Understanding the Experiences of People With and Without Vision Impairments When Using Mobile User Interface Alternative Color ModesA current trend in mobile user interface design is to provide alternative color modes (ACMs), such as light mode, dark mode, and high contrast mode, to improve people's interaction experiences according to their vision access needs and/or the environment. For example, high contrast mode can improve UI visibility for people with low vision and for people using their smartphones in bright sunlight. However, little is known about the experiences of people using ACMs. To address this, we interviewed 29 people with and without vision impairments to discuss the benefits and challenges of ACMs. We found that while ACMs are beneficial, the current implementation results in accessibility and usability issues, particularly for people with vision impairments (e.g., negative health consequences and affected work performance). Using our findings, we outline steps the HCI community should consider to address current limitations and improve future ACMs.2025SASarah Andrew et al.Visual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Universal & Inclusive DesignCHI
Unpacking Micro Data Videos: Key Elements and Design Practices in Minute-Long Data Videos for Mobile UsageMicro Data Videos (mDVs) are up to one-minute data-driven vertical video clips for mobile devices. Widely adopted on social media platforms, mDVs hold significant potential for disseminating information. Despite their growing prevalence, little is known about their components and how they are designed. Thus, two studies were conducted. Study 1 analyzed 40 mDVs and revealed their narrative components. Study 2 examined, through design sessions with design experts, how such components are assembled to craft storyboards for mDVs. The diverse narrative styles of mDVs render them flexible and suitable for multiple topics and purposes. Further, many include a "Linker" directing viewers to external online resources. Participants approached their design in a structural yet iterative manner with emphasis on setting up a "hook"' in the opening seconds to capture attention. We summarize and share common design practices used in creating mDVs, an increasingly important medium in data storytelling.2025SSSamar Sallam et al.Interactive Data VisualizationData StorytellingCHI
On-Device Interaction MiningInteraction mining is a popular technique for capturing design and interaction data while a mobile app is being used. Over the years, researchers have leveraged interaction mining systems to build large repositories of interaction data, enabling novel, ML-based tools for UX practitioners, designers, and programmers. Existing interaction mining systems range from simple screen recorders — which are easy to use but capture sparse, unstructured data — to complex installations requiring dedicated hardware and custom OS forks — which yield rich, high-fidelity traces but are difficult to deploy outside of a lab environment. This paper presents ODIM, an on-device framework for mobile interaction mining that produces detailed trace metadata. The framework is reified in an Android implementation based on a simple APK that users can install on their personal devices. The paper outlines ODIM’s design principles, describes its implementation, evaluates the system on traces collected from 100 popular apps on the Google Play Store, and discusses future avenues for scaling the utility and impact of interaction mining systems. The ODIM software, source code, and online trace repository are all freely available online at interactionmining.org/, for anyone to use and contribute to.2025DADeniz Arsan et al.Interactive Data VisualizationComputational Methods in HCICHI
How Problematic Are Suspenseful Interactions?Current "social acceptability" guidelines for interactive technologies advise against certain, seemingly problematic forms of interaction. Specifically, "suspenseful" interactions, characterized by visible manipulations and invisible effects, are generally considered be problematic. However, the empirical grounding for this claim is surprisingly weak. To test its validity, this paper presents a controlled replication study (n=281) of the "suspensefulness effect". Although it could be statistically replicated with two out of three social acceptability measures, effect sizes were small (r≤.2), and all compared forms of interaction, including the suspenseful one, had high absolute social acceptability scores. Thus, despite the slight negative effect, suspenseful interactions seem less problematic in the overall scheme of things. We discuss alternative approaches to improve the social acceptability of interactive technology, and recommend to more closely engage with their specific social situatedness.2025AUAlarith UhdeUser Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingCHI
