Designing Adaptive AV Interfaces: Linking Acceptance Profiles to Design Preferences for Enhanced AdoptionTechnology Acceptance Models (TAMs) offer valuable insights into AV user acceptance, yet little research translates these factors into design requirements for partial and full autonomy (PAV/FAV). SOM clustering of 284 surveys revealed distinct acceptor and rejector profiles, with notable differences in performance expectancy, self-efficacy, and anxiety. Rejectors exhibited “autonomy sensitivity,” with increased demands for customization, redundancy, and experientiality in FAVs, while Acceptors maintained stable preferences. These findings inform our proposed Profile–Context Interaction (PCI) framework for dual-adaptive interfaces. The PCI framework recommends four design quadrants, Acceptor–PAV, Acceptor–FAV, Rejector–PAV, and Rejector–FAV to tailor interface features to both user profiles and autonomy levels, thereby bridging the gap between acceptance theory and actionable design.2025BCBenjamin T Cham et al.Automated Driving Interface & Takeover DesignAI-Assisted Decision-Making & AutomationAutoUI
Tutor In-sight: Guiding and Visualizing Students’ Attention with Mixed Reality Avatar Presentation ToolsRemote conferencing systems are increasingly used to supplement or even replace in-person teaching. However, prevailing conferencing systems restrict the teacher's representation to a webcam live-stream, hamper the teacher's use of body-language, and result in students' decreased sense of co-presence and participation. While Virtual Reality (VR) systems may increase student engagement, the teacher may not have the time or expertise to conduct the lecture in VR. To address this issue and bridge the requirements between students and teachers, we have developed Tutor In-sight, a Mixed Reality (MR) avatar augmented into the student's workspace based on four design requirements derived from the existing literature, namely: integrated virtual with physical space, improved teacher's co-presence through avatar, direct attention with auto-generated body language, and usable workflow for teachers. Two user studies were conducted from the perspectives of students and teachers to determine the advantages of Tutor In-sight in comparison to two existing conferencing systems, Zoom (video-based) and Mozilla Hubs (VR-based). The participants of both studies favoured Tutor In-sight. Among others, this main finding indicates that Tutor In-sight satisfied the needs of both teachers and students. In addition, the participants' feedback was used to empirically determine the four main teacher requirements and the four main student requirements in order to improve the future design of MR educational tools.2023STSantawat Thanyadit et al.Durham UniversityMixed Reality WorkspacesOnline Learning & MOOC PlatformsCollaborative Learning & Peer TeachingCHI
Embodied Negotiations, Practices and Experiences Interacting with Pregnancy Care Infrastructures in South IndiaBehavior change and improving health literacy based on normative ideals of motherhood is a dominant paradigm to address maternal health challenges. However, these ideals often remove women’s control over their bodies overlooking how the bodily experiences of pregnancy are socially and culturally constructed. We report on 27 interviews with pregnant women and nursing mothers in rural and semi-urban areas of South India, and six focus groups with 23 frontline health workers as secondary data. We explore how the embodied pregnancy experiences are influenced and negotiated by the socio-cultural context and existing care infrastructures. Our findings highlight how the ways of seeing, knowing, and caring for a body of a pregnant woman through often conflicting norms, beliefs and practices of medicine, nourishment and care actively shape the experiences of pregnancy. We open up a space for novel opportunities for digital health technologies to enhance women’s embodied experiences and pregnancy care infrastructures in the Global South.2022NBNaveen Bagalkot et al.Srishti Institute of Art, Design, & TechnologyMental Health Apps & Online Support CommunitiesReproductive & Women's HealthInclusive DesignCHI
The Invisible Work of Maintenance in Community Health: Challenges and Opportunities for Digital Health to Support Frontline Health Workers in Karnataka, South IndiaFrontline health workers are the first and often the only access point to basic health care services in low-and-middle income countries. However, the work and the issues frontline health workers face in community health are often invisible, with limited resources to assist them. This study explores the work practices, challenges and roles of frontline health workers in community health with particular focus on pregnancy care in South India. Drawing on the notion of maintenance and articulation work, we describe the maintenance work of frontline health workers maintaining, anticipating, navigating, reconciling, and supporting care infrastructures beyond data collection practices. Our findings also highlight how socio-cultural practices, perceptions, status, and existing systems influence maintenance work practices. Based on our findings, we suggest moving beyond the focus on training and performance to design CSCW tools to support the maintenance work that frontline health workers do to make healthcare infrastructures work in community health.2021NVNervo Verdezoto et al.Workplace Challenges and Digital WellbeingCSCW
