T1GER: An Instructional Re-Design of a Cyber Range Exercise in a Commercial Security Operations CenterThe workforce shortage in Security Operation Centers (SOCs) increases the need for effective training methods for aspiring cybersecurity analysts. Cyber ranges provide realistic environments for such training, yet many designs prioritize technical infrastructure while overlooking how trainees actually learn. Building on established instructional design principles, this study investigates how to improve learning in cyber range exercises. In collaboration with a commercial SOC, we enhanced an existing exercise for training Tier 1 analysts by integrating T1GER, a cyber range Learning Management System (LMS) that provides structured feedback, scaffolding, and competitive elements. We evaluated the approach in a randomized controlled trial with N=144 participants from cybersecurity courses at two European universities, who were randomly assigned to either the original LMS (control group) or the T1GER LMS (treatment group). Results showed that using T1GER led to significantly better learning experiences and shorter training times, while maintaining equivalent knowledge outcomes.2026MGMagdalena Glas et al.University of RegensburgCybersecurity Training & AwarenessIntelligent Tutoring Systems & Learning AnalyticsGenerative AI (Text, Image, Music, Video)CHI
Enhancing Children's Self-Reporting in Chatbot Diaries through Rhyming StyleExisting children’s self-reporting tools like surveys and diaries often feel restrictive, leading to disengagement and low-quality responses. LLM-powered chatbots can adapt with simplified wording or empathetic tone, but such adaptations remain insufficient: responses may be adult-centered, complex, or formulaic, undermining engagement and response quality. We explore rhyme as a child-centered conversational style. In a co-design workshop with 35 children, participants envisioned dialogue that was short, playful, and soothing. Building on these insights, we designed a voice-based sleep diary in rhyming style and conducted a within-subjects study (rhyming vs. prose) with 42 children. Rhyming prompts improved response quality across question types, while maintaining high engagement even among children who preferred prose. We contribute empirical evidence and design insights showing how rhyme can exemplify broader child-centered strategies beyond capability adaptation. Although limited to short-term lab sessions, this work provides a first step toward conversational style as a design lever for children’s self-reporting.2026SCShanshan Chen et al.Eindhoven University of TechnologyChild-Computer Interaction DesignAffective Human-Computer DialogueMental Health Apps & Online Support CommunitiesCHI
Living Probes in Place: Exploring More-Than-Human Care Through MycoremediationEnvironmental crises demand HCI to shift from human-centered design to more-than-human (MTH) care. Current MTH care often focuses on singular species, overlooking the role of the place in which these care relations are situated. To address this, we turn to mycoremediation—bioremediation of soil and water with fungi. We present findings from a two-week living probe study where participants (N=12) placed and cared for a living mycelium composite in a place of their choosing. Our findings show that engaging with mycoremediation fostered stewardship, extended noticing of multispecies ecologies, and made distant places proximate. Participants’ relationships evolved from expecting feedback from the fungi (a dyadic model) towards attending to their relations with the broader place (a place-based ecological model). We contribute to Bio-HCI and MTH HCI with: 1) an empirical account of mycoremediation as a situated MTH care practice, and 2) design implications for living artifacts that foster affective, ecological connections in place.2026GOGizem N Oktay et al.Eindhoven University of TechnologyHuman-Nature Relationships (More-than-Human Design)Sustainable HCICHI
Reflective AI: A Slow Technology Approach for Design EducationThe proliferation of efficiency-focused AI tools in creative processes threatens to undermine critical, reflective practices foundational to design education. This approach can lead to creativity exhaustion and diminished agency among designers and students. As an antidote, we propose Reflective AI: an approach grounded in slow technology principles that reframes AI not as a production tool, but as a medium for reflecting on the creative process itself. This paper presents the Objective Portrait Workshop where design students engaged in slowed data collection, annotation, and model finetuning. Our contribution is threefold: we (1) document a methodology for implementing Reflective AI in design education; (2) provide empirical evidence that slow engagement cultivates reflection on creative processes and technical understanding of AI; and (3) propose material and temporal disentanglement as core mechanisms for Reflective AI practice. This work offers a practical alternative to "fast'' AI, providing methodology that cultivates critical capabilities essential to design.2026VBVera van der Burg et al.Technical University DelftHuman-LLM CollaborationDesign FictionProgramming Education & Computational ThinkingCHI
