Location Multiplicity: Lost Space in the Hybrid OfficeNavigating the complexities of shared hybrid workspaces presents significant challenges, with a risk of producing problematic spatial dynamics. Drawing on an ethnographic study, we scrutinize how office workers produce and negotiate hybrid spatial arrangements and identify location multiplicity as a core challenge for reintroducing physical elements into hybrid office workspaces after the COVID-19 pandemic. From a temporal perspective, hybrid work represents multiple locations, separated across several ‘homes’ and office spaces. Location multiplicity emphasizes the mobility of individuals, introducing instability and unpredictability into cooperative work. To navigate the temporal nature of constellation change, our findings reveal workers rely on the stability of the digital space, while consequently disconnecting from the malleable physical space. Thus, the physical space risks becoming a lost opportunity for the collocated subgroup - a ‘lost space’ in hybrid work. We suggest that a CSCW design challenge for hybrid work is designing hybrid infrastructures that facilitate an experience of stability and predictability across temporal and spatial dimensions, with embedded affordances for integrating both physical and digital elements across multiple locations.2025MDMelanie Duckert et al.Hybrid WorkCSCW
Relational Deskilling in the Digitalization of Care Work: Older Adult Volunteering in a Danish NGODigitalization initiatives often assume universal benefits while overlooking their impact on established collaborative work practices. Through a case study of digitalization at a Danish NGO --- drawing on interviews with 6 volunteers, observations of two implementation workshops, and discussions with project coordinators --- we examine its effects on older volunteers, a demographic that constitutes 39\% of Denmark's volunteer workforce. Our analysis suggests that digitalization: (1) creates tensions with underlying motivations for volunteering, (2) produces new forms of inefficiencies, (3) generates additional articulation work adapting to, or working around, the new processes, and (4) can be emotionally taxing to volunteers, generating feelings of inadequacy and reinforcing ageist perceptions. Our research contributes with: a) challenging ageist perceptions of digital competences with a socio-technical, rather than individual, understanding of digitalization as determining digital exclusion, b) a relational conceptualization of deskilling drawing on an ethics of care and, c) the suggestion that national strategies should resist idealized visions of technology and rather focus on preserving existing collaborative webs of care.2025ATAstrid Livija Tonnesen et al.Care WorkCSCW
FEDT: Supporting Experiment Design and Execution in HCI Fabrication ResearchFabrication research in HCI relies on diverse experiments to inform and assess research contributions. However, performance and reporting of these experiments is inconsistent, not only reducing transparency that reassures reviewers and readers of a project's rigour but also challenging methods' replicability by future researchers. We analyze recent fabrication publications to extract a unified experimental workflow, which we develop into a domain-specific language, and into the openly-available Fabrication Experiment Design Tool (FEDT). FEDT facilitates designing and executing HCI fabrication experiments. We demonstrate its comprehensiveness by using FEDT to model 42 fabrication experiments from 10 papers, which leverage varied fabrication technologies and techniques, including requiring human intervention in their steps. We discuss FEDT and our modeled experiments with the papers' original authors to evaluate its precision and utility in real workflows, and we demonstrate functionality with end-to-end replications of two published experiments.2025VSValkyrie Savage et al.Prototyping & User TestingComputational Methods in HCIResearch Ethics & Open ScienceUIST
Illusory-UMH: A Systematic Comparison of Tactile Illusions and Modulation Techniques in Ultrasonic Mid-air HapticsSpatiotemporal modulation (STM) is the current de facto standard technique for generating continuous tactile sensations in Ultrasonic Mid-Air Haptics (UMH). However, like other techniques, it assumes a uniform sensitivity distribution across the hand. Tactile illusions, such as the funneling effect (FE) and cutaneous rabbit effect (CRE) create continuous sensations by stimulating only a few points along the shape, which could be strategically selected at highly sensitive points in the hand for stronger effects, but such effects remain unexplored in UMH. This paper investigates tactile illusions (FE, CRE) as potential alternatives for STM, comparing their ability to produce continuous and intense shapes at regions on the palm with different skin sensitivity. Our results reveal significantly superior performance for CRE, when compared to FE and STM in the tested parameter range. FE in turn provides slightly higher continuity, even across sensitivity regions, while STM provides higher intensity.2025ZSZhouyang Shen et al.Mid-Air Haptics (Ultrasonic)Vibrotactile Feedback & Skin StimulationUIST