SwipeSense: Exploring the Feasibility of Back-of-Device Swipe Interaction Using Built-In IMU SensorsThe growing dimensions of smartphones have intensified the challenges associated with screen reachability. Back-of-device (BoD) interaction expands the range of reachability and offers a promising solution to mitigate screen occlusion while enhancing one-handed interactions. However, much of the existing research relies on incorporating additional hardware components. In this paper, we present SwipeSense a technique for exploring the feasibility of directional swipe interactions on the back of devices, utilizing built-in inertial measurement unit (IMU) sensors and machine learning models. We conducted a user study with 12 participants who performed 9600 BoD swipes in 8 distinct directions while holding the device naturally. The results of our machine learning models indicate that various directional swipes on the back of the device can be accurately distinguished using only the built-in IMU sensors of the phone, achieving a range of model accuracy between 72% and 95%. Furthermore, we showcase potential applications for these gestures.2025NSNeel Shah et al.Hand Gesture RecognitionContext-Aware ComputingUbiquitous ComputingCHI
Learning to Type on Mobile Keyboards: A Theory on the Formation of Spatial MemoryTyping on mobile soft keyboards is an acquired skill that users learn through experience. Previous research has modelled learning of keyboard layouts via statistical approximation of the probability of correct recall of a target's (key) location from long and short-term memory, however, there are no insights as to how the mental model of the keyboard may be formed inside the brain. We construct a theory that could explain this process sufficiently, highlighting the importance of mental landmarks for efficient storage and recall of spatial information. The theory is explored and validated through simulation of a cognitive architecture and comparison with extant empirical data, generating insights that could inform the design of new layouts and facilitate the learning process for novice users.2025AKAndreas Komninos et al.Chronic Disease Self-Management (Diabetes, Hypertension, etc.)User Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingCHI
Investigating Hand-Bound Pads for AR Input Using Hand-Tracking OnlyInteraction in Augmented Reality primarily relies on raycast pointing and mid-air touch. An alternative consists of using the non-dominant hand as a touch-sensitive surface, enabling more comfortable, less fatiguing input. AR UI design guidelines have so far discouraged this alternative because of poor hand tracking performance when the hands overlap, favoring touchpads in the air near the hand, rather than on the hand. But significant improvements to the hand tracking capabilities of recent commodity headsets suggest that on-hand pads may now be feasible. We develop an on-hand touchpad prototype and conduct two studies that involve both discrete input and continuous control tasks. The first study compares such on-hand pads to baseline in-air and on-object pads, showing comparable performance despite some limitations in tracking accuracy. The second study quantifies the advantage of on-hand and in-air pads over on-object pads during transitions between touchpad input and other physical hand activities.2025CDCamille Dupré et al.Hand Gesture RecognitionAR Navigation & Context AwarenessCHI
JettingPointer: Enabling Skin-to-Pointer Midair Touch Interaction on Minimal Wearables Using Integrated Airflow Haptic CuesWe introduce JettingPointer, a skin-to-pointer interaction technique that enables accurate near-surface 2D touch input on minimal wearable devices, such as smart glasses. The core component is an airflow jet, embedded in the glasses frame, that functions as a haptic pointer by providing localized feedback to the finger skin during touch interactions performed above the frame. Users activate functions by aligning their finger phalanx with the airflow stream, guided by proprioception and a distinct point sensation. We optimized the airflow using fluid dynamics principles and characterized the required flow rate for stable tactile perception. In Study 1, we validated its perceptual clarity, confirming that a perceptible point sensation could be reliably achieved within 20 mm of the nozzle. In Study 2, participants performed eyes-free touch tasks with nearly three times greater accuracy when supported by haptic feedback (7.49<< vs. 21.85<< error). These findings demonstrate the potential of JettingPointer as a practical method for enabling proprioception-guided, near-surface interaction on compact wearables, with implications for expanding dense input in space-constrained form factors.2025YFYuan-Ling Feng et al.Mid-Air Haptics (Ultrasonic)Haptic WearablesCHI