Memory Printer: Exploring Everyday Reminiscing by Combining Slow Design with Generative AI-based Image CreationGenerative Artificial Intelligence (GAI) offers new opportunities for reconstructing these unrecorded memory scenes, yet existing web-based tools undermine users' sense of agency through disengaging and unpredictable interactions. In this work, we advance three design arguments about how slow, tangible interaction can reshape human–AI relationships by making temporality, embodied agency, and generative processes experientially legible. We instantiate these arguments by presenting Memory Printer, a tangible design exemplar that combines silk-screen printing metaphors with text-to-image generation. The design features layered reconstruction that decomposes image generation into incremental steps, a physical wooden scraper enabling embodied control over image revelation, and built-in printing that produces tangible photos. We examine these arguments through a comparative study with 24 participants, exploring how participants engage with, interpret, and respond to this interaction stance. The study surfaces both opportunities—such as vivid memory evocation, heightened sense of control, and creative exploration—and critical tensions, including risks of false memory formation, algorithmic bias, and data privacy. Together, these findings articulate important boundaries for deploying generative AI in emotionally sensitive contexts.2026ZFZhou Fang et al.Eindhoven University of TechnologyGenerative AI (Text, Image, Music, Video)Tangible User Interface DesignPhysical-Digital Hybrid InteractionCHI
HydroHaptics: High-Fidelity Force-Feedback on Soft Deformable Interfaces using Hydrostatic TransmissionSoft deformable interfaces offer unique interaction potential through input flexibility and diverse forms. However, force feedback on these devices remains limited, with pneumatic approaches lacking responsiveness and precision, while microhydraulic solutions are constrained to small form factors with limited input. We present HydroHaptics, a novel platform that enables high-fidelity force feedback on deformable interfaces via hydrostatic transmission. Surpassing current state-of-the-art methods, our approach allows fine-grained force feedback on soft interfaces, achieving a 10 N force change in < 100 ms and accurate 1 N, 10 Hz oscillation rendering. We detail the system's design and implementation, highlighting its ability to maintain the inherent interaction benefits of soft interfaces. A user study (N = 18)evaluates the system's performance, showing high accuracy in rendering distinct haptic effects (82.6% accuracy) and classifying input gestures (89.1% accuracy). To showcase the platform’s versatility, we present four applications illustrating HydroHaptics' potential to enhance interaction with deformable devices and unlock novel user experiences.2025JNJames David Nash et al.Force Feedback & Pseudo-Haptic WeightShape-Changing Interfaces & Soft Robotic MaterialsUIST
Constituency as a Matter of Practice: Moving a Plant StudioHow more-than-human gatherings configure and change to support designing is not well understood. In the more-than-human theory of designing-with, these gatherings are called constituencies. This paper aims to shed light on the practices of a constituency, by analyzing the moving of a plant studio from one city to another. The plant studio includes over 250 plants and is where living-with and designing-with plants are conceptualized. The move offered an opportunity to understand the dynamics of the plant studio as a constituency using design events, a vocabulary and analytical tool, for understanding practices and temporality. In our analysis, we surface the role of humans as speaking subjects and five repertoires or considered actions that together articulate the practice of a constituency. We also illustrate the use of design events as an analytical tool for nuance and critical reflections on more-than-human design.2025OTOscar Tomico et al.Eindhoven University of TechnologySustainable HCIHuman-Nature Relationships (More-than-Human Design)CHI
Unpacking Norms, Narratives, and Nourishment: A Feminist HCI Critique on Food Tracking TechnologiesFood tracking applications (apps) can provide benefits (e.g., helping diagnose food intolerances) but can also create harm (e.g., facilitating disordered eating). However, food tracking apps—viewed as a women’s health issue, and critically examined through the lens of feminist HCI—are absent from the discourse of sociocultural, ethical, and political implications of apps designed to track bodily data. We use a walkthrough method to critically analyze three commercial food tracking apps with differing marketing narratives and designs, applying a reflexive feminist lens grounded in a perspective of fat liberation. We articulate how these apps reproduce normativities of food and nutrition, health, and bodies, and how they perpetuate narratives of embodiment, simplification and quantification of health, and neoliberalism and the individualization of health. Our work exposes the normativities of bodies being propagated by food tracking apps, spotlighting how designs and interaction features are situated within prevalent anti-fat narratives.2024DODaisy O'Neill et al.Eindhoven University of Technology, Philips Experience DesignDiet Tracking & Nutrition ManagementCHI
