Ecolor: Synthesis of EInk Microcapsules for Fabricating DIY DisplaysRecent HCI research has explored active materials for programmable displays, yet accessibility remains a key challenge. While some programmable materials, such as thermochromic ink, are widely available, others—like electronic ink (EInk)—remain confined to industrial production. Despite its versatility, EInk is rarely used in HCI due to complex production processes that require expert knowledge in chemistry. We address this limitation by adapting existing microencapsulation techniques from other fields and identifying barriers to broader adoption. We present a simplified, safe, and more accessible method for producing EInk microcapsules. Through a series of analyses, we evaluate the viability of the resulting EInk and we evaluated the process with six participants unfamiliar with EInk fabrication and found it to be accessible and easy to follow. Our work represents a step toward democratizing EInk, bridging the gap between chemical engineering and practical application in HCI, and enabling broader integration of EInk into the design of diverse interactive devices.2025WZWenda Zhao et al.Shape-Changing Interfaces & Soft Robotic MaterialsOn-Skin Display & On-Skin InputShape-Changing Materials & 4D PrintingUIST
Understanding the Multimodal Voice Assistant as an Informal and Social Care Support Tool in the UKTelecare devices help deliver health and care outside of clinical settings. However, digital infrastructure modernisation in the UK could render previously relied-on telecare devices for social care obsolete. With local councils and informal carers struggling to contain social care costs and provide quality health and care, there is a need to provide technology-enabled care using updated digital infrastructure, and there is promise in using cheap and widely available voice assistants as care devices. We examine the feasibility of Amazon Echo Show as a care device for recipients of social care in the UK. Differences between the ten households in receipt of care meant that the functionality and experience of using Echo Show varied over the three months of the qualitative study, however we captured promising use cases such as direct access to carers in an emergency, despite some negative experiences like the exacerbation of cognitive limitations.2025ECElaine Czech et al.Intelligent Voice Assistants (Alexa, Siri, etc.)Elderly Care & Dementia SupportCUI
Bridging Context and Culture: Designing Cross-Cultural Solutions for Type 2 Diabetes Care in NigeriaCulturally sensitive design is crucial for developing inclusive technologies, particularly in resource-constrained settings. However, such approaches often oversimplify culture and face challenges in cross-cultural transferability. This study addresses these issues by exploring how participatory design can be both culturally grounded and adaptable across subcultures within African communities. We conducted 13 distributed design workshops with 19 participants, including people with Type 2 Diabetes (T2D), caregivers, and pharmacists, from diverse ethnic groups in Port Harcourt, Nigeria. These workshops informed the design of a mobile health prototype featuring interactive flows in Pidgin English, collaborative care tools, peer support groups, and a calorie prediction feature. The prototype was evaluated by 30 participants through think-aloud sessions and interviews. Findings highlight that while some features aligned with local cultural norms, others were less effective across sociocultural boundaries, even within the same city. We offer insights and methodological guidance for developing digital health tools that are locally relevant and regionally adaptable.2025TATim Arueyingho et al.Cognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Developing Countries & HCI for Development (HCI4D)DIS
Integrating Technology into Self-Management Ecosystems: Young Adults with Type 1 Diabetes in the UK using SmartwatchesSelf-managing chronic conditions typically involves a diverse network of individuals and devices, forming a self-management ecosystem. For this ecosystem to be effective, components need to work together cohesively. The rapid advancement of technology means new devices need to be repeatedly integrated into existing self-management ecosystems. To examine this process, we used the case study of young adults with type 1 diabetes (T1D) in the UK who were given a smartwatch. Over six months, interviews and focus groups were performed to explore their smartwatch use alongside T1D management. Thematic analysis highlighted that smartwatches have potential as a display, interface and data source in T1D management, which is of particular importance as artificial intelligence plays a growing role in self-management ecosystems. It also emphasised the need for customisation, flexibility and adaptability, and automation in the design of technology to promote integration into existing self-management ecosystems for both T1D and other chronic conditions.2025SJSam Gordon James et al.University of BristolAI-Assisted Decision-Making & AutomationChronic Disease Self-Management (Diabetes, Hypertension, etc.)Smartwatches & Fitness BandsCHI
