Towards Inclusive Infrastructures: Examining the Experiences of Gender Diverse People in University SystemsResearch on gender, identity, and technology has focused on designing individual systems for inclusivity, that is, examining how individual systems should be designed from the ground up to represent transgender, nonbinary, gender non-conforming, and other gender diverse identities in affirming ways. As a result, less is understood about the challenges that gender diverse people face in organizational contexts that are characterized by multiple interconnected systems. For example, universities maintain separate systems for applications, admissions, housing, and course management that only occasionally communicate with each other. We address this gap by examining the experiences of gender diverse people in navigating such complex infrastructures of systems. Through a qualitative study consisting of 20 interviews, we find that participants encountered a range of unique challenges: slow and inconsistent updates of personal information across systems, unexpected leaks of outdated information, and uncertainty around providing legal versus chosen information. To navigate these challenges, participants used workarounds such as seeking help from organizational insiders, piloting identity on a small scale, practicing small acts of resistance, and selectively picking which battles to fight. Participants expressed several goals for inclusive infrastructures such as quick and consistent updates; explanations for non-inclusive design decisions; and contextual, transparent, and safe data sharing practices; supported by community education to facilitate broader cultural and organizational shifts towards inclusivity. We discuss contributions to CSCW research on gender, identity, and technology, and present design implications to better support gender diverse people in technical infrastructures.2025DKDrew N. Kirks-Cler et al.Accessible & Inclusive TechnologyCSCW
LiDArgus: Accommodating Diverse Privacy Preferences in LiDAR Sensing Through Configurable Sub-ZoningLiDAR sensors are increasingly being adopted in smart home environments to enable user activity recognition for a wide range of applications, including resident safety monitoring, health tracking, and behavior modeling. While the advantages of LiDAR-based activity recognition are well recognized, supporting diverse privacy preferences remains an ongoing challenge. Different user groups often have competing needs: homeowners may favor high-resolution sensing for health monitoring, whereas guests may prefer lower-resolution sensing or even temporary deactivation of the system. To navigate these varied requirements, we introduce a spatially adaptive approach that divides the LiDAR sensing field into configurable sub-zones, each with adjustable sensing capabilities, sizes, and locations. This design empowers users to personalize sensing settings according to their individual privacy preferences. We demonstrate the feasibility of this approach through a proof-of-concept prototype and assess its effectiveness via two user studies. Our findings offer insights to inform the design of privacy-aware LiDAR sensing systems in smart environments.2025BLBoRui Li et al.IoT Device PrivacyContext-Aware ComputingSmart Home Privacy & SecurityUIST
Teenagers and the Data Economy: Understanding Their Dreams, Desires and Anxieties with Metaphor WorkbooksTeenagers are in a unique position, having known no other reality than the current exploitative model of the data economy, and are particularly at risk of harm from it. Using a classroom intervention with 31 Grade 9 students, we deployed co-created Metaphor Workbooks as a tool to foster critical and reflexive thinking about their phones and data. Our research advances the HCI community’s understanding of teenagers’ entanglements with the data economy, by highlighting how they experience it through their critical, reflective, and creative responses. This alludes to ways in which future initiatives could better support teenagers in developing a critical relationship with data. We identify key gaps in their understanding of the data economy and emphasize the need for critical data literacy interventions to address their limited understanding, complex emotional relationships with their phones, and the pervasive influence of technology addiction narratives.2025SBSamuel Barnett et al.Universal & Inclusive DesignAlgorithmic Fairness & BiasInclusive DesignDIS
LuciEntry: Towards Understanding the Design of Lucid Dream InductionLucid dreaming, a state in which people become aware that they are dreaming, is known for its many mental and physical health benefits. However, most lucid dream induction techniques, such as reality testing, require significant time and effort to master, creating a barrier for people seeking these experiences. We designed \projectName, a portable interactive prototype aimed at helping people induce lucid dreaming through well-timed visual and auditory cues. We conducted a lab and a field study to understand \projectName{}'s user experience. The interview data allowed us to identify three themes. Building on these findings and our design practice, we derived seven considerations to guide the design of future lucid dream systems. Ultimately, this work aims to inspire further research into interactive technologies for altered states of consciousness.2025PWPo-Yao (Cosmos) Wang et al.Mental Health Apps & Online Support CommunitiesDIS