Tunnel Runner: a Proof-of-principle for the Feasibility and Benefits of Facilitating Players' Sense of Control in Cognitive Assessment GamesCognitive assessment games attempt to improve cognitive assessment's experience and data quality by implementing game-like features, e.g., points and narratives. However, cognitive games maintain the repetitiveness and restricted control common in traditional cognitive assessment tasks, which thwart players' sense of control and impair their motivation and experience. Leading to only modest improvements over traditional tasks. To demonstrate the value of designing cognitive games that facilitate a sense of control, we created and evaluated the infinite runner game Tunnel Runner. In two studies ($n_1$=117, $n_2$=121), we assessed the validity of the game’s cognitive measurements (inhibitory control, decision-making) against traditional cognitive tasks. Our results demonstrate Tunnel Runner’s valid and reliable cognitive measurements alongside substantial improvements to players’ experience and sense of control compared to the cognitive tasks, showcasing the feasibility and benefits of cognitive games designed to facilitate players’ sense of control.2024BMBenny Markovitch et al.Eindhoven University of TechnologyGame UX & Player BehaviorSerious & Functional GamesGamification DesignCHI
Art Critique by Other MeansHCI projects bringing digital and interactive technologies into art museums are affected by a conception of the relation between art and design that narrows the available design space. This is often done by positioning such technologies either as presenting information about artworks, as artworks themselves, or by taking a 'hands-off' approach. Aiming to re-investigate this conceptual space, we draw on an enactive approach to art developed by Alva Noë and, by means of a design example (an installation in the MUNCH museum), discuss how this approach redirected the design process. Specifically, how it affected the way the design team related to the original artworks and their history, and how they approached evaluating their work. We show by example how understanding such technologies in terms of how they educate visitors' attention, similarly to art critique, allows designers to participate in correspondence with artworks using unique material, aesthetic, and embodied means.2023CSChristian Sivertsen et al.Museum & Cultural Heritage DigitizationInteractive Narrative & Immersive StorytellingDIS
About being an “influencer” or how to exploit the tool of the oppressor for our own expressionSurveillance is at the core of today’s monitored society. Privacy is becoming a fluid regulatory process the values and expectations of which are being actively rewritten, deconstructed, reconstructed and negotiated as new technologies open up novel forms of social relations and identity construction opportunities. Our proposal is based on using our bodies as tools for identity expression and personal proclamation, seeking to pervert surveillance and its embodied data as a site for opportunity, disruption and resistance. We asked XXX, a writer and journalist, to work with us on a design exploration, to understand new implications of what being an “influencer” means by shaping identities through technologies in an extreme way. After analyzing some of the most commonly employed surveillance technologies worldwide and the main biometric parameters used to monitor the human body, we came up with a series of prostheses and garments in order to exploit XXX’s algorithmic presence.2023SASaúl Baeza Argüello et al.Inclusive DesignEmpowerment of Marginalized GroupsTechnology Ethics & Critical HCIDIS
What Can Analytics for Teamwork Proxemics Reveal About Positioning Dynamics In Clinical Simulations?Effective teamwork is critical to improve patient outcomes in healthcare. However, achieving this capability requires that pre-service nurses develop the spatial abilities they will require in their clinical placements, such as: learning when to remain close to the patient and to other team members; positioning themselves correctly at the right time; and deciding on specific team formations (e.g. face-to-face or side-by-side) to enable effective interaction or avoid disrupting clinical procedures. However, positioning dynamics are ephemeral and can easily become occluded by the multiple tasks nurses have to accomplish. Digital traces automatically captured by indoor positioning sensors can be used to address this problem for the purpose of improving nurses’ reflection, learning and professional development. This paper presents a modelling approach that transforms nurses’ low-level position traces to higher-order proxemics constructs in simulation-based teamwork training.To illustrate our approach, we conducted an in-the-wild study with 55 undergraduate students and five educators from whom positioning traces were captured in eleven authentic nursing education classes. Low-level x-y data was used in models of three proxemics constructs: i) co-presence in interactional spaces, ii)socio-spatial formations (i.e. f-formations), and ii) presence in spaces of interest. Through a number of vignettes, we illustrate how indoor positioning analytics can be used to address questions that educators and researchers have about teamwork in healthcare simulation settings.2021GFGloria Fernandez-Nieto et al.Computer-Supported Teamwork and CollaborationCSCW
