Take the Power Back: Screen-Based Personal Moderation Against Hate Speech on InstagramHate speech remains a pressing challenge on social media, where platform moderation often fails to protect targeted users. Personal moderation tools that let users decide how content is filtered can address some of these shortcomings. However, it remains an open question on which screens (e.g., the comments, the reels tab, or the home feed) users want personal moderation and which features they value most. To address these gaps, we conducted a three-wave Delphi study with 40 activists who experienced hate speech. We combined quantitative ratings and rankings with open questions about required features. Participants prioritized personal moderation for conversational and algorithmically curated screens. They valued features allowing for reversibility and oversight across screens, while input-based, content-type specific, and highly automated features are more screen specific. We discuss the importance of personal moderation and offer user-centered design recommendations for personal moderation on Instagram.2026ALAnna Ricarda Luther et al.ifibOnline Harassment & Counter-ToolsSocial Platform Design & User BehaviorParticipatory DesignCHI
MagFace: Interference-Resistant Facial Gesture Recognition System on Cycling Glasses with Low-Power Magnetic SensingFacial interaction provides a safe, hands-free input method for cyclists. However, existing wearable facial gesture recognition suffers from severe interference in real-world conditions such as lighting, vibration, sweat, noise, and temperature changes. We present MagFace, an interference-resistant recognition system for cycling glasses using energy-efficient magnetic sensing. MagFace employs four pairs of magnetic silicone and magnetometers on the frame to capture subtle facial skin movements, operating at 30 Hz with a peak power of 150 mW. A tailored deep learning pipeline effectively learns magnetic signals for gesture classification. An evaluation (N=15) shows that MagFace required only one minute of training data to recognize six gestures across different cycling scenarios with high accuracy. A controlled conditions evaluation (N=8) shows MagFace's robustness against strong lighting, wind, bumpy roads, and uphills. Finally, an in-the-wild evaluation (N=14) shows the stable performance of MagFace's real-time system and demonstrates promising usability of MagFace.2026GWGuanyun Wang et al.Zhejiang UniversityHand Gesture RecognitionMotion Sickness & Passenger ExperienceContext-Aware ComputingCHI
Social Media for Activists: Reimagining Safety, Content Presentation, and WorkflowsSocial media is central to activists, who use it internally for coordination and externally to reach supporters and the public. To date, the HCI community has not explored activists' perspectives on future social media platforms. In interviews with 14 activists from an environmental and a queer-feminist movement in Germany, we identify activists' needs and feature requests for future social media platforms. The key finding is that on- and offline safety is their main need. Based on this, we make concrete proposals to improve safety measures. Increased control over content presentation and tools to streamline activist workflows are also central to activists. We make concrete design and research recommendations on how social media platforms and the HCI community can contribute to improved safety and content presentation, and how activists themselves can reduce their workload.2025ALAnna Ricarda Luther et al.Institute for Information Management Bremen GmbH; University of BremenSocial Platform Design & User BehaviorActivism & Political ParticipationCHI
Navigating the Virtuality-Reality Clash: Reflection and Design Patterns for Industrial Mixed Reality ApplicationsCreating Mixed Reality applications poses distinct challenges for development and design. One of the challenges is designing Mixed Reality application-specific experiences in the wild. In this paper, we present a structured reflection approach to revisit projects from the past. In applying this structured reflection to the data collected during a nine-month industrial project, we unveiled the Virtuality-Reality Clash. To generate a sufficient data corpus, we structurally analysed git commits, tickets, emails, handwritten notes, and weekly snapshots of the 3D designs. The clash could be narrowed down in our data corpus to the situations in which we were fusing the real environment with the virtual content. Finally, we could find five design patterns for MR experience. With these patterns, we aim to help developers and designers of MR applications identify situations where Virtuality and Reality clash and propose approaches to address them.2024SRSebastian Felix Rauh et al.Automated Driving Interface & Takeover DesignMixed Reality WorkspacesDIS
Rowing Beyond: Investigating Steering Methods for Rowing-based Locomotion in Virtual EnvironmentsRowing has great potential in Virtual Reality (VR) exergames as it requires physical effort and uses physical motion to map the locomotion in a virtual space. However, rowing in VR is currently restricted to locomotion along one axis, leaving 2D and 3D locomotion out of the scope. To facilitate rowing-based locomotion, we implemented three steering techniques based on head, hands, and feet movements for 2D and 3D VR environments. To investigate these methods, we conducted a controlled experiment (N = 24) to assess the user performance, experience and VR sickness. We found that head steering leads to fast and precise steering in 2D and 3D, and hand steering is the most realistic. Feet steering had the largest performance difference between 2D and 3D but comparable precision to hands in 2D. Lastly, head steering is the least mentally demanding, and all methods had comparable VR sickness.2024MHMartin Hedlund et al.KTHFull-Body Interaction & Embodied InputCHI
