Branching Foresight - A Novel Interaction Concept for AI-generated Scenario ExplorationClimate anxiety often makes the future feel distant and overwhelming. We present Branching Foresight, a self-guided scenario tool that helps individuals explore climate futures through AI-generated scenarios framed as positive, neutral, and challenging trajectories. We position the system as a coping and reflective support tool, where each scenario is enriched with imagery, a conversational coach, and reflection cards. In a single-session study (N = 30), we measured climate transilience, climate-related emotions, creativity support, and user experience, complemented by telemetry and interviews. Results suggest within-subject pre-post improvements in transilience and reductions in negative emotions, with participants reporting strong creativity support and positive experience. As this evidence is single-session and non-comparative, it should be interpreted as initial indications of short-term change rather than superiority over alternative approaches. Qualitative feedback highlighted how the scenarios, imagery, and dialogue made climate futures more concrete and actionable. Our contributions are: (1) an interaction prototype for AI-mediated scenario exploration, (2) initial within-condition pre-post evidence of short-term improvements in perceived coping capacity and transilience during a self-guided session, and (3) design implications for creativity-supportive human-AI interaction in scenario planning.2026JUJakob Carl Uhl et al.AIT Austrian Institute of Technology GmbHGenerative AI (Text, Image, Music, Video)AI-Assisted Decision-Making & AutomationSustainable HCICHI
Play It Till You Make It: The Potential of Playful Role Enactment to Foster Digital AgencyTechnology use is always gendered: ideas about a person's abilities shape their approach to technologies and thus their digital agency. Yet, approaches towards fostering digital agency often focus only on competencies, falling short of accounting for the relationality and situatedness of agency. Based on a survey with 411 persons, we assessed gendered stereotype threat and agency-related experiences. We designed a workshop concept for providing spaces for agency exploration. We developed roles that address various gender-related stereotypes and embedded the workshop in a playful sci-fi setting. Through participant observations and group interviews, we analysed its potential. Our results show the relevance of understanding gendered notions and the need for a nuanced understanding of digital agency beyond dualistic thinking. Addressing stereotypes in digital agency must acknowledge the sociality and relationality of gender. Moreover, gendered aspects of identity can even serve as a basis for playful agency enactment and exploration, particularly through making.2025DBDiotima Bertel et al.AIT Austrian Institute of Technology GmbH, Center for Technology Experience; University of SalzburgGamification DesignGender & Race Issues in HCICHI
Introducing ROADS: A Systematic Comparison of Remote Control Interaction Concepts for Automated Vehicles at Road WorksAs vehicle automation technology continues to mature, there is a necessity for robust remote monitoring and intervention features. These are essential for intervening during vehicle malfunctions, challenging road conditions, or in areas that are difficult to navigate. This evolution in the role of the human operator—from a constant driver to an intermittent teleoperator—necessitates the development of suitable interaction interfaces. While some interfaces were suggested, a comparative study is missing. We designed, implemented, and evaluated three interaction concepts (path planning, trajectory guidance, and waypoint guidance) with up to four concurrent requests of automated vehicles in a within-subjects study with N=23 participants. The results showed a clear preference for the path planning concept. It also led to the highest usability but lower satisfaction. With trajectory guidance, the fewest requests were resolved. The study’s findings contribute to the ongoing development of HMIs focused on the remote assistance of automated vehicles.2025MCMark Colley et al.Ulm University; UCL Interaction CentreAutomated Driving Interface & Takeover DesignTeleoperated DrivingCHI
Embodied Measurement: Tangible Interactions to Enhance the Validity of Self-Report MeasuresThis work introduces the concept of Embodied Measurement (EM), designed to improve the validity and inclusivity of cognitive load assessments by incorporating physical interactions that mirror mental effort. We implemented a haptic force-feedback turning knob as an alternative to traditional Likert-scale ratings and compared it with visual (mouse-based) and combined (haptic and visual) modalities. Participants completed a cognitive load task with varying difficulty levels using each modality, while biosignals such as heart rate variability, skin conductance, and pupil size were recorded to objectively assess cognitive load. In addition, qualitative feedback was gathered to explore participants' experiences with each input method. Our findings highlight the potential of EM to offer more tangible and intuitive ways of measuring cognitive load, with the combined modality providing the most comprehensive feedback. This study contributes to human-computer interaction (HCI) research by proposing new approaches for measuring cognitive and emotional effort through physical interaction.2025JUJakob Carl Uhl et al.Austrian Institute of Technology; Paris Lodron University of SalzburgForce Feedback & Pseudo-Haptic WeightVisualization Perception & CognitionComputational Methods in HCICHI