Surveying Phone Anxiety Patterns, Perceptions, and CopingMany people suffer from anxiety, commonly manifesting in avoidance behavior and stress. For example, they might not open letters because they suspect them to contain bad news. With the phone having taken on a central role in communication and service access, anxiety and avoidance also stem from and impact its use, such as when emails remain unread. However, while phone addition had been studied in depth, avoidance behavior related to phones has not. This necessitates a broader understanding in which ways anxiety impacts and results from phone use. To develop this understanding, we surveyed user stories on the anxiety they felt around interacting with their phones. From 197 stories, we identify eight different kinds of phone anxiety. We supplement this analysis in two ways: (1) a survey with 81 participants to analyze the external perceptions of phone anxiety, and (2) interviews of 12 individual users on their phone anxiety coping strategies.2025FBFlorin-Alexandru Bursuc et al.Notification & Interruption ManagementWorkplace Wellbeing & Work StressCHI
Artwork Accessibility for People with Low Vision through Augmented Reality Mediated by Mobile DevicesIn this paper we explore the use of Augmented Reality as a means to provide more widespread and equitable access to art venues and artworks, in particular for people with low vision. We investigate how people with low vision frame, access and interact with artworks in Augmented Reality, using a mobile app specifically designed for accessible and inclusive museum visits. Through a user study with 10 participants in real museum settings, we explore the specific challenges related to the accessibility of different artwork types: a medium size painting, a large tapestry, a statue, and a historical keyboard instrument. Results show that participants were able to access all artworks through an Augmented Reality mobile app running on the user's own device. The system is also perceived as useful and usable. Additionally, we uncover human and environment factors that influence the way users access different artwork types, in particular considering Augmented Reality interactions.2025DADragan Ahmetovic et al.Social & Collaborative VRVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Museum & Cultural Heritage DigitizationCHI
SafeScreen: Evaluating a Screen-Detecting Smartphone Camera App under Benign and Adversarial UseCamera-equipped smartphones pose security risks to organisations by allowing intentional or accidental leaks of confidential on-screen information. We introduce SafeScreen, an Android camera app that detects and obfuscates screen content in real-time using deep-learning recognition for distant screens and Moiré pattern detection for close-up screen captures. Our mixed-methods, ecologically focused study compared "benign" (ordinary photography) and "malign" (circumventing detection) uses. Results show SafeScreen effectively prevents accidental leaks, but that the majority of users were able to exploit it by discovering workarounds such as partial screen occlusion. Our work contributes (1) a novel screen-blocking camera system, and (2) insights from real-world, unguided interactions. We show how evaluating security systems in authentic settings uncovers user-driven vulnerabilities and frustrations that inform future researchers and organisations. We close by discussing future technical features which could offer usability or security improvements, as well as emphasising the benefits of unscripted and adversarial user evaluations.2025SMShaun Macdonald et al.Privacy by Design & User ControlDeepfake & Synthetic Media DetectionIoT Device PrivacyCHI
ThumbSwype: Thumb-to-Finger Gesture Based Text-Entry for Head Mounted DisplaysDesigning a comfortable, familiar, and efficient one-handed text entry method for Head-Mounted Displays (HMDs) remains a significant challenge. Existing midair typing systems induce fatigue, while novel techniques often demand extensive training or sacrifice input efficiency. Consequently, we introduce ThumbSwype, a novel thumb-to-finger text entry technique that adapts smartphone swipe typing for HMDs. Users see the traditional QWERTY keyboard overlaid on their index, middle, and ring fingers, allowing them to perform swipe gestures with their thumb to type words. In an evaluation study (N=16), participants achieved a mean of 14.52 words per minute (WPM), which is 63.8% of their smartphone swipe-typing performance, with a peak average of 20.2 WPM. We compare ThumbSwype's performance with related work, and discuss directions for future improvement.2025RBRishav Banerjee et al.Head-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)Hand Gesture RecognitionCHI
