Sketch2Terrain: AI-Driven Real-Time Terrain Sketch Mapping in Augmented RealitySketch mapping is an effective technique to externalize and communicate spatial information. However, it has been limited to 2D mediums, making it difficult to represent 3D information, particularly for terrains with elevation changes. We present Sketch2Terrain, an intuitive generative-3D-sketch-mapping system combining freehand sketching with generative Artificial Intelligence that radically changes sketch map creation and representation using Augmented Reality. Sketch2Terrain empowers non-experts to create unambiguous sketch maps of natural environments and provides a homogeneous interface for researchers to collect data and conduct experiments. A between-subject study (N=36) revealed that generative-3D-sketch-mapping improved efficiency by 38.4%, terrain-topology accuracy by 12.5%, and landmark accuracy by up to 12.1%, with only a 4.7% trade-off in terrain-elevation accuracy compared to freehand 3D-sketch-mapping. Additionally, generative-3D-sketch-mapping reduced perceived strain by 60.5% and stress by 39.5% over 2D-sketch-mapping. These findings underscore potential applications of generative-3D-sketch-mapping for in-depth understanding and accurate representation of vertically complex environments. The implementation is publicly available.2025TXTianyi Xiao et al.Institute of Cartography and Geoinformation, ETH ZurichAR Navigation & Context AwarenessGenerative AI (Text, Image, Music, Video)Geospatial & Map VisualizationCHI
CollabJam: Studying Collaborative Haptic Experience Design for On-Body Vibrotactile PatternsDesigning vibrotactile experiences collaboratively requires communicating using multiple senses. This is challenging in remote scenarios as designers need to effectively express and communicate their intention while iteratively building and refining experiences, ideally in real-time. We formulate design considerations for collaborative haptic design tools, and propose CollabJam, a collaborative prototyping suite enabling remote synchronous design of vibrotactile experiences for on-body applications. We first outline CollabJam’s features and present a technical evaluation. Second, we use CollabJam to understand communication and design patterns used during haptic experience design. We performed an in-depth design evaluation spanning four sessions in which four pairs of participants designed and reviewed vibrotactile experiences remotely. A qualitative content analysis revealed how multi-sensory communication is essential to convey ideas, how stimulating the tactile sense can interfere with personal boundaries, and how freely placing actuators on the skin can provide both benefits and challenges.2025DWDennis Wittchen et al.Dresden University of Applied Sciences, Faculty of Informatics / Mathematics; Max Planck Institute for Informatics, Saarland Informatics Campus, Sensorimotor InteractionVibrotactile Feedback & Skin StimulationHaptic WearablesCreative Collaboration & Feedback SystemsCHI
Initiating the Global AI Dialogues: Laypeople Perspectives on the Future Role of genAI in Society from Nigeria, Germany and JapanWith the rapid development and release of generative AI (genAI) applications, policy discourses primarily take place on an expert level. Little space is given to laypeople - who have to adapt to and adopt the genAI innovations - to share their opinions and experiences. Addressing this gap, we organized 6h/3.5h laypeople dialogues in Nigeria, Japan, and Germany in July and August 2024. During the dialogues, participants discussed what a desirable future in light of genAI development could look like in one of three contexts: education, public service, and arts & culture. Participants explored the consequences of technology deployment, assessed the risks, mapped stakeholders, and derived measures to achieve a desirable goal. This study contributes to policy debates on genAI by providing recommendations derived from participants' identified requirements and suggested measures for genAI to create value and to foster a socially desirable future. We reflect on the results through a cross-national lens.2025MHMichel Hohendanner et al.Technical University of Munich, Department of Computer Science; Hochschule München University of Applied Sciences, Munich Center for Digital Sciences and AIGenerative AI (Text, Image, Music, Video)Activism & Political ParticipationTechnology Ethics & Critical HCICHI
Designing Instructions using Self-Determination Theory to Improve Motivation and Engagement for Learning CraftRecent HCI research has shown significant interest in investigating digital working instructions for guiding novices to perform manual tasks. While performance enhancement has been a primary focus, it is increasingly recognized that technology's impact extends beyond objective metrics. Trainee motivation and engagement plays a pivotal role in enhancing learning outcomes and effectiveness. This paper investigates the utilization of principles from Self Determination Theory--clear attainable goals, meaningful rationale, and perspective taking--in designing multimedia instructions to enhance novice users' indicators of psychological well-being. We present findings from an experiment involving real-world woodworking, where novice users, in a between-subjects study, followed interactive, in-situ projection-based guidance. Results demonstrate that adhering to SDT postulates can positively influence perceived competence, intrinsic motivation and task execution quality. These findings offer valuable insights for designing digital instructions to guide and train novices, emphasizing the importance of psychological well-being alongside task performance.2024HDHitesh Dhiman et al.Institute Industrial IT, OWL University of Applied Sciences and ArtsAging-Friendly Technology DesignPrototyping & User TestingCHI