Boss is aWare—Are you? Employee Comprehension and Legal Awareness of Workplace MonitoringBossware, software that monitors worker activity, is a common feature of workplaces. What do workers know about these tools and how they relate to their rights at work? We explored this question through two studies. Study 1 surveyed 100 workers to assess their understanding of work monitoring terminology. Participants were confident in their knowledge of key terms but struggled to accurately define them. Study 2 explored awareness of legal protection in relation to work monitoring through 19 semi-structured online interviews. We found that awareness varied with industry and work role, but was generally low and lacked certainty. Participants were largely skeptical of the use of bossware, questioning its necessity. Limited knowledge of monitoring terminology and legal protection at work further weakens workers' ability to notice and challenge the use of monitoring tools in their workplaces. We finish by speculating on whether educating workers about bossware and workplace rights would help.2025TBTeshan S. Bunwaree et al.Cardiff University, School of Computer Science and InformaticsPrivacy by Design & User ControlPrivacy Perception & Decision-MakingWorkplace Monitoring & Performance TrackingCHI
Encounter with the Giants: Understanding Interaction with Large-scale Inflatable Soft RobotsSoft robots, constructed from compliant materials, offer unique flexibility and adaptability. However, most research has focused on small-scale interactions, leaving the potential of large-scale soft robots largely unexplored. This research explores how humans engage with inflatable soft robots that are large in size and created for fun and artistic expression. We conducted 22 hours of video analysis (N=30) and thematic interviews (N=20) to understand user engagement and explore their motivations. Our findings revealed a range of interactions, from delicate touches to immersive full-body engagement, driven by trust, safety, and emotional connection. Participants frequently compared the robots to peaceful creatures like plants and sea animals, fostering playful and therapeutic interactions. These insights highlight the potential of giant soft robots in enhancing emotional well-being, therapeutic applications, and immersive experiences. This paper aims to inspire future designs that leverage the unique attributes of large-scale soft robots for trust-centered, interactive human-robot relationships.2025BBBijetri Biswas Biswas et al.University of Bristol, Faculty of Engineering ; University of Bristol, Bristol Medical SchoolShape-Changing Interfaces & Soft Robotic MaterialsCHI
The World is Not Enough: Growing Waste in HPC-enabled Academic PracticeMost research depends to some extent on technologies and computational infrastructures including, and perhaps especially, HCI. Despite the noted environmental impacts associated with information communication technology (ICT) globally, to date little consideration has been given as to how to limit the impact of research and innovation processes themselves. Working to understand the technical and cultural drivers of this impact within the specific but resource-intensive domain of High Performance Computing (HPC), we conducted 25 interviews with academic researchers, providers, funders, and commissioners of HPC. We find intersecting socio-cultural and technical dimensions that link to research institutions like conferences, funders, and universities that reinforce and embed, rather than challenge, expectations of growth and waste. At a time when large scale cloud systems, generative AI and ever larger models are multiplying, we argue to de-escalate demand for computing, aiming for more moderate, responsible and meaningful use of computational infrastructures - including within HCI itself.2025CLCarolynne Lord et al.UKCEH; Lancaster University, School of Computing and CommunicationsGenerative AI (Text, Image, Music, Video)Sustainable HCIEcological Design & Green ComputingCHI
"You Can Fool Me, You Can't Fool Her!": Autoethnographic Insights from Equine-Assisted Interventions to Inform Therapeutic Robot DesignEquine-Assisted Interventions (EAIs) aim to improve participant health and well-being through the development of a therapeutic relationship with a trained horse. These interventions leverage the horse’s ability to provide emotional feedback, as it responds to negative non-verbal cues with reciprocal negativity, thereby encouraging participants to regulate their emotions and achieve attunement with the horse. Despite their benefits, EAIs face significant challenges, including logistical, financial, and resource constraints, which hinder their widespread adoption and accessibility. To address these issues, we conducted an autoethnographic study of the lead researcher’s engagement in an EAI to investigate the underlying mechanisms and explore potential technological alternatives. Our findings suggest that the reciprocal and responsive non-verbal communication, combined with the horse’s considerable physical presence, supports the potential of an embodied robotic system as a viable alternative. Such a system could offer a scalable and sustainable solution to the current limitations of EAIs.2025EWEllen Weir et al.University of Bristol, Faculty of EngineeringSocial Robot InteractionHuman-Robot Collaboration (HRC)CHI
