Related papers: Discomfort: a New Material for Interaction Design
We explore ideas and inclusive practices for designing and testing child-centered artificially intelligent technologies for neurodivergent children. AI is promising for supporting social communication, self-regulation, and sensory…
Stress is a pervasive challenge that significantly impacts worker health and well-being. Workplace stress is driven by various factors, ranging from organizational changes to poor workplace design. Although individual stress management…
Artificial intelligence (AI)-based computer perception (CP) technologies use mobile sensors to collect behavioral and physiological data for clinical decision-making. These tools can reshape how clinical knowledge is generated and…
Programs have to be designed in such a way as to make them looking good and being handy for all users. Adaptive interface, with all the numerous achievements throughout 30 years of its history, contains and in reality is based on one…
Physical skill acquisition, from sports techniques to surgical procedures, requires instruction and feedback. In the absence of a human expert, Physical Task Guidance (PTG) systems can offer a promising alternative. These systems integrate…
Designing a data physicalization requires a myriad of different considerations. Despite the cross-disciplinary nature of these considerations, research currently lacks a synthesis across the different communities data physicalization sits…
The paper addresses the following problem: given a set of man-made shapes, e.g., chairs, can we quickly rank and explore the set of shapes with respect to a given avatar pose? Answering this question requires identifying which shapes are…
We present a survey of recent research studies of the implementation of adaptive user models in human-computer interaction. A classification of research directions on adaptive user interfaces is first proposed; it takes account of the user…
In Option-Driven Design, users must interact with options and settings for systems to adapt to their needs. This approach places the burden on both the user and the system to make the interaction between user and system fit. The user must…
The importance of replication is often discussed and advocated -- not only in the domains of visualization and HCI, but in all scientific areas. When replicating a study, design decisions need to be made with regards which aspects of the…
Coding forms a key part of computer science education in universities. As part of this education, Integrated Development Environments (IDEs) are essential tools for coding. However, it is currently unknown how the design of an IDE's…
Learning to change shape is a fundamental strategy of adaptation and evolution of living organisms, from bacteria and cells to tissues and animals. Human-made materials can also exhibit advanced shape morphing capabilities, but lack the…
Wearable devices, such as smartwatches and head-mounted displays, are increasingly used for prolonged tasks like remote learning and work, but sustained interaction often leads to user fatigue, reducing efficiency and engagement. This study…
When limited by their own morphologies, humans and some species of animals have the remarkable ability to use objects from the environment toward accomplishing otherwise impossible tasks. Robots might similarly unlock a range of additional…
Well-being is a relatively broad concept which can be succinctly described as the state of being happy, healthy or successful. Interesting things happen when bridging user interface design with the psychology of human well-being. This…
My research centers on the development of context-adaptive AI systems to improve end-user adoption through the integration of technical methods. I deploy these AI systems across various interaction modalities, including user interfaces and…
What is Virtual Reality? A professional tool, made to facilitate our everyday tasks? A conceptual mistake, accompanied by cybersickness and unsolved locomotion issues since the very beginning? Or just another source of entertainment that…
Unlike the six basic emotions of happiness, sadness, fear, anger, disgust and surprise, modelling and predicting dimensional affect in terms of valence (positivity - negativity) and arousal (intensity) has proven to be more flexible,…
The interaction context (or environment) is key to any HCI task and especially to adaptive user interfaces (AUIs), since it represents the conditions under which users interact with computers. Unfortunately, there are currently no formal…
In traditional design, shapes are first conceived, and then fabricated. While this decoupling simplifies the design process, it can result in inefficient material usage, especially where off-cut pieces are hard to reuse. The designer, in…