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Privacy by Design (PbD) is the most common approach followed by software developers who aim to reduce risks within their application designs, yet it remains commonplace for developers to retain little conceptual understanding of what is…
We explore computational approaches for visual guidance to aid in creating aesthetically pleasing art and graphic design. Our work complements and builds on previous work that developed models for how humans look at images. Our approach…
We feel happy when web-browsing operations provide us with necessary information; otherwise, we feel bitter. How to measure this happiness (or bitterness)? How does the profile of happiness grow and decay during the course of web-browsing?…
We present a participatory design method to design human-robot interactions with older adults and its application through a case study of designing an assistive robot for a senior living facility. The method, called Situated Participatory…
Increasing evidence suggests that many deployed AI systems do not sufficiently support end-user interaction and information needs. Engaging end-users in the design of these systems can reveal user needs and expectations, yet effective ways…
Creativity Support Tools (CST) aim to enhance human creativity, but the deeply personal and subjective nature of creativity makes the design of universal support tools challenging. Individuals develop personal approaches to creativity,…
The prevalence of social media and its escalating impact on mental health has highlighted the need for effective digital wellbeing strategies. Current digital wellbeing interventions have primarily focused on reducing screen time and social…
Designing human computer interaction interface is an important and a complex task, but it could be simplified by decomposing task into subcomponents and maintaining relationships among those subcomponents. Task decomposition is a structured…
AI-supported tools can help learners overcome challenges in programming education by providing adaptive assistance. However, existing research often focuses on individual tools rather than deriving broader design recommendations. A key…
Understanding and modeling consumers' stylistic taste such as "sporty" is crucial for creating designs that truly connect with target audiences. However, capturing taste during the design process remains challenging because taste is…
This study attempts to understand the use of Consumer Packaged Goods (CPG) in practice to obtain insights to develop design interventions that bring the CPGs into the Internet of Things. Our ultimate aim is to equip CPGs with a layer of…
Matching and recommending products is beneficial for both customers and companies. With the rapid increase in home goods e-commerce, there is an increasing demand for quantitative methods for providing such recommendations for millions of…
Children today encounter social issues -- climate change, conflict, inequality -- through digital technologies, and the design of that encounter shapes whether young people move toward lasting civic engagement or toward anxiety and…
Previous work has found a lack of research in HCI on religion, partly driven by misunderstandings of values and practices between religious and technical communities. To bridge this divide in an empirically rigorous way, we conducted an…
Mental healthcare has seen numerous benefits from interactive technologies and artificial intelligence. Various interventions have successfully used intelligent technologies to automate the assessment and evaluation of psychological…
Designing for situational awareness could lead to better solutions for disabled people, likewise, exploring the needs of disabled people could lead to innovations that can address situational impairments. This in turn can create…
This paper describes the first stage of the ongoing development of two scales to measure online wellbeing and trust, based on the results of a series of workshops with younger and older adults. The first, the Online Wellbeing Scale includes…
This paper explores the design space for one-minute digital interventions that prompt immediate action without onboarding or sensing. By embracing Fogg's Behavior Model and four design principles informed by literature, the goal of these…
Thinking of technology as a design material is appealing. It encourages designers to explore the material's properties to understand its capabilities and limitations, a prerequisite to generative design thinking. However, as a material, AI…
The term Assistive Technology has evolved over the years and identifies equipment or product systems, whether acquired, modified, or customized, that are used to increase, maintain, or improve functional capabilities of individuals with…