Eyes on Many: Evaluating Gaze, Hand, and Voice for Multi-Object Selection in Extended RealityInteracting with multiple objects simultaneously makes us fast. A pre-step to this interaction is to select the objects, i.e., multi-object selection, which is enabled through two steps: (1) toggling multi-selection mode --- mode-switching --- and then (2) selecting all the intended objects --- subselection. In extended reality (XR), each step can be performed with the eyes, hands, and voice. To examine how design choices affect user performance, we evaluated four mode-switching (\Semipinch, \Fullpinch, \Doublepinch, and \Voice) and three subselection techniques (Gaze+Dwell, Gaze+Pinch, and Gaze+Voice) in a user study. Results revealed that while \Doublepinch paired with Gaze+Pinch yielded the highest overall performance, \Semipinch achieved the lowest performance. Although \Voice-based mode-switching showed benefits, Gaze+Voice subselection was less favored, as the required repetitive vocal commands were perceived as tedious. Overall, these findings provide empirical insights and inform design recommendations for multi-selection techniques in XR.2026MBMohammad Raihanul Bashar et al.Concordia UniversitySocial & Collaborative VRImmersion & Presence ResearchEye Tracking & Gaze InteractionCHI
"Hey Dashboard!": Supporting Voice, Text, and Pointing Modalities in Dashboard Onboarding using Large Language ModelsVisualization dashboards are regularly used for data exploration and analysis, but their complex interactions and interlinked views often require time-consuming onboarding sessions from dashboard authors. Preparing these onboarding materials is labor-intensive and requires manual updates when dashboards change. Recent advances in multimodal interaction powered by large language models (LLMs) provide ways to support self-guided onboarding. We present DIANA (Dashboard Interactive Assistant for Navigation and Analysis), a multimodal dashboard assistant that helps users for navigation and guided analysis through chat, audio, and mouse-based interactions. Users can choose any interaction modality or a combination of them to onboard themselves on the dashboard. Each modality highlights relevant dashboard features to support user orientation. Unlike typical LLM systems that rely solely on text-based chat, DIANA combines multiple modalities to provide explanations directly in the dashboard interface. We conducted a comparative qualitative user study to understand the use of different modalities for different types of onboarding tasks and their complexities.2026VDVaishali Dhanoa et al.Aarhus UniversityGenerative AI (Text, Image, Music, Video)Human-LLM CollaborationInteractive Data VisualizationCHI
StylusPort: Investigating Teleportation using Stylus in VRWith a stylus, users can both sweep sketches across models and pinpoint locations with precision. Building on this dual capability, we explore how teleportation can be integrated into stylus interaction without disrupting the flow of common stylus usage. We introduce two key ideas: flipping the stylus as an intuitive mode switch between drawing and teleportation, and using gaze to set orientation while the stylus handles positioning. In a user study that features a teleport-and-orient task, we evaluate six teleportation techniques, covering two mode-switching methods (Button and Flip) and three orientation approaches (StylusRoll, StylusPoint, and GazePoint). The results offer new insights into the relative merits and limitations of each technique. Our work contributes to knowledge about teleportation in VR and fills the gap in seamlessly integrating teleportation with stylus use in 3D.2026YLYang Liu et al.Aarhus UniversitySocial & Collaborative VRHand Gesture RecognitionEye Tracking & Gaze InteractionCHI
Constructing the Thermal Affective Design Space for Emotion Regulation: An Autoethnographic Research Through Design InquiryTemperature has strong potential to mediate emotion in a range of contexts; augmenting sensory experience and/or supporting emotion regulation. Hence, there is growing interest in leveraging thermal cues for affective technologies. At present, however, the design space for thermal technologies for emotion regulation remains underexplored and largely undefined. We construct a design space for thermal affective emotion regulation technologies, clarifying the rich, expressive nature of thermal cues as a design material. We develop this through a Research through Design (RtD) approach, grounded in an 18-month autoethnographic inquiry based on the first author's emotion regulation practice. We contribute a structured design space for thermal affective interaction, linking experience and design implementation with designerly know-how. By discussing the creation of this design space we provide insights into the generative process of developing intermediate-level knowledge from autoethnographic study and design practice.2026FFFeng Feng et al.Aarhus UniversityThermal & Temperature InteractionAffective Feedback & Emotion Regulation InterfacesEmpathy & Emotional DesignCHI