"Put Your Hands Up": How Joint Attention Is Initiated Between Blind Children And Their Sighted PeersInitiating joint attention (JA) is a fundamental first step in social interactions. In sighted individuals, it relies predominantly on visual cues, such as gaze and hand gestures. These features can reduce opportunities for blind and visually impaired (BVI) and sighted people to interact. Understanding the strategies to navigate these challenges is necessary to develop technology that can facilitate more inclusive JA. To address this, we conducted a longitudinal case study of five children with mixed visual abilities engaging in activities rich with JA opportunities. In a teacher-led classroom, the children experimented with the use of an AI-powered headset designed to support BVI people in social situations. Interaction analysis established that situational complexity affects the children’s responses to initiation attempts. Furthermore, the headset adds to this complexity, affecting the frequency and reactions to attempts to initiate JA. The findings informed the creation of a JA initiation framework and suggestions for future design.2025KJKatherine Jones et al.University of BristolCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Augmentative & Alternative Communication (AAC)Universal & Inclusive DesignCHI
Autonomous Regulation of Social Media Use: Implications for Self-control, Well-Being, and UXMuch work in HCI has investigated strategies for supporting autonomous self-regulation in social media use (SMU): helping users to control their time online and ensure it serves personally valued outcomes. However, results suggest that the effectiveness and acceptability of these strategies may vary based on individual needs. Recent work has attributed this variation to motivational factors, though we currently lack data to understand how these factors influence self-regulation, user experience and well-being. We draw on Self-Determination Theory to analyse autonomous and non-autonomous patterns of motivation in 521 users of social media. Using latent profile analysis, we identify 4 ``motivational profiles'' associated with significant differences in need satisfaction, affect, and compulsive engagement. Our results clarify distinct aspects of autonomy in SMU and identify opportunities to target and personalise design interventions; they suggest autonomous regulation can be associated with better experience and well-being, though not necessarily less time online.2025DBDan Bennett et al.University of Bristol, Bristol Interaction GroupPrivacy by Design & User ControlOnline Harassment & Counter-ToolsSocial Platform Design & User BehaviorCHI
"It Helps Us Express Our Feelings Without Having To Say Anything": Exploring Accompanying Social Play Things Designed With and For Neurodiverse Groups of ChildrenSocial play is crucial for children's well-being and development. However, many social play technologies fail to address the specific characteristics and needs of neurodiverse play and often overlook divergent play styles. To address this, we first conducted a co-design study with a neurodiverse group of 7 children (Age 7-8) and, based on insights from these sessions, then developed a prototype, ChromaConnect, that allowed children to express their play style to one another during play. To evaluate ChromaConnect's ability to support neurodiverse social play in different contexts, we observed children using it in both structured and unstructured play settings. Our findings show that ChromaConnect enabled children to create a common language of play, made divergent play modes more visible, and facilitated explicit expression of social play initiation. We discuss how these findings could be used to design `accompanying social play things' that are more inclusive of neurodiverse play characteristics and divergent play styles.2025BMBrooke Morris et al.University of Bristol, School of Computer ScienceCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Universal & Inclusive DesignSpecial Education TechnologyCHI
Rethinking Lived Experience in Chronic Illness: Navigating Bodily Doubt with Consumer Technology in Atrial Fibrillation Self-CareConsumer technology is increasingly used to support the self-care of atrial fibrillation (AF), a chronic heart condition that affects physical, emotional, and mental health due to its unpredictability, symptoms, and complications. Through interviews with 29 adults self-tracking while living with AF, we found that consumer technology enabled participants to outsource bodily awareness to their 'digitised heart,' facilitating innovative pill-in-pocket interventions and empowering negotiation in shared decision-making. Drawing on phenomenology, we introduce 'Bodily Doubt' to explain how uncertainty about the body shapes the use of technology in chronic illness and how the use of technology influences uncertainty. Technology mediates 'Bodily Doubt' both by providing reassurance and exacerbating it, particularly when technology fails to adapt to disease progression. Our findings have implications for understanding how technology influences the lived experience of illness, challenging experiential concepts of lived experience in self-tracking and design that foregrounds the experience of the lived body.2025RKRachel Keys et al.University of BristolMental Health Apps & Online Support CommunitiesChronic Disease Self-Management (Diabetes, Hypertension, etc.)CHI