Situated Design and False Creek Futures: Relationality, Engagement and Creativity in Eco-social Information Systems Extractivist data collection through citizen science initiatives produces aggregate data that can provide useful insights for policy advocacy. However, these extractivist information systems do little to nurture locally engaged and creative eco-social geographies, support decolonization, or address crises of imagination. In response, this piece asks: What types of interactive information systems would support emplaced processes of relationality, engagement and creativity in urban shoreline ecosystems? How can design support interactive eco-social geographies as terrains for thinking, connecting and enacting? We address these questions through deeply situated work in an urban marine ecosystem called False Creek located in Vancouver, Canada. False Creek is a site of ecological remediation from industrialization and urbanization, and as part of Canada’s colonial occupation of unceded first nations territories, it is also a significant site of settler-indigenous reconciliation. This work delves into local history and contemporary relations to orient the production of community engaged design practices and artifacts that prioritize relationality, engagement and creativity. We critically assess our work to design appropriate information systems against the complex goals of enabling interactive, emplaced, enmeshed and reconciliatory eco-social systems.2025KRKatherine Reilly et al.Citizen Science & Crowdsourced DataSustainable HCIClimate Change Communication ToolsDIS
ELLMA-T: an Embodied LLM-agent for Supporting English Language Learning in Social VRMany people struggle with learning a new language, with traditional tools falling short in providing contextualized learning tailored to each learner's needs. The recent development of large language models (LLMs) and embodied conversational agents (ECAs) in social virtual reality (VR) provides new opportunities to practice language learning in a contextualized and naturalistic way that takes into account the learner's language level and needs. To explore this opportunity, we developed ELLMA-T, a design probe that integrates an LLM (GPT-4) with an ECA for English language learning in social VR (VRChat), informed by the situated learning framework. We conducted a feasibility study to explore the potential and challenges of LLM-based ECAs for language learning in social VR. Drawing on qualitative interviews (N=12), we reveal the potential of ELLMA-T to generate realistic, believable, and context-specific role plays for agent-learner interaction in VR, and LLM's capability to provide initial language assessment and continuous feedback to learners. We provide five design implications for the future development of LLM-based language agents in social VR.2025MPMengxu Pan et al.Social & Collaborative VRHuman-LLM CollaborationCollaborative Learning & Peer TeachingDIS
IntelliLining: Activity Sensing through Textile Interlining Sensors Using TENGsWe introduce a novel component for smart garments: smart interlining, and validate its technical feasibility through a series of experiments. Our work involved the implementation of a prototype that employs a textile vibration sensor based on Triboelectric Nanogenerators (TENGs), commonly used for activity detection. We explore several unique features of smart interlining, including how sensor signals and patterns are influenced by factors such as the size and shape of the interlining sensor, the location of the vibration source within the sensor area, and various propagation media, such as airborne and surface vibrations. We present our study results and discuss how these findings support the feasibility of smart interlining. Additionally, we demonstrate that smart interlinings on a shirt can detect a variety of user activities involving the hand, mouth, and upper body, achieving an accuracy rate of 93.9% in the tested activities.2025MEMahdie Ghane Ezabadi et al.Simon Fraser University, Computing ScienceHaptic WearablesElectronic Textiles (E-textiles)CHI
"AI Afterlives" as Digital Legacy: Perceptions, Expectations, and ConcernsThe rise of generative AI technology has sparked interest in using digital information to create AI-generated agents as digital legacy. These agents, often referred to as "AI Afterlives", present unique challenges compared to traditional digital legacy. Yet, there is limited human-centered research on "AI Afterlife" as digital legacy, especially from the perspectives of the individuals being represented by these agents. This paper presents a qualitative study examining users' perceptions, expectations, and concerns regarding AI-generated agents as digital legacy. We identify factors shaping people's attitudes, their perceived differences compared with the traditional digital legacy, and concerns they might have in real practices. We also examine the design aspects throughout the life cycle and interaction process. Based on these findings, we situate "AI Afterlife" in digital legacy, and delve into design implications for maintaining identity consistency and balancing intrusiveness and support in "AI Afterlife" as digital legacy.2025YLYing Lei et al.Simon Fraser University, School of Interactive Arts and TechnologyGenerative AI (Text, Image, Music, Video)Online Identity & Self-PresentationCHI