Understanding Older Adults’ Experiences of Support, Concerns, and Risks from Kinship-Role AI-Generated InfluencersAI-generated influencers are rapidly gaining popularity on Chinese short-video platforms, often adopting kinship-based roles such as "AI grandchildren'' to attract older adults. Although this trend has raised public concern, little is known about the design strategies behind these influencers, how older adults experience them, and the benefits and risks involved. In this study, we combined social media analysis with interviews to unpack the above questions. Our findings show that influencers use both visual and conversational cues to enact kinship roles, prompting audiences to engage in kinship-based role-play. Interviews further show that these cues arouse emotional resonance, help fulfill older adults’ informational and emotional needs, while also raising concerns about emotional displacement and unequal emotional investment. We highlight the complex relationship between virtual avatars and real family ties, shaped by broader sociocultural norms, and discuss how AI might strengthen social support for older adults while mitigating risks within cultural contexts.2026TSTianqi Song et al.National University of SingaporeAgent Personality & AnthropomorphismSocial Robot InteractionElderly Care & Dementia SupportCHI
Ethical Encounters in Design Practice: A Framework Grounded in Practitioner ExperienceThis paper presents a framework of ethical encounters in design practice, grounded in 98 accounts of practitioners' experiences with ethics in their work. While HCI and design scholarship have produced a growing body of empirical work on design ethics, less attention has been given to concept-building informed by practice. Building on practice-oriented design ethics research in HCI, we define ethical encounters as practitioner-identified situations that expose tensions and value-laden decisions, emerging from the situated realities of day-to-day design work. Our analysis reveals three key dimensions of these encounters: the perceived issues, the actions taken to navigate them, and the new capacities emerging through them. Our analysis also considers how these dimensions play out differently across project phases. The framework offers a shared language and practical guidance for understanding and engaging with ethical challenges, and it contributes by framing ethical encounters as generative for relationships, ideas, and directions in HCI and design practice.2026GÖGizem Öz et al.Aarhus UniversityTechnology Ethics & Critical HCIParticipatory DesignUser Research Methods (Interviews, Surveys, Observation)CHI
"Listen to the Teachers": Research-Based Personas for Translating Classroom Realities into Actionable HCI DesignThe Human Computer Interaction community is well positioned to address socio-technical issues in post-digital education. However, relevant research has not fully captured how learning with and about emerging technologies is transforming the teaching profession and associated practices. This oversight hinders the implementation of Computational Empowerment, i.e. the critical deconstruction and creative construction of technology, in classrooms. Thus, this paper builds an empirically-grounded bridge between educational practice and HCI research. Analyzing semi-structured interviews and creative design tasks with 16 teachers, we uncover unarticulated needs and diverse teaching realities and manifest them in several teacher personas. These personas move beyond generic ``teacher'' concepts and provide actionable requirements to ensure relevant and sustainable HCI research and practice in educational contexts. Our work allows HCI research to anticipate diverse challenges and to develop targeted technological and educational solutions that empower teachers and harness the transformative potential of CE in the classroom.2026PWPetra Francesca Weixelbraun et al.University of ViennaUser Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingProgramming Education & Computational ThinkingCHI
Preshaping Hand Behaviour for Direct and Indirect Manipulation of 3D ObjectsEffortless manipulation informs and relies on preshaping: the subconscious posing of the hand before grasping. Virtual environments and the design of interaction techniques alters interaction requirements like contact and reach, forcing behavioural adaptation. We present a comparative study investigating preshaping behaviour across direct versus indirect (gaze-assisted) and bare-hand versus controller techniques on a docking task. Results reveal that response patterns scale with anticipated task difficulty, and that direct techniques elicit effective posing of the hand. Indirect techniques shortcut hand transport and, in turn lacks the sensory feedback to guide planning, inducing efficient but attenuated responses that necessitate compensatory manipulation and clutching. Notably, controllers that afford in-hand rotation allow users to extend their range of motion. These findings can inform interaction design to better afford preshaping and optimise 3D manipulation tasks.2026TMThorbjørn Mikkelsen et al.Aarhus UniversityHand Gesture RecognitionFull-Body Interaction & Embodied Input3D Modeling & AnimationCHI