Surrogate Avatar: Enhancing Situated Co-Presence and User Mobility in Symmetric Telepresence ConversationsWe present Surrogate Avatar, an adaptive telepresence method that enhances user mobility and situated co-presence in symmetric avatar-mediated communication. The system enables a remote user’s avatar to autonomously position itself in socially and environmentally appropriate locations within the local user’s space—based on spatial affordances, interactional norms, and environmental constraints—supporting fluid interaction without requiring a shared environmental context. Through a formative study, we derived key adaptation objectives and implemented them using a distributed optimization framework based on the AUIT system. The framework distributes adaptation tasks across server and client to balance responsiveness and computational efficiency. A user study involving both stationary and nomadic scenarios demonstrated consistently high usability and presence, with some limitations observed under walking conditions. An additional exploratory field study in a semi-structured public setting demonstrated the system’s viability beyond controlled lab conditions. These findings motivate future designs of mobile telepresence systems that dynamically adapt to spatial and conversational context while mitigating misunderstandings that can arise from asymmetric environmental awareness and supporting privacy-sensitive interaction.2025SLSheng-Cian Lee et al.Teleoperation & TelepresenceCHI
"An Ad Posing as Medical Advice": User Accounts of Dark UX in FemTech mHealth AppsFemTech is an emerging industry offering products, software, and services to support women’s health and well-being. Within FemTech, mobile health applications (mHealth apps) are popular for managing menstruation, fertility, pregnancy, and menopause. Yet, these apps expose users to deceptive and misleading practices, which can be characterized as Dark Patterns in user experience (or dark UX). Dark UX in commercial FemTech mHealth apps is underexplored, leaving a critical gap in understanding how deceptive patterns manifest in intimate health contexts, the harms they cause, and how to address them. We crowd-source and thematically analyze user accounts of dark UX through user reviews from sixteen systematically selected FemTech mHealth apps. User-reported accounts of dark UX in FemTech mHealth apps reveal several problematic design patterns, which emphasize risks for minors and the need for more transparent design of FemTech mHealth apps. Based on our results, we outline recommendations for enhancing ethical UX design and furthering regulatory action in FemTech.2025GAGhada Alsebayel et al.Reproductive & Women's HealthPrivacy by Design & User ControlDark Patterns RecognitionCHI
Understanding User Prioritization and Comprehension of Smartphone PermissionsSmartphones allow users to control the sharing of their data with apps according to their privacy preferences. Yet, users struggle to enact their privacy preferences via the available permission settings. To understand whether these difficulties result from inaccurate understanding and/or suboptimal interface design of the permissions manager, we designed and administered an online questionnaire to smartphone users from the United States (n = 151). We asked the participants to rate and rank the importance of the permissions commonly available on smartphones and to describe their understanding of what each setting controls. We found that a majority of users deem some permissions as important or unimportant, with the importance of other permissions varying across users based on use and privacy concerns. Our findings indicate that users misunderstand several permissions and express unfamiliarity with how some of them operate. We apply the insight from our study to derive suggestions to enhance smartphone permission managers by promoting personalized and efficient user interaction and more accurate user comprehension of functional operation.2025MDManila Devaraja et al.Privacy by Design & User ControlPrivacy Perception & Decision-MakingCHI
FlowRing: Integrated Microgesture and Surface Interaction Ring for Versatile XR InputAs Extended Reality (XR) advances, a device has the potential to be used across contexts from immersive productivity at a desk to on-the-go, public scenarios. Existing input solutions lack the versatility to provide both high-throughput, mouse-grade input and subtle, ergonomic interaction. We introduce FlowRing, a novel ring-form device that combines microgestures with precise 2D mouse-like input on surfaces. FlowRing supports five microgestures for discreet interaction and 2D input for richer tasks, using an optical flow sensor, skin-contact microphone, and IMU at the base of the finger. In a study with 11 participants, FlowRing achieved 93.6% microgesture recognition accuracy across sessions and 85.2% across unseen users, rising to 90.1% with just four gesture set examples from a new user. A separate 2D Fitts’ law study demonstrated its effectiveness for continuous input on various surfaces. FlowRing emerges as a versatile, user-friendly solution for the future of interactive technology.2025ICIshan Chatterjee et al.Hand Gesture RecognitionFoot & Wrist InteractionCHI