There Is More to Dwell Than Meets the Eye: Toward Better Gaze-Based Text Entry Systems With Multi-Threshold DwellDwell-based text entry seems to peak at 20 words per minute (WPM). Yet, little is known about the factors contributing to this limit, except that it requires extensive training. Thus, we conducted a longitudinal study, broke the overall dwell-based selection time into six different components, and identified several design challenges and opportunities. Subsequently, we designed two novel dwell keyboards that use multiple yet much shorter dwell thresholds: Dual-Threshold Dwell (DTD) and Multi-Threshold Dwell (MTD). The performance analysis showed that MTD (18.3 WPM) outperformed both DTD (15.3 WPM) and the conventional Constant-Threshold Dwell (12.9 WPM). Notably, absolute novices achieved these speeds within just 30 phrases. Moreover, MTD’s performance is also the fastest-ever reported average text entry speed for gaze-based keyboards. Finally, we discuss how our chosen parameters can be further optimized to pave the way toward more efficient dwell-based text entry.2025AMAunnoy K Mutasim et al.Simon Fraser University, School of Interactive Arts and TechnologyEye Tracking & Gaze InteractionMotor Impairment Assistive Input TechnologiesCHI
Persona-L has Entered the Chat: Leveraging LLMs and Ability-based Framework for Personas of People with Complex NeedsWe present Persona-L, a novel approach for creating personas using Large Language Models (LLMs) and an ability-based framework, specifically designed to improve the representation of people with complex needs. Traditional methods of persona creation often fall short of accurately depicting the dynamic and diverse nature of complex needs, resulting in oversimplified or stereotypical profiles. Persona-L enables users to create and interact with personas through a chat interface. Persona-L was evaluated through interviews with UX designers (N=6), where we examined its effectiveness in reflecting the complexities of lived experiences of people with complex needs. We report our findings that indicate the potential of Persona-L to increase empathy and understanding of complex needs while also revealing the need for transparency of data used in persona creation, the role of the language and tone, and the need to provide a more balanced presentation of abilities with constraints.2025LSLipeipei Sun et al.Northeastern UniversityVoice AccessibilityHuman-LLM CollaborationCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)CHI
Constituency as a Matter of Practice: Moving a Plant StudioHow more-than-human gatherings configure and change to support designing is not well understood. In the more-than-human theory of designing-with, these gatherings are called constituencies. This paper aims to shed light on the practices of a constituency, by analyzing the moving of a plant studio from one city to another. The plant studio includes over 250 plants and is where living-with and designing-with plants are conceptualized. The move offered an opportunity to understand the dynamics of the plant studio as a constituency using design events, a vocabulary and analytical tool, for understanding practices and temporality. In our analysis, we surface the role of humans as speaking subjects and five repertoires or considered actions that together articulate the practice of a constituency. We also illustrate the use of design events as an analytical tool for nuance and critical reflections on more-than-human design.2025OTOscar Tomico et al.Eindhoven University of TechnologySustainable HCIHuman-Nature Relationships (More-than-Human Design)CHI
Do It For Me vs. Do It With Me: Investigating User Perceptions of Different Paradigms of Automation in Copilots for Feature-Rich SoftwareLarge Language Model (LLM)-based in-application assistants, or copilots, can automate software tasks, but users often prefer learning by doing, raising questions about the optimal level of automation for an effective user experience. We investigated two automation paradigms by designing and implementing a fully automated copilot (AutoCopilot) and a semi-automated copilot (GuidedCopilot) that automates trivial steps while offering step-by-step visual guidance. In a user study (N=20) across data analysis and visual design tasks, GuidedCopilot outperformed AutoCopilot in user control, software utility, and learnability, especially for exploratory and creative tasks, while AutoCopilot saved time for simpler visual tasks. A follow-up design exploration (N=10) enhanced GuidedCopilot with task-and state-aware features, including in-context preview clips and adaptive instructions. Our findings highlight the critical role of user control and tailored guidance in designing the next generation of copilots that enhance productivity, support diverse skill levels, and foster deeper software engagement.2025AKAnjali Khurana et al.Simon Fraser University, Computing ScienceHuman-LLM CollaborationAI-Assisted Decision-Making & AutomationCHI