A Multiliteracy Model for Interactive Visualization Literacy: Definitions, Literacies, and Steps for Future ResearchThis paper presents a theoretical model for interactive visualization literacy to describe how people use interactive data visualizations and systems. Literacies have become an important concept in describing modern life skills, with visualization literacy generally referring to the use and interpretation of data visualizations. However, prior work on visualization literacy overlooks interaction and its associated challenges, despite it being an intrinsic aspect of using visualizations. Based on existing theoretical frameworks, we derive a two-dimensional model that combines four well-known literacies with five novel ones. We found evidence for our model through analyzing existing visualization systems as well as through observations from an exploratory study involving such systems. We conclude by outlining steps towards measuring, evaluating, designing for, and teaching interactive visualization literacy.2026GLGabriela Molina León et al.Aarhus UniversityInteractive Data VisualizationVisualization Perception & CognitionData StorytellingCHI
Challenges in Synchronous & Remote Collaboration Around VisualizationWe characterize 16 challenges faced by those investigating and developing remote and synchronous collaborative experiences around visualization. Our work reflects the perspectives and prior research efforts of an international group of 29 experts from across human-computer interaction and visualization sub-communities. The challenges are anchored around five collaborative activities that exhibit a centrality of visualization and multimodal communication. These activities include exploratory data analysis, creative ideation, visualization-rich presentations, joint decision making grounded in data, and real-time data monitoring. The challenges also reflect the changing dynamics of these activities in the face of recent advances in extended reality (XR) and artificial intelligence (AI). As an organizing scheme for future research at the intersection of visualization and computer-supported cooperative work, we align the challenges with a sequence of four sets of research and development activities: technological choices, social factors, AI assistance, and evaluation.2026MBMatthew Brehmer et al.University of WaterlooInteractive Data VisualizationRemote Work Tools & ExperienceMulti-User Large Display CollaborationCHI
Mapping Social Media Dependency: Functional and Psychological Platform Reliance as Mechanisms of Digital VulnerabilitySocial media dependency is a central mechanism through which digital vulnerability takes shape, making it critical to understand for research, design, and policy. This study distinguishes between functional dependency (needs-based reliance) and psychological dependency (compulsive engagement) and investigates how these dimensions intersect. We surveyed 873 adult users across Europe, measuring both dependency forms alongside demographics, well-being, motivations, platform choice, and exposure to manipulative design features. Latent profile analysis and multinomial logistic regression revealed five distinct dependency profiles: functional use, low-dependency pragmatic use, high-dependency social use, moderate-dependency hedonic use, and very high-dependency multi-motivated use. These findings show dependency is not uniform but layered and dynamic, shifting with users’ circumstances and socio-technical contexts. By situating dependency within both individual and design-related factors, the study advances theoretical debates on digital vulnerability and offers a profiles-based lens that helps inform the design of more autonomy-supportive social media platforms.2026JSJanneke M. Schokkenbroek et al.Delft University of TechnologySocial Platform Design & User BehaviorDark Patterns RecognitionPrivacy Perception & Decision-MakingCHI
Moderating the Workplace: Governing Communication Channels for Platform WorkersPlatform workers often experience isolation in their work. They use online forums to connect, but their moderation remains underexplored. Article 20 of the EU Platform Work Directive requires digital labour platforms to provide workers with a “communication channel” and leaves interpretation for how to design it up to the platforms. To inform this issue, we qualitatively analyse community rules and moderator comments across 28 worker subreddits. We show how moderators work to reduce harms such as racism and doxxing, cultivate their community through curation, and decide whether to enforce or resist work platform policy. The discussion presents implications for design for worker communication channels. The channels should be spaces with independent moderation and data protection-by-design that enable workers to safely build collective knowledge without fear of platform monitoring. Future work should follow implementations during transposition and test which governance and interface choices produce trust and capacity for collective action. Our contribution is to surface the governance dimension of worker communication and to translate these insights into design implications for future channels.2026KKKalle Kusk et al.Aarhus UniversitySocial Platform Design & User BehaviorContent Moderation & Platform GovernancePrivacy by Design & User ControlCHI