Development and Evaluation of Advanced Cyclist Assistance Systems on a Bicycle SimulatorResearch on cycling safety has recently gained the attention of the HCI community. While there have been multiple proposals for automated driving features on bikes, we are unaware of a project that systematically aims to translate and evaluate driver assistance systems from the automotive to the bike domain to promote cycling safety in traffic. Thus, we implemented an adaptive cruise control and a lane-keeping/centering system with hard- and software on a motion-based bicycle simulator and investigated their potential in a virtual reality experiment. Based on performance measurements and subjective ratings, results showed significant improvements in technology acceptance, subjective workload, and driving performance regarding the cruise control. In contrast, the lane-centering and lane-keeping features were rated significantly worse than the baseline without such assistance. The paper concludes with a critical reflection on automated driving features for bicycles and a list of recommendations for future projects in this field.2024YWYu Wang et al.External HMI (eHMI) — Communication with Pedestrians & CyclistsHead-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)Micromobility (E-bike, E-scooter) InteractionAutoUI
Between Two Worlds: Analysing the Effects of Immersive and Non-Immersive Prototyping for Participatory DesignParticipatory Design (PD) aims to create technological solutions that improve users’ lives and to foster users’ empowerment. While PD has received extensive attention regarding its processes and methods, less research exists on the effects of PD. With the increasing inclusion of Extended Reality (XR) into PD, this gap necessitates a critical analysis of how and to which end XR can be best used in PD activities to achieve the desired effects. Through the analysis of 16 XR prototyping workshops, we explore the impact of immersive and non-immersive XR prototyping on PD effects. Furthermore, we delineate differences between the immersive and non-immersive approaches. Our work contributes to a comprehensive understanding of the effects of XR prototyping for PD, rooted in theoretical and empirical insights. It further illustrates what each approach offers and presents design considerations to assist practitioners in successfully integrating XR prototyping into their design practice.2024QNQuynh Nguyen et al.Mixed Reality WorkspacesParticipatory DesignDIS
Choosing the Right Reality: A Comparative Analysis of Tangibility in Immersive Trauma SimulationsIn the field of medical first responder training, the choice of training modality is crucial for skill retention and real-world application. This study introduces the Green Manikin, an advanced Mixed Reality (MR) tool, conceptually combining the immersiveness of Virtual Reality (VR) with the tangibility of real-world training, and compares it against traditional real-world simulations and VR training. Our findings indicate that MR and real-world settings excel in Self and Social Presence, and in intention to use, offering heightened psychological presence suitable for complex training scenarios. Effort expectancy was highest in real-world environments, suggesting their ease of use for basic skill acquisition. This nuanced understanding allows for better tailoring of training modalities to specific educational objectives. Our research validates the utility of MR and offers a framework for selecting the most effective training environment for different learning outcomes in medical first responder training.2024JUJakob Carl Uhl et al.Austrian Institute of Technology, Paris Lodron University of SalzburgImmersion & Presence ResearchVR Medical Training & RehabilitationCHI
A Design Space for Intelligent and Interactive Writing AssistantsIn our era of rapid technological advancement, the research landscape for writing assistants has become increasingly fragmented across various research communities. We seek to address this challenge by proposing a design space as a structured way to examine and explore the multidimensional space of intelligent and interactive writing assistants. Through community collaboration, we explore five aspects of writing assistants: task, user, technology, interaction, and ecosystem. Within each aspect, we define dimensions and codes by systematically reviewing 115 papers while leveraging the expertise of researchers in various disciplines. Our design space aims to offer researchers and designers a practical tool to navigate, comprehend, and compare the various possibilities of writing assistants, and aid in the design of new writing assistants.2024MLMina Lee et al.Microsoft ResearchHuman-LLM CollaborationAI-Assisted Creative WritingCreative Collaboration & Feedback SystemsCHI