From Overwhelmed to Overview: Understanding Smartphone Users' Preferences and Expectations in Relieving Notification Overload via Text SummarizationTo help users manage the overwhelming influx of smartphone notifications, this study explores how large language models (LLMs) can be leveraged to generate notification summaries. We developed an Android application that integrates ChatGPT to summarize notifications and conducted an in-the-wild deployment to examine how users guided the model. To further understand user expectations for LLM-generated summaries, we interviewed 20 participants following a week-long engagement with the app. Our findings reveal five main strategies that users employed in their prompts for generating summaries. Additionally, interviewees expected summaries to prioritize three types of notifications, preferred three levels of information disclosure influenced by content anticipation and perceived criticality, and used three different approaches to synthesizing notifications based on their interrelationships. Finally, interviewees envisioned notification summarization functioning like a virtual assistant, desiring capabilities beyond simple information condensation, including support for task and information management, revisiting archived content, and tracking activities for reflection.2025UCUei-Dar Chen et al.Human-LLM CollaborationNotification & Interruption ManagementCHI
Gamified Physical Activity App for Students at Universities: Results of Five Development LoopsThere is substantial evidence that young adults aren't exercising enough, which harms their health. Although occupational health services for students are expanding, they're often not used due to time, motivation, and accessibility constraints. Research has demonstrated that gamification and mobile solutions can effectively address these challenges. In light of these, we have developed a gamified mobile application, comprising various game levels and components, which was refined through successive design iterations. This article illustrates the steps in the game development process that have led to the greatest advances in user-friendliness and determines which optimizations achieve a top rating. The analysis was conducted after each game round, with the game elements optimized for the target audience. The results of the study, derived from four iterative design loops with N = 455 participants, are empirically proven and provide actionable recommendations for the efficient development of mobile health applications.2025JMJulia Müller et al.Serious & Functional GamesGamification DesignFitness Tracking & Physical Activity MonitoringCHI
Informing the Design of Mobile and Wearable Technology for Noise SensitivityResearch on understanding and supporting the experiences of people with noise sensitivity (PWNS) and their challenges is limited within HCI. Therefore, we build on prior work to understand the challenges they consider and what technological solutions they create to support them. Through eight participatory design workshops involving PWNS and their carers, we considered their needs and challenges and how technology can be designed to support their well-being. Results indicate that wearable and mobile technology can facilitate awareness of sensory triggers and impacts on their well-being. Further, enabling both self and collaborative regulation is also necessary, especially as end users seek independence or interdependence with those around them to manage their experiences. We identified three tensions for designing technology to support PWNS and their sensory experiences.2025EHEmani Hicks et al.Motor Impairment Assistive Input TechnologiesAging-Friendly Technology DesignPrivacy by Design & User ControlCHI
From Pegs to Pixels: A Comparative Analysis of the Nine Hole Peg Test and a Digital Copy Drawing Test for Fine Motor Control AssessmentUser interaction with digital systems requires Fine Motor Control (FMC), especially if the interfaces are complex or require high fidelity and fine-grained interactions. Despite its importance, Fine Motor Control is often overlooked in interactive system design, partly because of its complex assessment. Measuring changes in fine motor abilities due to prolonged use or fatigue currently requires repeated manual testing. This paper analyzes the concept of using the digital mobile devices' input behavior to assess the user's Fine Motor Control. For this, we show that Fine Motor Control can be assessed for touch and stylus-based interaction with a digital mobile system. We conducted a user study, where participants performed a Nine Hole Peg Test and a predefined Copy Drawing Test before and after exercises that affect fine motor skills. Based on this data, we investigated how metrics such as pressure, velocity, and entropy for touch and stylus input can be used to predict Fine Motor Control.2025DSDominik Schön et al.Motor Impairment Assistive Input TechnologiesPrototyping & User TestingCHI