Breaking News or Breaking Trust? Exploring Challenges and a Design Space for Trustworthy LLM Integration in JournalismLLM-infused tools have entered the newsroom, transforming journalistic work practices. A few studies have investigated how LLMs influence journalistic practices, but there is a lack of research on how to design LLM-infused tools to support trustworthy journalism. In this paper, we explore how prototyping within a defined design space can help identify and explore the challenges of trustworthy LLM integration in journalism. We conduct eight interviews with news industry stakeholders and identify five challenges for trustworthy journalism arising with the introduction of LLMs: factuality, neutrality, autonomy, efficiency, and AI literacy. Based on these challenges, we map a design space and iteratively explore four prototypes of interactive interfaces promoting trustworthy LLM-infused journalism, which are evaluated with news industry stakeholders. We discuss opportunities and conflicts within the design space, how interactive interfaces can be used to concretize guidelines for AI use, and challenges in incorporating Explainable AI into everyday tools for journalists.2026TPTine Rønning Pedersen et al.Aarhus UniversityHuman-LLM CollaborationExplainable AI (XAI)Privacy by Design & User ControlCHI
"Let’s talk about data": Co-Designing Critical Data Literacy Tools for K-12 Education through Dialogic Learning This paper investigates dialogic learning as a pedagogical lens for designing tools that support critical data literacy (CDL) in K-12 education. We present a research-through-design (RtD) project conducted with three teachers to operationalize dialogic learning in design. The resulting prototype, Datafy, enables students to produce and analyze personally meaningful music data and co-create playlists, fostering critical reflection and dialogue around data practices. Through a classroom observation with 40 sixth-grade students, we show how the tool shaped learners’ collaborative exploration and construction of knowledge about data. We contribute a theoretical framework and an empirical case study of embedding dialogic learning in the design of CDL technologies that promote dialogue and critical engagement with data. We recommend: (1) anchoring co-design with teachers in learning activities and learning goals, (2) designing diverse opportunities for dialogue about critical data literacy, and (3) treating dialogue linked to learning goals as design evidence for tool evaluation.2026YLYu-Yu Liu et al.Aarhus UniversityProgramming Education & Computational ThinkingIntelligent Tutoring Systems & Learning AnalyticsBehavior Change & Reflection TechnologyCHI
A decision-theoretic representation of assistive interfacesAssistive interfaces, such as recommendation engines, adaptive systems, and intelligent assistants, span diverse methods and disciplines but lack a shared conceptual foundation. This paper models assistance as sequential decision-making under uncertainty between two agents: the user and the assistant. The formalism allows casting assistance as an optimization problem and offers a rich but principled vocabulary to understand the dynamics of assistance. Drawing on Partially Observable Stochastic Games (POSGs) and related models, we: (1) motivate multi-agent over single-agent formulations; (2) adapt POSGs to HCI and clarify their tractability through reductions; (3) propose a two-agent sequential model that unambiguously defines concepts such as adaptation, augmentation, and delegation; (4) illustrate applicability through domain problems and examples; and (5) offer a supporting implementation via a library. These results warrant more attention on decision-theory as a principled yet actionable approach to assistive interfaces.2026JGJulien Gori et al.CNRS, Inserm, Sorbonne UniversitéAI-Assisted Decision-Making & AutomationExplainable AI (XAI)Recommender System UXCHI
Is That You or The Machine? Translating Sociocultural Norms Across Distributed Spaces in Blended RealitiesWhen distributed mixed reality (MR) systems map physical spaces to enable co-presence of local and remote collaborators, they can unintentionally disrupt the sociocultural norms that give actions their meaning. For instance, a participant sitting at their own desk may be rendered as occupying their collaborator’s desk, inadvertently signalling an invasion of personal space. This paper examines the design tension between spatial information and sociocultural norms through a qualitative counterfactual cards activity with 20 participants, probing how they navigate these trade-offs across different collaborative contexts. Our findings show similarities between Expectancy Violations Theory (EVT) and the factors participants assess when they decide to uphold accurate spatial information or sociocultural norms during collaboration in MR. However, there were some departures from EVT, which we use to propose design implications and the development of MR-specific theories in the future.2026EWEmily Wong et al.The University of SydneyMixed Reality WorkspacesImmersion & Presence ResearchIdentity & Avatars in XRCHI