“I Don’t Want to Become a Number’’: Examining Different Stakeholder Perspectives on a Video-Based Monitoring System for Senior Care with Inherent Privacy Protection (by Design).Active and Assisted Living (AAL) technologies aim to enhance the quality of life of older adults and promote successful aging. While video-based AAL solutions offer rich capabilities for better healthcare management in older age, they pose significant privacy risks. To mitigate the risks, we developed a video-based monitoring system that incorporates different privacy-preserving filters. We deployed the system in one assistive technology center and conducted a qualitative study with older adults and other stakeholders involved in care provision. Our study demonstrates diverse users’ perceptions and experiences with video-monitoring technology and offers valuable insights for the system’s further development. The findings unpack the privacy-versus-safety trade-off inherent in video-based technologies and discuss how the privacy-preserving mechanisms within the system mitigate privacy-related concerns. The study also identifies varying stakeholder perspectives towards the system in general and highlights potential avenues for developing video-based monitoring technologies in the AAL context.2024TMTamara Mujirishvili et al.University of AlicantePrivacy by Design & User ControlAging-in-Place Assistance SystemsSmart Home Privacy & SecurityCHI
Visual Delegate Generalization Frame - Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual EnvironmentsVisual effects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g., proprioception, presence, pain) to players and users, thus increasing perceptual diversity via the visual modality. Such elements or effects are referred to as visual delegates (VDs). Current findings on the experiences that VDs can elicit relate to specific VDs, not to VDs in general. Deductive and comprehensive VD evaluation frameworks are lacking. We analyzed VDs in video games to generalize VDs in terms of their visual properties. We conducted a systematic paper analysis to explore player and user experiences observed in association with specific VDs in user studies. We conducted semi-structured interviews with expert players to determine their preferences and the impact of VD properties. The resulting VD framework (VD-frame) contributes to a more strategic approach to identifying the impact of VDs on player and user experiences.2022SMSebastian Misztal et al.University of Applied Sciences and ArtsImmersion & Presence ResearchGame UX & Player BehaviorCHI
GANSlider: How Users Control Generative Models for Images using Multiple Sliders with and without Feedforward InformationWe investigate how multiple sliders with and without feedforward visualizations influence users' control of generative models. In an online study (N=138), we collected a dataset of people interacting with a generative adversarial network (StyleGAN2) in an image reconstruction task. We found that more control dimensions (sliders) significantly increase task difficulty and user actions. Visual feedforward partly mitigates this by enabling more goal-directed interaction. However, we found no evidence of faster or more accurate task performance. This indicates a tradeoff between feedforward detail and implied cognitive costs, such as attention. Moreover, we found that visualizations alone are not always sufficient for users to understand individual control dimensions. Our study quantifies fundamental UI design factors and resulting interaction behavior in this context, revealing opportunities for improvement in the UI design for interactive applications of generative models. We close by discussing design directions and further aspects.2022HDHai Duong Dang et al.University of BayreuthGenerative AI (Text, Image, Music, Video)Interactive Data VisualizationPrototyping & User TestingCHI
ClothTiles: A Prototyping Platform to Fabricate Customized Actuators on Clothing using 3D Printing and Shape-Memory AlloysEmerging research has demonstrated the viability of on-textile actuation mechanisms; however, an easily customizable and versatile on-cloth actuation mechanism is yet to be explored. In this paper, we present ClothTiles along with its rapid fabrication technique that enables actuation of clothes. ClothTiles leverage flexible 3D-printing and Shape-Memory Alloys (SMAs) alongside new parametric actuation designs. We validate the concept of fabric actuation using a base element and then systematically explore methods of aggregating, scaling, and orienting prospects for extended actuation in garments. A user study demonstrated that our technique enables multiple actuation types applied across a variety of clothes. Users identified both aesthetic and functional applications of ClothTiles. We conclude with a number of insights for the Do-It-Yourself community on how to employ 3D-printing with SMAs to enable actuation on clothes.2021SMSachith Muthukumarana et al.The University of AucklandHaptic WearablesShape-Changing Interfaces & Soft Robotic MaterialsShape-Changing Materials & 4D PrintingCHI
Understanding User Identification in Virtual Reality through Behavioral Biometrics and the Effect of Body NormalizationVirtual Reality (VR) is becoming increasingly popular both in the entertainment and professional domains. Behavioral biometrics have recently been investigated as a means to continuously and implicitly identify users in VR. Applications in VR can specifically benefit from this, for example, to adapt virtual environments and user interfaces as well as to authenticate users. In this work, we conduct a lab study (N=16) to explore how accurately users can be identified during two task-driven scenarios based on their spatial movement. We show that an identification accuracy of up to 90 % is possible across sessions recorded on different days. Moreover, we investigate the role of users' physiology in behavioral biometrics by virtually altering and normalizing their body proportions. We find that body normalization in general increases the identification rate, in some cases by up to 38 %; hence, it improves the performance of identification systems.2021JLJonathan Liebers et al.University of Duisburg-EssenHuman Pose & Activity RecognitionIdentity & Avatars in XRCHI