Lull: Designing Crip Pacing Technologies Energy limiting conditions (ELC), such as long COVID and ME/CFS, require the careful monitoring and pacing of activity and rest to avoid over-exertion. Commercially available fitness tracking technologies are currently being “misused” to manage these conditions. Based on co-design research with people with ELC, we conducted a research-through-design process to ideate upon what ELC pacing technologies could be. Our ongoing design process is informed by crip theories that highlight the social and political, rather than medical, aspects of disability and chronic conditions. In an attempt to offer non-medicalising pacing technologies, we explored integrating bronze casting as a jewelry making technique within the prototyping process. We also explore how we can present quantitative pacing data gathered from wearable sensors through felt vibrations on the body in a way that can be therapeutic and allow for the user to calibrate the quantitative data with their own felt sense of fatigue.2025SHSarah Homewood et al.Vibrotactile Feedback & Skin StimulationHaptic WearablesCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)DIS
Stay Tuned: Tuning Actuation Force in Functional ObjectsThe physical properties of objects cannot typically be adjusted post-manufacture to meet specific needs or preferences. While 3D printing offers the potential of design-time customization, manipulating object properties after the object has been printed remains challenging. We present a 3D printable bistable mechanism with an actuation force that can be quickly and repeatedly adjusted after fabrication by up to a factor of 14, enabling both tunable spring-like or lock-like behavior. Our mechanism, printable on commodity low-cost 3D printers, incorporates off-the-shelf elastic threads to maintain robust operation when fabricated at different sizes. We present an evaluation of how manipulating geometrical parameters influences the post-print behavior of our design, and demonstrate its versatility in five functional objects.2025APAthina Panotopoulou et al.Desktop 3D Printing & Personal FabricationCustomizable & Personalized ObjectsDIS
Text Entry for XR Trove (TEXT): Collecting and Analyzing Techniques for Text Input in XRText entry for extended reality (XR) is far from perfect, and a variety of text entry techniques (TETs) have been proposed to fit various contexts of use. However, comparing between TETs remains challenging due to the lack of a consolidated collection of techniques, and limited understanding of how interaction attributes of a technique (e.g., presence of visual feedback) impact user performance. To address these gaps, this paper examines the current landscape of XR TETs by creating a database of 176 different techniques. We analyze this database to highlight trends in the design of these techniques, the metrics used to evaluate them, and how various interaction attributes impact these metrics. We discuss implications for future techniques and present TEXT: Text Entry for XR Trove, an interactive online tool to navigate our database.2025ABArpit Bhatia et al.University of Copenhagen, Department of Computer ScienceSocial & Collaborative VRImmersion & Presence ResearchCHI
CreepyCoCreator? Investigating AI Representation Modes for 3D Object Co-Creation in Virtual RealityGenerative AI in Virtual Reality offers the potential for collaborative object-building, yet challenges remain in aligning AI contributions with user expectations. In particular, users often struggle to understand and collaborate with AI when its actions are not transparently represented. This paper thus explores the co-creative object-building process through a Wizard-of-Oz study, focusing on how AI can effectively convey its intent to users during object customization in Virtual Reality. Inspired by human-to-human collaboration, we focus on three representation modes: the presence of an embodied avatar, whether the AI’s contributions are visualized immediately or incrementally, and whether the areas modified are highlighted in advance. The findings provide insights into how these factors affect user perception and interaction with object-generating AI tools in Virtual Reality as well as satisfaction and ownership of the created objects. The results offer design implications for co-creative world-building systems, aiming to foster more effective and satisfying collaborations between humans and AI in Virtual Reality.2025JRJulian Rasch et al.LMU MunichMixed Reality WorkspacesCreative Collaboration & Feedback SystemsCHI