The Overlaps and Boundaries Between Service Design and User Experience DesignThe ongoing transition within tech industry towards holistic service journey orchestration pushes user experience design (UXD) closer to service design (SD). At the same time, new digital channels for traditional services pushes SD closer to UXD. The increasing interplay between UXD and SD can cause confusion about their relationship, boundaries, and responsibilities. Little research has examined perceptions of these aspects in industry and academia. We surveyed 197 UXD and SD practitioners and academics about their understanding of the overlaps and boundaries between the two design practices. Our findings reveal several conflicting views around the scope of UXD and SD work, the subsumptive relation between UXD and SD, and the theoretical roots and methods each draws upon. We suggest constructive ways for the two design practices to complement each other. Our study shows that UX work is changing, and understanding this change is important to maintain the relevance of UX research.2021VRVirpi Roto et al.360° Video & Panoramic ContentDesign FictionDIS
Digital Educational Games: Methodologies for Evaluating the Impact of Game TypeOur main research question is how the choice of game type influences the success of digital educational games (DEG), where success is defined as significant domain-specific knowledge gain (learning outcome) with positive player experience. We propose a methodological framework to address this question. The comparison of different game types is based on the previously developed Game Elements-Attributes Model (GEAM) and the Game Genre Map which summarize game features and their relations. In addition, we present a research model considering the impact of player characteristics on learning outcome and player experience as well as their interrelation. Two empirical studies were conducted with 280 students. The application domain was computer programming. Study 1 compared three DEGs of the Mini-game genre, differing in a single GEAM attribute - time pressure vs. puzzle solving and abstract vs. realistic settings. Study 2 compared DEGs of different genres which vary in the implementation of several GEAM attributes. None of the player characteristics were found to be statistically significant factors. For both studies, significant differences were found in learning outcomes, for Study 2 also in some of the player experience dimensions. GEAM was demonstrated as a promising framework for games user research.2018SHStephanie Heintz et al.University of LeicesterSerious & Functional GamesIntelligent Tutoring Systems & Learning AnalyticsSTEM Education & Science CommunicationCHI
Approaching Engagement towards Human-Engaged ComputingDebates regarding the nature and role of HCI research and practice have intensified in recent years, given the ever increasingly intertwined relations between humans and technologies. The framework of Human-Engaged Computing (HEC) was proposed and developed over a series of scholarly workshops to complement mainstream HCI models by leveraging synergy between humans and computers with its key notion of “engagement”. Previous workshop meetings found “engagement” to be a constructive and extendable notion through which to investigate synergized human-computer relationships, but many aspects concerning the core concept remain underexplored. This SIG aims to tackle the notion of engagement considered through discussions of four thematic threads. It will bring together HCI practitioners and researchers from different disciplines including Humanities, Design, Positive Psychology, Communication and Media Studies, Neuroscience, Philosophy and Eastern Studies, to share and discuss relevant knowledge and insights and identify new research opportunities and future directions.2018KNKavous Salehzadeh Niksirat et al.Kochi University of TechnologyTechnology Ethics & Critical HCIParticipatory DesignCHI
SIG: Chatbots for Social GoodChatbots are emerging as an increasingly important area for the HCI community, as they provide a novel means for users to interact with service providers. Due to their conversational character, chatbots are potentially effective tools for engaging with customers, and are often developed with commercial interests at the core. However, chatbots also represent opportunities for positive social impact. Chatbots can make needed services more accessible, available, and affordable. They can strengthen users' autonomy, competence, and (possibly counter-intuitively) social relatedness. In this SIG we address the possible social benefits of chatbots and conversational user interfaces. We will bring together the existing, but disparate, community of researchers and practitioners within the CHI community and broader fields who have an interest in chatbots. We aim to discuss the potential for chatbots to move beyond their assumed role as channels for commercial service providers, explore how they may be used for social good, and how the HCI community may contribute to realize this.2018AFAsbjørn Følstad et al.SINTEFConversational ChatbotsInclusive DesignCHI