Understanding Break-ability through Screen-based AffordancesCan J.J. Gibson’s concept of affordances be empirically examined using screen-based technology? We show how screen-based affordances can be examined through the use case of perceptual toughness, i.e. the break-ability of a virtual object. We present two user experiments (n=72, n=66) examining break-ability through a novel ’Perceptual Impact Testing’ methodology and online screen-based 3D virtual environment. We show that judgements of break-ability are systematically distorted when a perceiver’s virtual ‘Point of Observation’ or virtual environment’s ‘Horizonal Geometry’ are manipulated. These statistically significant results provide evidence that: 1) direct perception can account for perceptual distortions of break-ability; 2) Gibsonian affordances can be empirically examined through screen-based interactions.2025RGRichard Grafton et al.University of BristolFull-Body Interaction & Embodied InputVisualization Perception & CognitionCHI
SoftBioMorph: Fabricating Sustainable Shape-changing Interfaces using Soft BiopolymersBio-based and bio-degradable materials have shown promising results for sustainable Human-Computer Interaction (HCI) applications, including shape-changing interfaces. However, the diversity of shape-changing behaviors achievable with these materials remains unclear as the fabrication knowledge is scattered across multiple research fields. This paper introduces SoftBioMorph, a fabrication framework that aims to integrate the fabrication know-how of sustainable soft shape-changing interfaces with biopolymers. Based on the example of Sodium Alginate, the framework contributes (1) a set of material synthesis processes that modify the biopolymer's properties to fulfill different functions; (2) a set of DIY crafting-based assembling techniques that functionalize the material and assembling properties to achieve three primitive types of change in shape; and (3) a series of application cases that demonstrate the versatility of the framework. We further discuss limitations, research questions, and fabrication challenges, presenting a comprehensive approach to sustainable prototyping in HCI.2024MNMadalina Nicolae et al.Shape-Changing Interfaces & Soft Robotic MaterialsShape-Changing Materials & 4D PrintingSustainable HCIDIS
CounterSludge in Alcohol Purchasing on Online Grocery Shopping PlatformsWe investigate how deceptive patterns (sludge) within online grocery shopping can influence the purchase of alcohol through design intervention, and how to counter them. Previous research investigated online shoppers' purchasing behaviors in sustainability and healthy eating. However, current research in alcohol is limited to modifying simulated platforms to aid in the increase of purchasing lower alcoholic beverages by altering product offerings. We conducted a heuristic evaluation on online shopping platforms highlighting the use of sludge, before developing five design intervention prototypes. We then iterated on these interventions through an online alcohol purchasing questionnaire (N=20) and two follow-up activities (N=11) (interview with design probes; product swap questionnaire), evaluating how the interventions could counter sludge. Our goal is to develop interventions that engage light to moderate drinkers in alcohol reduction. We found participants want a greater presence of alcohol units and product grading imagery in conjunction with neutral-toned health warnings.2024EVEszter Vigh et al.Universal & Inclusive DesignPrivacy by Design & User ControlDark Patterns RecognitionDIS
SeamSleeve: Robust Arm Movement Sensing through Powered StitchingDespite significant advances in interactive clothing over the past decade, e-textiles lack traditional fabric robustness and comfort. SeamSleeve provides a method for using garment seams as sensing channels while retaining the benefits of regular clothing design. We power conductive seams at low voltages to stitch together everyday fabric panels, resulting in a novel sensing mechanism capable of detecting arm movements. Our first empirical study (n=10) identifies optimal seam design and placement on the sleeve, by comparing traditional seam forms in the context of sensing capabilities. A second study (n=14) demonstrates that our minimal sensing approach is capable of successfully classifying 8 arm exercises with an accuracy of 84%. Our findings support the effectiveness of the approach in areas such as longitudinal physiotherapeutic rehabilitation beyond the clinic, enabling everyday motion capture.2024OROlivia G Ruston et al.Electronic Textiles (E-textiles)On-Skin Display & On-Skin InputDIS