Show Me the Work: Fact-Checkers' Requirements for Explainable Automated Fact-CheckingThe pervasiveness of large language models and generative AI in online media has amplified the need for effective automated fact-checking to assist fact-checkers in tackling the increasing volume and sophistication of misinformation. The complex nature of fact-checking demands that automated fact-checking systems provide explanations that enable fact-checkers to scrutinise their outputs. However, it is unclear how these explanations should align with the decision-making and reasoning processes of fact-checkers to be effectively integrated into their workflows. Through semi-structured interviews with fact-checking professionals, we bridge this gap by: (i) providing an account of how fact-checkers assess evidence, make decisions, and explain their processes; (ii) examining how fact-checkers use automated tools in practice; and (iii) identifying fact-checker explanation requirements for automated fact-checking tools. The findings show unmet explanation needs and identify important criteria for replicable fact-checking explanations that trace the model's reasoning path, reference specific evidence, and highlight uncertainty and information gaps.2025GWGreta Warren et al.University of Copenhagen, Department of Computer ScienceExplainable AI (XAI)Algorithmic Transparency & AuditabilityMisinformation & Fact-CheckingCHI
How Can We Change the System? Understanding and Addressing Redesign Inertia in Digital Public ServicesIntersectional design research shows that the lack of decision-making power of marginalized communities in the design of digital public services perpetuates social injustice. Drawing on two ethnographic studies, we analyze two cases of structural inaccessibility grounded in audism and cisnormativity: the absence of closed captions and Danish sign language on the Danish Parliament’s online TV, and gender binary input forms in Danish public sector job applications. Drawing on lessons learned from participating in complaint processes as researchers, we introduce the concept of redesign inertia as the institutional and structural mechanisms that reproduce discrimination and disempowerment in the maintenance of digital systems. We extend existing conceptualizations of inertia in sociotechnical systems by centering on how structural oppression shapes inaction. Drawing on critical access studies, we argue that user-centered and accessible complaint processes are essential elements of the co-design and maintenance of a digital infrastructure or public service promising digital inclusion.2025BCBarbara Nino Carreras et al.University of Copenhagen , Department of Nordic Studies and LinguisticsInclusive DesignGender & Race Issues in HCITechnology Ethics & Critical HCICHI
Heartbeat Resonance: Inducing Non-contact Heartbeat Sensations in the ChestPerceiving and altering the sensation of internal physiological states, such as heartbeats, is key for biofeedback and interception. Yet, wearable devices used for this purpose can feel intrusive and typically fail to deliver stimuli aligned with the heart’s location in the chest. To address this, we introduce Heartbeat Resonance, which uses low-frequency sound waves to create non-contact haptic sensations in the chest cavity, mimicking heartbeats. We conduct two experiments to evaluate the system's effectiveness. The first experiment shows that the system created realistic heartbeat sensations in the chest, with 78.05 Hz being the most effective frequency. In the second experiment, we evaluate the effects of entrainment by simulating faster and slower heart rates. Participants perceived the intended changes and reported high confidence in their perceptions for +15% and -30% heart rates. This system offers a non-intrusive solution for biofeedback while creating new possibilities for immersive VR environments.2025WHWaseem Hassan et al.University of Copenhagen, Department of Computer ScienceVibrotactile Feedback & Skin StimulationTelemedicine & Remote Patient MonitoringSleep & Stress MonitoringCHI
Artificial Intimacy: Exploring Normativity and Personalization through Fine-tuning LLM ChatbotsFine-tuning Large Language Models (LLMs) is one response to the critique of LLMs being biased, erasing diversity, and raising ethical concerns. The Artificial Intimacy project employs artistic methods, taking personalization of chatbots to an extreme by fine-tuning LLMs on individual social media data. We find that regular GPT-3 chatbots attempt to circumvent value-laden content through flagging prompts and producing generic non-answers with variable success. While the transactional nature of such output allowed participants to make sense of responses with less personification, fine-tuned models presented value-laden, normative, and familiar personalities, resulting in strong personification as a way of making sense of the interactions. This mimicry of emotional connection resulted in a sense of artificial intimacy creating expectations for reciprocity and consideration that the models cannot express by design. As the commercialization of interactions with chatbots continues, we discuss the ethics of such emotional manipulation and its implications for personalization of LLMs.2025MJMirabelle Jones et al.University of Copenhagen, Dept. Computer ScienceAgent Personality & AnthropomorphismHuman-LLM CollaborationAI Ethics, Fairness & AccountabilityCHI