How Do Future Visions Shape the Field of Human-Computer Interaction?Visions for the future of computing, such as those on Ubiquitous Computing or Tangible Interfaces, are highly cited and frequently used in teaching. Yet, we know little about the practical value of these visions for research on Human-Computer Interaction (HCI) or how HCI researchers engage with them individually and collectively. To address this gap, we conducted a survey with 172 HCI researchers. We identified key benefits and pitfalls as well as specific uses of visions by researchers. Researchers appreciate how visions guide us, drive us, and initiate new fields. Simultaneously, researchers acknowledge how visions create hype, restrict our creativity, and make us disregard real-world problems. Based on these insights, we derive tensions related to the pursuit of visions and discuss critical reading practices. Our paper offers a metascientific account of visions in the HCI field along with tools for critical reflection when engaging with them.2026JGJens Emil Sloth Grønbæk et al.Aarhus UniversityParticipatory DesignResearch Ethics & Open ScienceCHI
AI That Moves With You: A Review of Interactive Technologies Powered by Large Foundation Models for Mobility ImpairmentLarge foundation models (FMs) -- including large language model (LLM), large vision model (LVM), vision language model (VLM), and related variants -- are rapidly reshaping interactive assistive technologies during past years. We present a review of FM-enabled interactive systems for people with mobility impairments, covering work published from January 2020 to May 2025. Searching five databases, we screened 6,249 records and included 27 full papers. We first summerize descriptive results including study design and evaluation approaches of the reviewed studies. We then synthesize FM techniques, model integration patterns, interaction paradigms, and mobility impairment contexts. Our analysis surfaces and distills both technical and ethical challenges existed, lighting up future research topics. We contribute: (i) a conceptualization of FM-enabled interactions for mobility impairment functioning as a design space; (ii) a tabulated corpus with a reproducible codebook; and (iii) a forward agenda to guide and inspire the design of future mobility-assistance interactive systems within human-computer interaction (HCI) and CHI community.2026DDDuosi Dai et al.Aarhus universityGenerative AI (Text, Image, Music, Video)AI-Assisted Decision-Making & AutomationMotor Impairment Assistive Input TechnologiesCHI
At a Glance to Your Fingertips: Enabling Direct Manipulation of Distant Objects Through SightWarpIn 3D user interfaces, reaching out to grab and manipulate something works great until it is out of reach. Indirect techniques like gaze and pinch offer an alternative for distant interaction, but do not provide the same immediacy or proprioceptive feedback as direct gestures. To support direct gestures for faraway objects, we introduce SightWarp: an interaction technique that exploits eye-hand coordination to seamlessly summon object proxies to the user’s fingertips. The idea is that after looking at a distant object, users either shift their gaze to the hand or move their hand into view—triggering the creation of a scaled near-space proxy of the object and its surrounding context. The proxy remains active until the eye–hand pattern is released. The key benefit is that users always have an option to immediately operate on the distant object through a natural, direct hand gesture. Through a user study of a 3D object docking task, we show that users can easily employ SightWarp, and that subsequent direct manipulation improves performance over gaze and pinch. Application examples illustrate its utility for 6DOF manipulation, overview-and-detail navigation, and world-in-miniature interaction. Our work contributes to expressive and flexible object interactions across near and far spaces.2025YLYang Liu et al.Hand Gesture RecognitionImmersion & Presence Research3D Modeling & AnimationUIST
Spatialstrates: Cross-Reality Collaboration through Spatial HypermediaConsumer-level XR hardware now enables immersive spatial computing, yet most knowledge work remains confined to traditional 2D desktop environments. These worlds exist in isolation: writing emails or editing presentations favors desktop interfaces, while viewing 3D simulations or architectural models benefits from immersive environments. We address this fragmentation by combining spatial hypermedia, shareable dynamic media, and cross-reality computing to provide (1) composability of heterogeneous content and of nested information spaces through spatial transclusion, (2) pervasive cooperation across heterogeneous devices and platforms, and (3) congruent spatial representations despite underlying environmental differences. Our implementation, the Spatialstrates platform, embodies these principles using standard web technologies to bridge 2D desktop and 3D immersive environments. Through four scenarios—collaborative brainstorming, architectural design, molecular science visualization, and immersive analytics—we demonstrate how Spatialstrates enables collaboration between desktop 2D and immersive 3D contexts, allowing users to select the most appropriate interface for each task while maintaining collaborative capabilities.2025MBMarcel Borowski et al.Social & Collaborative VRMixed Reality WorkspacesPrototyping & User TestingUIST