“I think it saved me. I think it saved my heart”: The Complex Journey From Self-Tracking With Wearables To Diagnosis Despite their nonclinical origins, wearables are emerging as valuable tools in supporting the diagnosis of cardiovascular disease, one of the leading causes of death worldwide. Diagnostic data once only available via a cardiologist is now available to consumers simply by wearing a smartwatch, so understanding how smartwatches currently support diagnosis is important for healthcare providers and for the designers of increasingly sophisticated personal informatics technology. We conducted a qualitative study comprising interviews and analysis of posts on an online community of accounts of smartwatch assisted cardiac diagnosis. Our findings reveal how smartwatches bridge a current gap in clinical diagnostic modalities, facilitating a diagnostic journey instigated and shaped by the interplay of self-collected data, bodily self-awareness, and increasing clinical acceptance. These insights focus attention on the consequences of the democratisation of health data, with ethical and design implications for health providers, consumer electronic companies, and third-party application designers.2024RKRachel Keys et al.University of BristolTelemedicine & Remote Patient MonitoringSmartwatches & Fitness BandsBiosensors & Physiological MonitoringCHI
"I Don't Really Get Involved In That Way": Investigating Blind and Visually Impaired Individuals’ Experiences of Joint Attention with Sighted PeopleJoint attention (JA) is a crucial component of social interaction, relying heavily on visual cues like eye gaze and pointing. This creates barriers for blind and visually impaired people (BVI) to engage in JA with sighted peers. Yet, little research has characterised these barriers or the strategies BVI people employ to overcome them. We interviewed ten BVI adults to understand JA experiences and analysed videos of four BVI children with eight sighted partners engaging in activities conducive to JA. Interviews revealed that lack of JA feedback is perceived as voids that block engagement, exacerbated in group settings, with an emphasis on oneself to fill those voids. Video analysis anchored the absence of the person element within typical JA triads, suggesting a potential for technology to foster alternative dynamics between BVI and sighted people. We argue these findings could inform technology design that supports more inclusive JA interactions.2024KJKatherine Jones et al.University of BristolVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignCHI
Uncovering Lemur Cross-Species Usage of an Interactive Audio Device In ZoosComputer technology for animals is typically oriented toward isolated individuals, seldom attending to such group-living factors as accommodating differences between individuals. To address this shortcoming of research and practice, the authors designed and developed an audio-based system that lets lemurs in group accommodation voluntarily trigger audio via a novel device dubbed LemurLounge and listen to it on their own. This interactive system was deployed for 14 lemurs, of three species (black-and-white, brown, and ring-tailed), in their normal habitat. The device's presence clearly influenced lemurs' visits to the relevant portion of the enclosure. Alongside a general preference for audio over silence, assessment of individual- and species-level differences revealed significant differences at both levels, though no particular sound type (rainfall, traffic, either upbeat or relaxing music, or white noise) was favoured. The findings and design work highlight the need for customisable and adaptive computer technology for animals living in group settings, with important implications for lemurs and other primates, humans included.2024VKVilma Kankaanpää et al.The University of GlasgowGender & Race Issues in HCIEmpowerment of Marginalized GroupsMuseum & Cultural Heritage DigitizationCHI
Understanding Neurodiverse Social Play Between Autistic and Non-Autistic ChildrenSocial play supports children to develop essential life skills and foster friendships. However, autistic and non-autistic children often do not have equal opportunities to engage in social play. Previous research to improve these opportunities tends to invoke social skill interventions solely for autistic children or is focused on designing for only one group, rather than considering the interactions or needs of all children in neurodiverse groups. In order to understand the different experiences of children during social play, we conducted interviews with 6 professionals who support neurodiverse social play and undertook observation sessions of 36 autistic and non-autistic children during unstructured social play. Our findings move beyond the existing characterizations of autistic social play and build upon the double empathy problem to capture and consider the needs of all children in neurodiverse playgroups. We argue these findings could be used to inform future neurodiverse social play technology design in HCI.2024BMBrooke Morris et al.University of BristolCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Universal & Inclusive DesignCollaborative Learning & Peer TeachingCHI