Sensing the Machine: Evaluating Multi-modal Interaction for Intelligent Dynamic GuidanceRecent research has demonstrated the potential for representing intelligent guidance using multi-modal cues, yet few guidelines or processes exist to guide the design of such a system. In this paper, we seek to address this gap by investigating the design of multi-modality assistant systems for setting the optimal parameters in industrial plants. We present the results of our study conducted with 22 participants to evaluate the effectiveness and experience of different combinations of visual (Highlights and Ambient lights) and haptic (Clicks and Vibration) modalities for providing intelligent dynamic guidance. Our findings demonstrate that providing the intelligent guidance with the multi modality of Highlights+Ambient resulted in shorter task duration and higher practicality than Ambient lights alone. Moreover, Highlights+Ambient+Vibration guidance was rated with lower usability than Highlights+Ambient as well as higher mental demand than merely Highlights.2024SZSetareh Zafari et al.In-Vehicle Haptic, Audio & Multimodal FeedbackForce Feedback & Pseudo-Haptic WeightIUI
Assertive Takeover Requests: Immediate and Sustained Effects on Stress and PerformanceIn conditionally automated driving, assertive takeover requests (TORs) have been found to elicit faster responses in the transition from automated to manual control. However, despite this apparent benefit, concerns have been raised that assertive signals can stress the drivers, resulting in worse takeover quality and subsequent driving performance. To investigate the phenomenon, we conducted a driving simulator study exploring the effects of assertive and non-assertive TOR signals. In a series of tasks where the drivers were required to take over control of the vehicle to manually maneuver a critical situation, immediate and sustained measures of driving performance, stress, and subjective perceptions were compared. Consistent with previous research, the assertive signal led to shorter reaction times and stronger braking. However, no other immediate or delayed differences in the measures were observed. These findings suggest that assertive TOR signals might be a preferable design option, however, the phenomenon should be further explored.2023VKVanessa Kraut et al.Automated Driving Interface & Takeover DesignHead-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)AutoUI
AVscript: Accessible Video Editing with Audio-Visual ScriptsSighted and blind and low vision (BLV) creators alike use videos to communicate with broad audiences. Yet, video editing remains inaccessible to BLV creators. Our formative study revealed that current video editing tools make it difficult to access the visual content, assess the visual quality, and efficiently navigate the timeline. We present AVscript, an accessible text-based video editor. AVscript enables users to edit their video using a script that embeds the video's visual content, visual errors (e.g., dark or blurred footage), and speech. Users can also efficiently navigate between scenes and visual errors or locate objects in the frame or spoken words of interest. A comparison study (N=12) showed that AVscript significantly lowered BLV creators' mental demands while increasing confidence and independence in video editing. We further demonstrate the potential of AVscript through an exploratory study (N=3) where BLV creators edited their own footage.2023MHMina Huh et al.University of Texas, AustinVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Accessible GamingVideo Production & EditingCHI
Tangible Immersive Trauma Simulation: Is Mixed Reality the next level of medical skills training?In medical simulation training two approaches are currently rather disjunct: realistic manikins are used to teach physical skills and procedures and VR systems are used to train situation assessment and decision making. We propose a mixed reality approach, which allows trainees to use real tools and their hands when interacting with a physical manikin overlaid with a responsive virtual avatar. In close exchange with first responder organizations, we developed and evaluated an MR training scenario. In the scenario, users can talk to injured people in a car accident, assess the threat of the environment, and utilize real medical equipment. Participants experienced high levels of physical- and self-presence, increased stress levels, and reported a high technology acceptance. The proposed main requirements of first responders regarding haptic multi-sensory skill training in MR and the lessons learned from the workshop aim to guide the design of training solutions for medical training in MR.2023JUJakob Carl Uhl et al.AIT Austrian Institute of Technology, PLUS University of SalzburgSocial & Collaborative VRVR Medical Training & RehabilitationHuman-Robot Collaboration (HRC)CHI
