online Support CommunitiesDIS
Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social PlayTraditional games like "Tag" rely on shared control via inter-body interactions (IBIs) – touching, pushing, and pulling – that foster emotional and social connection. Digital games largely limit IBIs, with players using their bodies as input to control virtual avatars instead. Our “Shared Bodily Fusion” approach addresses this by fusing players' bodies through a mediating computer, creating a shared input and output system. We demonstrate this approach with "Hidden Touch", a game where a novel social electrical muscle stimulation system transforms touch (input) into muscle actuations (output), facilitating IBIs. Through a study (n=27), we identified three player experience themes. Informed by these findings and our design process, we mapped their trajectories across our three experiential spaces – threshold, tolerance, and precision – which collectively form our design framework. This framework facilitates the creation of future digital games where IBIs are intrinsic, ultimately promoting the many benefits of social play.2024RPRakesh Patibanda et al.Electrical Muscle Stimulation (EMS)Serious & Functional GamesMultiplayer & Social GamesDIS
"This is the kind of experience I want to have": Supporting the experiences of queer young men on social platforms through designQueer young men (similar to others in the LGBTQ+ community) depend heavily on social platforms but their use can often be problematic. Their needs are often not adequately considered in the design of general platforms and they can be exposed to intra-community harms on LGBTQ+ specific platforms such as dating apps. To explore how social platform design could be improved to better support the needs of queer young men, we conducted a co-design study. We recruited 13 queer men working in technology design to generate new concepts for social platform features. We then refined these concepts and evaluated them in group sessions with end users, a different cohort of 15 queer young men. Here we present mockups of the concepts and findings from evaluations. Our findings show specific ways that providing more agency to social platform users could improve their experiences and we discuss implications for design.2024TATommaso Armstrong et al.Social Platform Design & User BehaviorGender & Race Issues in HCILGBTQ+ Community Technology DesignDIS
Designing with Transactional Data: FTML and Money/Data LaunderingIn a digital, and cashless economy, transactional data has become ubiquitous, telling and highly valuable. Yet, this data is rarely considered critically as a material for design. This pictorial presents two successive Research through Design projects exploring practically how we might design with transactional data. The first, ‘FTML: Financial Transaction Mark-up Language’ is a speculative design project and short film, which explores how value-laden ‘mark up’ of specific transactional data could underpin new services and digital applications. The second, ‘Money / Data Laundering’ adopted an approach of ‘designerly hacking’, with Point of Sale (PoS) payment card readers, to develop a web application to digitally ‘wash’ or launder specific values into an indivdual’s bank account via a symbolic transaction. Reflecting on both interventions, we demonstrate the need, and opportunities, for designers to engage critically with transactional data and financial infrastructures, to enable new forms of value(s) exchange.2024CEChris Elsden et al.Algorithmic Fairness & BiasEcological Design & Green ComputingDIS
Non-Consensual Synthetic Intimate Imagery: Prevalence, Attitudes, and Knowledge in 10 CountriesDeepfake technologies have become ubiquitous, ``democratizing'' the ability to manipulate photos and videos. One popular use of deepfake technology is the creation of sexually explicit content, which can then be posted and shared widely on the internet. Drawing on a survey of over 16,000 respondents in 10 different countries, this article examines attitudes and behaviors related to ``deepfake pornography'' as a specific form of non-consensual synthetic intimate imagery (NSII). Our study found that deepfake pornography behaviors were considered harmful by respondents, despite nascent societal awareness. Regarding the prevalence of deepfake pornography victimization and perpetration, 2.2% of all respondents indicated personal victimization, and 1.8% all of respondents indicated perpetration behaviors. Respondents from countries with specific legislation still reported perpetration and victimization experiences, suggesting NSII laws are inadequate to deter perpetration. Approaches to prevent and reduce harms may include digital literacy education, as well as enforced platform policies, practices, and tools which better detect, prevent, and respond to NSII content.2024RURebecca Umbach et al.GoogleDeepfake & Synthetic Media DetectionOnline Harassment & Counter-ToolsAlgorithmic Fairness & BiasCHI