Does Random Movements mean Random Results? Why Asynchrony in Experiments on Body Ownership does not Work as IntendedEffects of embodying virtual avatars are routinely validated experimentally by comparing synchronous and asynchronous movements between virtual and real bodies. This experimental paradigm, however, lacks justification, validation, and standardization. Asynchrony is currently implemented in numerous ways, such as through delayed, dislocated, or prerecorded movements, and these may impact embodiment and user experience distinctively. An online study (N = 202) revealed that variations of asynchrony cause disparate responses to embodiment and user experience, with prerecorded movements distorting embodiment the most. A think-aloud study (N = 16) revealed that asynchronous conditions lead to peculiar and oftentimes negative experiences. Furthermore, asynchronous conditions in some cases maintain, rather than break the body ownership illusion, as participants imitate the virtual body. Our results show that asynchrony in experiments on embodiment entails profound validity issues and should therefore be used with caution.2025OIOlga Iarygina et al.IT University of CopenhagenImmersion & Presence ResearchIdentity & Avatars in XRCHI
How your Physical Environment Affects Spatial Presence in Virtual RealityVirtual reality (VR) is often used in small physical environments, requiring users to remain aware of their environment to avoid injury or damage. However, this can reduce their spatial presence in VR. Previous work and theory lack an account of how the physical environment (PE) affects spatial presence. To address this gap, we investigated the effect on spatial presence of (1) the degree of spatial knowledge of the PE and (2) knowledge of and (3) collisions with obstacles in the PE. Estimates from Bayesian regression models suggest that limiting spatial knowledge of the PE increases spatial presence initially but amplifies the detrimental effect of obstacle collisions. Repeatedly avoiding obstacles further decreases spatial presence, but removing them from the user's path yields a partial recovery. Our work contributes empirical evidence to theories of spatial presence formation and highlights the need to consider the physical environment when designing for presence in VR.2025TGThomas van Gemert et al.University of Copenhagen, Department of Computer ScienceMixed Reality WorkspacesImmersion & Presence ResearchContext-Aware ComputingCHI
Theorising in HCI using Causal ModelsAlthough the literature on Human-Computer Interaction (HCI) catalogues many theories, it offers surprisingly few tools for theorising. This paper critiques dominant approaches to engaging with theory and proposes a working model for theorising in HCI. We then present graphical causal modelling as an effective theorising tool. This includes a step-by-step guide to building causal models and examples of their use in different stages of the research process. We explain how causal models help develop method-agnostic representations of research problems using directed acyclic graphs, identify potential confounders, and construct alternative interpretations of data. Finally, we discuss their limitations and challenges for adoption by the HCI community.2025EVEduardo Velloso et al.University of Sydney, School of Computer ScienceExplainable AI (XAI)Computational Methods in HCICHI
Cripping the Co-Design of Pacing Technologies For Energy-Limiting ConditionsPeople with energy-limiting conditions, such as chronic fatigue syndrome (ME/CFS) and Long COVID, need to limit their activity levels and balance exertion with rest and restorative activities. This practice is known as “pacing”. There is an opportunity for technology to help people with this process, but conducting research with this population can be difficult given their limited and unpredictable energy levels. This research explores how we can use crip theory to inform the development of co-design methods suitable for this cohort, and as an analytical lens to explore how these tools should be designed outside of normative and abelist assumptions about fatigue and productivity. This is done through a 5 week Asynchronous Remote Community study utilising various co-design techniques. These findings point to future designs of pacing technologies and contribute insights about developing more accessible approaches to conducting research with people with energy-limiting conditions.2025SHSarah Homewood et al.University of Copenhagen, Department of Computer ScienceCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Mental Health Apps & Online Support CommunitiesEmpowerment of Marginalized GroupsCHI