RedirectedStepper: Exploring Walking-In-Place Locomotion in VR Using a Mini Stepper for AscentsWalking on inclined surfaces is common in some Virtual Reality (VR) scenarios, for instance, when moving between floors of a building, climbing a tower, or ascending a virtual mountain. Existing approaches enabling realistic walking experiences in such settings typically require the user to use bulky walking-in-place hardware or to walk in a physical area. Addressing this challenge, we present RedirectedStepper, a locomotion technique leveraging a novel device based on a mini exercise stepper to provide realistic VR staircase walking experiences by alternating the tilt of the two stepper pedals. RedirectedStepper employs a new exponential mapping function to visually morph the user's real foot motion to a corresponding curved path in the virtual environment (VE). Combining this stepper and the visual mapping function provides an in-place locomotion technique allowing users to virtually ascend an infinite staircase or slope while walking-in-place (WIP). We conducted three within-subject user studies (n=36) comparing RedirectedStepper with a WIP locomotion technique using the Kinect. Our studies indicate that RedirectedStepper improves the users' sense of realism in walking on staircases in VR. Based on a set of design implications derived from the user studies, we developed SnowRun, a VR exergame application, demonstrating the use of the RedirectedStepper concept.2025QLQuang-Tri Le et al.University of Science, VNU-HCMFull-Body Interaction & Embodied InputImmersion & Presence ResearchSerious & Functional GamesCHI
DiminishAR: Diminishing Visual Distractions via Holographic AR DisplaysSmartphones are integral to modern life, yet research highlights the cognitive drawbacks associated with their mere presence. While physically removing them can mitigate these effects, it is often inconvenient and may heighten anxiety due to prolonged separation. To address this, we use holographic augmented reality (AR) displays to visually diminish distractions with two interventions: 1) Visual Camouflage, which disguises the smartphone with a hologram that matches its size and blends with the background, making it less noticeable, and 2) Visual Substitution, which occludes the smartphone with a contextually relevant hologram, like books on a desk. In a study with 60 participants, we compared cognitive performance with the smartphone nearby, remote, and visually diminished by our AR interventions. Our findings show that the interventions significantly reduce cognitive impairment, with effects comparable to physically removing the smartphone. The adaptability of our approach opens new avenues to manage visual distractions in daily life.2025JLJangHyeon Lee et al.University of Minnesota, Department of Computer Science & Engineering; Simon Fraser University, School of Computing ScienceAR Navigation & Context AwarenessContext-Aware ComputingCHI
Exploring the Impacts of HEXACO Personality Traits on Text Composition and TranscriptionThis study investigates the relationship between the HEXACO personality traits and text entry behaviors in composition and transcription tasks. By analyzing metrics such as entry speed, accuracy, editing efforts, and readability, we identified correlations between specific traits and text entry performance. In composition, honesty-humility and agreeableness were the strongest predictors, correlating significantly with composition time, text length, and editing efforts. In transcription, openness, honesty-humility, and agreeableness influenced performance, though no single trait consistently predicted all metrics. Interestingly, extraversion did not show strong correlations in either task, despite its established link to composition performance in academic contexts. These findings suggest that personality traits affect text entry behavior differently depending on the task, with creative tasks like composition being shaped by distinct traits compared to repetitive tasks like transcription. This research provides valuable insights into the relationship between personality and text entry, opening avenues for personalizing interaction systems based on individual traits.2025JSJannatul Ferdous Srabonee et al.University of California, Merced, Inclusive Interaction LabAgent Personality & AnthropomorphismAI-Assisted Creative WritingCHI
User-defined Co-speech Gesture Design with Swarm RobotsNon-verbal signals, including co-speech gestures, play a vital role in human communication by conveying nuanced meanings beyond verbal discourse. While researchers have explored co-speech gestures in human-like conversational agents, limited attention has been given to non-humanoid alternatives. In this paper, we propose using swarm robotic systems as conversational agents and introduce a foundational set of swarm-based co-speech gestures, elicited from non-technical users and validated through an online study. This work outlines the key software and hardware requirements to advance research in co-speech gesture generation with swarm robots, contributing to the future development of social robotics and conversational agents.2025MDMinh Duc Dang et al.Simon Fraser University, Computing ScienceAgent Personality & AnthropomorphismSocial Robot InteractionCHI