Mode Awareness Interfaces in Automated Vehicles, Robotics, and Aviation: A Literature ReviewWith increasing automation capabilities and a push towards full automation in vehicles, mode awareness, i.e., the driver's awareness of the vehicle's current automation mode, becomes an important factor. While issues surrounding mode awareness are known, research concerning and design towards mode awareness appears to not yet be a focal point in the automated driving domain. In this paper, we provide a state-of-the art on mode awareness from the related domains of automated driving, aviation, and Human-Robot Interaction. We present a summary of existing mode awareness interface solutions as well as existing techniques and recognized gaps concerning mode awareness. We found that existing interfaces are often simple, sometimes outdated, yet are difficult to meaningfully expand without overloading the user. We also found predictive approaches as a promising strategy to lessen the need for mode awareness via separate indicators.2021YÖYasemin Dönmez Özkan et al.Automated Driving Interface & Takeover DesignAI-Assisted Decision-Making & AutomationAutoUI
Stop or Go? Let me Know! A Field Study on Visual External Communication for Automated ShuttlesIn mixed traffic environments, highly automated vehicles (HAV) can potentially be disruptive and a source of hazards due to their non-human driving behavior and a lack of ``traditional'' communication means (gestures, eye contact, and similar) to resolve issues or otherwise unclear situations. As a result, additional external human-machine interfaces (eHMI) for automated vehicles that replace the now absent human element in communication have been proposed. In this paper, we present the results from a study, in which two versions of a light band eHMI to communicate driving intend of an automated shuttle were evaluated in a real driving environment. We found that the green-red traffic light metaphor and simple animations could improve interaction success in certain aspects. We also found and discuss that the effect of using vs. not using the visual eHMIs was overall lower than expected and that the shuttle's position and observable driving behavior seemed to play a larger role than anticipated.2021AMAlexander G. Mirnig et al.External HMI (eHMI) — Communication with Pedestrians & CyclistsAutoUI
Audio-Frequency Induction Loops (AFILs) as a Design Material for Architectural Interactivity: An Illustrated GuideAudio-frequency induction loops (AFILs) are commonly used as an assistive listening technology for hard-of-hearing individuals. They generate an electromagnetic field proportional to a sound source receivable by hearing aids. Our interactive system, the Sound of Space, is based on AFILs that generate a multi-dimensional soundscape in space. Cochlear implant (CI) listeners and hearing-aids wearers can experience the soundscape through bodily movement, whereas hearing individuals can experience it via a corresponding tangible device. While typical AFIL installations transmit a single sound source, in our interactive system we implement overlapping loops and their interference to locate multiple synchronised audio sources (i.e., corresponding electromagnetic fields) in space. The designed system is installed permanently in an integrative school for deaf, hard-of-hearing and hearing students and teachers. In this pictorial, we illustrate our design and implementation process and contribute our learnings of using AFILs as a design material for architectural interactivity.2021EEEleni Economidou et al.Shape-Changing Interfaces & Soft Robotic MaterialsDeaf & Hard-of-Hearing Support (Captions, Sign Language, Vibration)Digital Art Installations & Interactive PerformanceDIS
Making Un-Use: When Humans Disengage with TechnologyHumans frequently discontinue to use certain technologies, services, or platforms: they deactivate accounts, block content, or find workarounds for un-using functionalities or devices. This is noticeable in contemporary trends, such as digital detox, where an entire market emerged to support users in discontinuing their use. In this essayistic paper, we reflect on a collection of examples where humans disengage with technology by applying Vardouli's concept of 'making use' to the context of discontinued use. We propose making un-use as an epistemological perspective to 'human-artefact engagements'; one that emphasises un-users as enactors of open-ended, temporarily evolving, and creative activities. We depict making un-use as transformational acts, and discuss epistemological and designerly consequences of making un-use to shed light on a not yet explored site of inquiry and a design space that is about to evolve: a design space for making and makers of un-use.2021AKAlina Krischkowsky et al.University of SalzburgInclusive DesignTechnology Ethics & Critical HCIUser Research Methods (Interviews, Surveys, Observation)CHI