Exploring future work – Co-Designing a human-robot collaboration environment for service domainsThere has been increasing interest in the application of humanoid robots in service domains like retail or care homes in recent years. Here, most use cases focus on serving customer needs autonomously. Frequently, human intervention becomes necessary to support the robot in exceptional situations. However, direct intervention of service operators is often not possible and requires specialized personnel. In a co-design process with 13 service operators from a pharmacy, we designed a remote working environment for human-robot collaboration that enables first-time experiences and collaboration with robots. Five participants took part in an assessment study and reported on their experiences about the utility, usability and user experience. Results show that participants were able to control and train the robot through the remote control environment. We discuss implications of our results for future work in service domains and emphasize a shift of focus from full robot automatization to human-robot collaboration forms.2020DVDaryoush Daniel Vaziri et al.Human-Robot Collaboration (HRC)Teleoperation & TelepresenceDIS
Listen to Developers! A Participatory Design Study on Security Warnings for Cryptographic APIsThe positive effect of security information communicated to developers through API warnings has been established. However, current prototypical designs are based on security warnings for end-users. To improve security feedback for developers, we conducted a participatory design study with 25 professional software developers in focus groups. We identify which security information is considered helpful in avoiding insecure cryptographic API use during development. Concerning console messages, participants suggested five core elements, namely message classification, title message, code location, link to detailed external resources, and color. Design guidelines for end-user warnings are only partially suitable in this context. Participants emphasized the importance of tailoring the detail and content of security information to the context. Console warnings call for concise communication; further information needs to be linked externally. Therefore, security feedback should transcend tools and should be adjustable by software developers across development tools, considering the work context and developer needs.2020PGPeter Leo Gorski et al.TH Köln/University of Applied SciencesDark Patterns RecognitionCHI
Social Technology Appropriation in Dementia: Investigating the Role of Caregivers in Engaging People with Dementia with a Videogame-based Training SystemThere has been increasing interest in designing for dementia in recent years. Empirical investigation is now needed of the long-term role of caregivers in appropriating ICTs into the complex daily life of people with dementia (PwD). We present here the outcomes of a 4-month evaluation of the individual, social and institutional impact of a videogame-based training system. The everyday behavior and interactions of 52 PwD and 25 caregivers was studied qualitatively, focusing on the role played by caregivers in integrating the system into daily routines. Our results indicate that the successful appropriation of ICT for PwD depends partly on the physical, cognitive and social benefits for PwD, but especially on the added value perceived by their social care-network. We discuss the need for design in dementia to develop more socially embedded innovations that can address the social actors involved and thus contribute to practical solutions for professional and private care.2020DUDavid Unbehaun et al.University of SiegenSerious & Functional GamesElderly Care & Dementia SupportCHI
Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual RealityEvery person is unique, with individual behavioural characteristics: how one moves, coordinates, and uses their body. In this paper we investigate body motion as behavioural biometrics for virtual reality. In particular, we look into which behaviour is suitable to identify a user. This is valuable in situations where multiple people use a virtual reality environment in parallel, for example in the context of authentication or to adapt the VR environment to users' preferences. We present a user study (N=22) where people perform controlled VR tasks (pointing, grabbing, walking, typing), monitoring their head, hand, and eye motion data over two sessions. These body segments can be arbitrarily combined into body relations, and we found that these movements and their combination lead to characteristic behavioural patterns. We present an extensive analysis of which motion/relation is useful to identify users in which tasks using classification methods. Our findings are beneficial for researchers and practitioners alike who aim to build novel adaptive and secure user interfaces in virtual reality.2019KPKen Pfeuffer et al.Bundeswehr University MunichFull-Body Interaction & Embodied InputEye Tracking & Gaze InteractionBrain-Computer Interface (BCI) & NeurofeedbackCHI
Facilitating Collaboration and Social Experiences with Videogames in Dementia: Results and Implications from a Participatory Design StudyThe prevalence of dementia and the need for associated forms of care is increasing rapidly. Information and communication technologies (ICT) have the potential to support collaboration and cooperation between people with dementia and their caregivers and to promote the independence, wellbeing and quality of life of all parties involved. In this context, we investigated the potential for an ICT-based videogame system to generate and facilitate social experiences for people with dementia and their caregivers. 26 people with dementia and their caregivers participated in a 16-month participatory design case study. The results suggest that collaboration and cooperation amongst the parties involved was increased by using the system. The study also revealed both positive and negative social experiences triggered by the videogame-based system. This article will report on these results and consider their implications for the future design of similar systems and their potential to further encourage collaboration and cooperation amongst people with dementia and their caregivers.2018DUDavid Unbehaun et al.Social Support and CareCSCW