"Why do we do this?": Moral Stress and the Affective Experience of Ethics in PracticeA plethora of toolkits, checklists, and workshops have been developed to bridge the well-documented gap between AI ethics principles and practice. Yet little is known about effects of such interventions on practitioners. We conducted an ethnographic investigation in a major European city organization that developed and works to integrate an ethics toolkit into city operations. We find that the integration of ethics tools by technical teams destabilises their boundaries, roles, and mandates around responsibilities and decisions. This lead to emotional discomfort and feelings of vulnerability, which neither toolkit designers nor the organization had accounted for. We leverage the concept of moral stress to argue that this affective experience is a core challenge to the successful integration of ethics tools in technical practice. Even in this best case scenario, organisational structures were not able to deal with moral stress that resulted from attempts to implement responsible technology development practices.2025SRSonja Rattay et al.Copenhagen University, Department of Computer Science; Interdisciplinary Transformation University AustriaAI Ethics, Fairness & AccountabilityTechnology Ethics & Critical HCICHI
A Concept at Work: A Review of Motivations, Operationalizations, and Conclusions in VR Research about PresencePresence appears an important concept for virtual reality (VR): It is frequently measured with questionnaires, and theory and methods about it have been discussed in numerous works. Yet, it is unclear how to actually work with this concept: Why is presence important to measure, how to choose an appropriate questionnaire, and what to conclude about it based on findings? To answer these questions, we review how the concept is put to work in 288 VR papers from 2023 measuring presence with questionnaires. Our findings include that measuring presence is often motivated by another construct, such as user experience; the reasons for choosing a specific questionnaire are often weak or not reported at all; and high presence values are frequently used simply to validate an interaction technique. We propose recommendations for working with presence and formulate questions to direct future research.2025CXCleo Xiao et al.University of Copenhagen, Department of Computer ScienceImmersion & Presence ResearchCHI
How CO2STLY Is CHI? The Carbon Footprint of Generative AI in HCI Research and What We Should Do About ItThe energy cost of developing and deploying Generative AI (GenAI) models has exploded with their mass adoption, as has the ensuing carbon emissions. The climate impact of this is currently unknown. In Human-Computer Interaction, GenAI models are rarely trained but often used. Based on detailed review of 282 papers, we estimate this footprint from energy consumption of the total use of GenAI for CHI 2024 research as between 10,769.63 and 10,925.12 kg CO2e — equal to driving a car for more than 100,000 km. We show that in CHI research, GenAI is most often used for Prototyping, Evaluation & User studies, and that Data Collection and Fine-tuning models incurs the highest CO2st. We find that CHI submissions are unlikely to report GenAI use transparently, which makes precise calculations difficult. By measuring the usage of a subset of the papers on local hardware, we obtain estimations of the energy consumption and carbon footprint. Based on this evidence, we discuss and demonstrate ways to mitigate the issues of GenAI carbon footprint and lack of transparency.2025NINanna Inie et al.IT University of Copenhagen, Computer ScienceGenerative AI (Text, Image, Music, Video)Sustainable HCICHI
Tendon Vibration for Creating Movement Illusions in Virtual RealityTendon vibration can create movement illusions: vibrating the biceps tendon induces an illusion of extending the arm, while vibrating the triceps tendon induces an illusion of flexing the arm. However, it is unclear how to create and integrate such illusions shown in neuroscience to interaction techniques in virtual reality (VR). We first design a motor setup for tendon vibration. Study 1 validates that the setup induces movement illusions which on average create a 5.26 cm offset in active arm movements. Study 2 shows that tendon vibration improves the detection thresholds of visual motion gains often used in VR interaction techniques by 0.22. A model we developed in Study 2 predicts the effects of tendon vibration and is used in a biomechanical simulation to demonstrate the detection thresholds across typical reaching tasks in VR.2025MCMantas Cibulskis et al.University of CopenhagenVibrotactile Feedback & Skin StimulationShape-Changing Interfaces & Soft Robotic MaterialsImmersion & Presence ResearchCHI