Grandparents and Grandchildren Meeting Online: The Role of Material Things in Remote SettingsGrandparents and grandchildren, who cannot meet face-to-face (e.g., due to dislocation or physical distancing induced by a pandemic), often use audio-visual communication tools in order to maintain their relationship online. In a qualitative online survey (n = 85), we inquired into the various ways that grandparents and grandchildren came up with when being physically distant; many of them are tangible in nature as they include ''things'' or incorporate ''spaces''. In this paper, we illustrate related temporal and spatial trajectories and unpack how online meetings are characterized by constant negotiations of agency. We discuss how online meetings could complement face-to-face meetings, instead of mimicking or replacing them. We finally articulate a collection of design sensitivities with the aim to both inspire and question designing for intergenerational online meetings.2021VFVerena Fuchsberger et al.University of SalzburgTeleoperation & TelepresenceMuseum & Cultural Heritage DigitizationCHI
Voicemoji: Emoji Entry Using Voice for Visually Impaired PeopleKeyboard-based emoji entry can be challenging for people with visual impairments: users have to sequentially navigate emoji lists using screen readers to find their desired emojis, which is a slow and tedious process. In this work, we explore the design and benefits of emoji entry with speech input, a popular text entry method among people with visual impairments. After conducting interviews to understand blind or low vision (BLV) users’ current emoji input experiences, we developed Voicemoji, which (1) outputs relevant emojis in response to voice commands, and (2) provides context-sensitive emoji suggestions through speech output. We also conducted a multi-stage evaluation study with six BLV participants from the United States and six BLV participants from China, finding that Voicemoji significantly reduced entry time by 91.2% and was preferred by all participants over the Apple iOS keyboard. Based on our findings, we present Voicemoji as a feasible solution for voice-based emoji entry.2021MZMingrui Ray Zhang et al.University of WashingtonIntelligent Voice Assistants (Alexa, Siri, etc.)Visual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)CHI
On-Road and Online Studies to Investigate Beliefs and Behaviors of Netherlands, US and Mexico Pedestrians Encountering Hidden-Driver VehiclesA growing number of studies use a “ghost-driver” vehicle driven by a person in a car seat costume to simulate an autonomous vehicle. Using a hidden-driver vehicle in a field study in the Netherlands, Study 1 (N = 130) confirmed that the ghostdriver methodology is valid in Europe and confirmed that European pedestrians change their behavior when encountering a hidden-driver vehicle. As an important extension to past research, we find pedestrian group size is associated with their behavior: groups look longer than singletons when encountering an autonomous vehicle, but look for less time than singletons when encountering a normal vehicle. Study 2 (N = 101) adapted and extended the hidden-driver method to test whether it is believable as online video stimuli and whether car characteristics and participant feelings are related to the beliefs and behavior of pedestrians who see hidden-driver vehicles. As expected, belief rates were lower for hidden-driver vehicles seen in videos compared to in a field study. Importantly, we found noticing no driver was the only significant predictor of belief in car autonomy, which reinforces prior justification for the use of the ghostdriver method. Our contributions are a replication of the hidden-driver method in Europe and comparisons with past US and Mexico data; an extension and evaluation of the ghostdriver method in video form; evidence of the necessity of the hidden driver in creating the illusion of vehicle autonomy; and an extended analysis of how pedestrian group size and feelings relate to pedestrian behavior when encountering a hidden-driver vehicle.2020JLJamy Li et al.External HMI (eHMI) — Communication with Pedestrians & CyclistsTeleoperated DrivingV2X (Vehicle-to-Everything) Communication DesignHRI
Is Too Much System Caution Counterproductive? Effects of Varying Sensitivity and Automation Levels in Vehicle Collision Avoidance SystemsAutonomous vehicle system performance is limited by uncertainties inherent in the driving environment and challenges in processing sensor data. Engineers thus face the design decision of biasing systems toward lower sensitivity to potential threats (more misses) or higher sensitivity (more false alarms). We explored this problem for Automatic Emergency Braking systems in Level 3 autonomous vehicles, where the driver is required to monitor the system for failures. Participants (N=48) drove through a simulated suburban environment and experienced detection misses, perfect performance, or false alarms. We found that driver vigilance was greater for less-sensitive braking systems, resulting in improved performance during a potentially fatal failure. In addition, regardless of system bias, greater levels of autonomy resulted in significantly worse driver performance. Our results demonstrate that accounting for the effects of system bias on driver vigilance and performance will be critical design considerations as vehicle autonomy levels increase.2020EFDavid A. B. Hyde et al.Stanford UniversityAutomated Driving Interface & Takeover DesignCHI