Translating HCI Research to Broader Audiences: Motivation, Inspiration, and Critical Factors on Alternative Research OutcomesAlternative Research Outcomes (AROs) go beyond traditional academic publications, taking diverse forms such as documentaries, DIY tutorials, or exhibitions. With growing recognition of the need for more inclusive and contextually appropriate research dissemination, AROs are particularly relevant in HCI and design research. Yet, little has been discussed on why it is important to work on AROs. What are key qualities of AROs? How can the HCI community benefit from learning more about creating AROs? By analyzing six case studies, we propose four qualities of AROs and demonstrate how they emerge in the timeline of a research project. We argue AROs can be adapted to diverse audience needs and share research insights that may extend beyond the original research goals. Our work contributes to a deeper understanding of how AROs can support inclusive research dissemination practices, enabling HCI researchers to engage broader audiences and extend the relevance of their work.2025MYMinYoung Yoo et al.Simon Fraser University, School of Interactive Arts and TechnologyParticipatory DesignInteractive Narrative & Immersive StorytellingCHI
MILESTONES: The Design and Field Evaluation of a Semi-Automated Tool for Promoting Self-Directed Learning Among Online LearnersSelf-directed learning of computational skills online poses significant challenges, particularly the lack of effective tools for tracking progress and fostering reflection. To address this, we designed and implemented MILESTONES, a semi-automated self-monitoring tool that tracks online learning sessions and organizes web resources through three visual overviews: Time Pulse, Cue-Connect, and Sortify. In a week-long field deployment study (N=17), learners found MILESTONES intuitive and effective, even without prior experience with self-monitoring. The on-demand visual overviews encouraged learners to pause, reflect, and adjust their learning habits to better align with their goals. These overviews further fostered micro-reflections - brief, spontaneous reflections during learning. We also explored the role of a companion journal, which, although used inconsistently, helped learners form and reflect on their goals after learning sessions. Our findings contribute insights for designing learner-centered semi-automatic self-monitoring tools that can cater to diverse learning needs.2025RCRimika Chaudhury et al.Simon Fraser University, Computing ScienceProgramming Education & Computational ThinkingOnline Learning & MOOC PlatformsIntelligent Tutoring Systems & Learning AnalyticsCHI
Briteller: Shining a Light on AI Recommendations for ChildrenUnderstanding how AI recommendations work can help the younger generation become more informed and critical consumers of the vast amount of information they encounter daily. However, young learners with limited math and computing knowledge often find AI concepts too abstract. To address this, we developed Briteller, a light-based recommendation system that makes learning tangible. By exploring and manipulating light beams, Briteller enables children to understand an AI recommender system's core algorithmic building block, the dot product, through hands-on interactions. Initial evaluations with ten middle school students demonstrated the effectiveness of this approach, using embodied metaphors, such as "merging light" to represent addition. To overcome the limitations of the physical optical setup, we further explored how AR could embody multiplication, expand data vectors with more attributes, and enhance contextual understanding. Our findings provide valuable insights for designing embodied and tangible learning experiences that make AI concepts more accessible to young learners.2025XZXiaofei Zhou et al.University of Rochester, Department of Computer ScienceProgramming Education & Computational ThinkingSTEM Education & Science CommunicationCHI
A Systematic Review of Fitts’ Law in 3D Extended RealityFitts' law is widely used as an evaluation tool for pointing or selection tasks, evolving into diverse applications, including 3D extended reality (XR) environments like virtual, augmented, and mixed reality. Despite standards like ISO 9241:411, the application of Fitts' law varies significantly across studies, complicating comparisons and undermining the reliability of findings in 3D XR research. To address this, we conducted a systematic review of 119 publications, focusing on 122 studies that used Fitts' law in 3D XR user experiments. Our analysis shows that over half of these studies referenced Fitts' law without thoroughly investigating throughput, movement time, or error rate. We performed an in-depth meta-analysis to examine how Fitts' law is incorporated into research. By highlighting trends and inconsistencies, and making recommendations this review aims to guide researchers in designing and performing more effective and consistent Fitts-based studies in 3D XR, enhancing the quality and impact of future research.2025MAMohammadreza Amini et al.Concordia University, Department of Computer Science & Software EngineeringImmersion & Presence ResearchComputational Methods in HCICHI