Overlooking context: How do Defaults and Framing Reduce Deliberation in Smart Home Privacy Decision-Making?Research has demonstrated that users' heuristic decision-making processes cause external factors like defaults and framing to influence the outcome of privacy decisions. Proponents of ``privacy nudging'' have proposed leveraging these effects to guide users' decisions. Our research shows that defaults and framing not only influence the outcome of privacy decisions, but also the process of evaluating the contextual factors associated with the decision, effectively making the decision-making process more heuristic. In our analysis of an existing dataset of scenario-based smart home privacy decisions, we demonstrate that defaults and framing not only have a direct effect on participants' decisions; they also moderate the effect of their cognitive appraisals of the presented scenarios on the decision. These results suggest that nudges like defaults and framing exacerbate the well-researched problem that people often employ heuristics rather than making deliberate privacy decisions, and that privacy-setting interfaces should avoid the effects of heuristic decision-making.2021PBParitosh Bahirat et al.Clemson UniversityPrivacy by Design & User ControlSmart Home Privacy & SecurityCHI
The Curious Case of the Transdiegetic Cow, or a Mission to Foster Other-Oriented Empathy Through Virtual RealitySocially aware persuasive games that use immersive technologies often appeal to empathy, prompting users to feel and understand the struggles of another. However, the often sought-after 'standing in another's shoes' experience, in which users virtually inhabit another in distress, may complicate other-oriented empathy. Following a Research through Design approach, we designed for other-oriented empathy – focusing on a partaker-perspective and diegetic reflection – which resulted in Permanent; a virtual reality game designed to foster empathy towards evacuees from the 2011 Fukushima Daiichi nuclear disaster. We deployed Permanent 'in the wild' and carried out a qualitative study with 78 participants in the Netherlands and Japan to capture user experiences. Content Analysis of the data showed a predominance of other-oriented empathy across countries, and in our Thematic Analysis, we identified the themes of 'Spatial, Other, and Self -Awareness', 'Personal Accounts', 'Ambivalence', and 'Transdiegetic Items', resulting in design insights for fostering other-oriented empathy through virtual reality.2020MKMartijn J.L. Kors et al.Eindhoven University of Technology & Amsterdam University of Applied ScienceSocial & Collaborative VRInteractive Narrative & Immersive StorytellingCHI
Foundations for Designing Public Interactive Displays that Provide Value to UsersPublic interactive displays (PID) are a promising technology for providing information and collecting feedback in public spaces. Research on PIDs has shown that, like all public displays, their efficacy is reduced by display blindness. Rather than increase the visual attention-grabbing nature of PIDs, we propose that additional understanding is required around how and when these displays are able to offer value to users. We tackle this through a systematic analysis of PID studies published in the literature, which led to 9 aspects of value across 4 factors: people, location, community, and time. We discuss the identified aspects and their utility for the design of PIDs through a review of our own deployments carried out by 4 different labs across 5 countries. We conclude with a set of recommendations for identifying and optimising the intended value of future PIDs.2020CPCallum Parker et al.The University of SydneyContext-Aware ComputingSmart Cities & Urban SensingCHI
Interpreting the Diversity in Subjective JudgmentsIn a CHI paper from 10 years ago, entitled "Accounting for Diversity in Subjective Judgments", an interesting dichotomy was reported between, on the one side, the increased use of idiosyncratic constructs when judging the user experience of diverse products and, on the other hand, the statistical methods available to analyze such data. The paper more specifically proposed a method to extract diverse perspectives (called views) from experimental data. The current paper provides three improvements of this existing method by: 1) showing that a little-known approach for clustering attributes, called VARCLUS, can be applied and extended to provide a more optimal algorithm, 2) showing how the VARCLUS method can be applied to perform both within- and across-subject analysis, and 3) providing access to the VARCLUS method by incorporating it in ILLMO, a user-friendly and freely available program for interactive statistics.2019JMJean-Bernard MartensEindhoven University of TechnologyAlgorithmic Fairness & BiasTechnology Ethics & Critical HCIComputational Methods in HCICHI