Enhancing Home Exercise Experiences with Video Motion-Tracking for Automatic Display Height AdjustmentThe increasing demand for home fitness solutions underscores the need for interactive displays that enhance user experiences. This study introduces a technology that autonomously adjusts display height using the skeletal information of demonstrators from videos, catering to home fitness needs. A user study involving thirty participants compared fixed height, manual adjustment, and automatic adjustment conditions. Head flexion angles and NASA-TLX survey responses were used for evaluation. Results showed a significant reduction in head flexion angles with automatic adjustment, promoting proper spinal alignment. NASA-TLX responses indicated lower mental, effort, and frustration ratings, along with improved performance and perceived support in the automatic adjustment condition compared to other conditions. These findings confirm that motion-based height adjustment improves posture and enhances the overall interactive experience. This research demonstrates the feasibility of integrating responsive ergonomics into interactive displays and suggests the importance of further personalization, conducting diverse user studies, and refining algorithms to fully leverage the potential of this technology.2024XCXinyu Chen et al.Ningbo UniversityFull-Body Interaction & Embodied InputFitness Tracking & Physical Activity MonitoringCHI
Psychometric Properties of the User Experience Questionnaire (UEQ)User experience (UX) summarizes user perceptions and responses resulting from the interaction with a product, system, or service. The User Experience Questionnaire (UEQ) is one standardized instrument for measuring UX. With six scales, it identifies areas in which product improvements will have the highest impact. In this paper, we evaluate the reliability and validity of this questionnaire. The data of $N = 1,121$ participants who interacted with one of 23 products indicated an acceptable to good reliability of all scales. The results show, however, that the scales were not independent of each other. Combining perspicuity, efficiency, and dependability to pragmatic aspects as well as novelty and stimulation to hedonic aspects of UX improved the model fit significantly. The systematic variations of product properties and correlations with the System Usability Scale (SUS) in a second experiment with N=499 participants supported the validity of these two factors. Practical implications of the results are discussed.2022ASAndrea Schankin et al.FOM University Applied Sciences, Karlsruhe Institute of TechnologyUser Research Methods (Interviews, Surveys, Observation)Prototyping & User TestingCHI
Truth or Dare: Understanding and Predicting How Users Lie and Provide Untruthful Data OnlineIndividuals are known to lie and/or provide untruthful data when providing information online as a way to protect their privacy. Prior studies have attempted to explain when and why individuals lie online. However, no work has examined into how people lie online, i.e. the specific strategies they follow to provide untruthful data, or attempted to predict whether people would be truthful or not depending on the specific question/data. To close this gap, we present a large-scale study with over 800 participants. Based on it, we show that it is possible to predict whether users are truthful or not using machine learning with very high accuracy (89.7%). We also identify four main strategies people employ to provide untruthful data and show the factors that influence the choices of their strategies. We discuss the implications of findings and argue that understanding privacy lies at this level can help both users and data collectors.2021KRKopo M. Ramokapane et al.University of BristolAI Ethics, Fairness & AccountabilityPrivacy Perception & Decision-MakingCHI
Middle-Aged Video Consumers' Beliefs About Algorithmic Recommendations on YouTubeUser beliefs about algorithmic systems are constantly co-produced through user interaction and the complex socio-technical systems that generate recommendations. Identifying these beliefs is crucial because they influence how users interact with recommendation algorithms. With no prior work on user beliefs of algorithmic video recommendations, practitioners lack relevant knowledge to improve the user experience of such systems. To address this problem, we conducted semi-structured interviews with middle-aged YouTube video consumers to analyze their user beliefs about the video recommendation system. Our analysis revealed different factors that users believe influence their recommendations. Based on these factors, we identified four groups of user beliefs: Previous Actions, Social Media, Recommender System, and Company Policy. Additionally, we propose a framework to distinguish the four main actors that users believe influence their video recommendations: the current user, other users, the algorithm, and the organization. This framework provides a new lens to explore design suggestions based on the agency of these four actors. It also exposes a novel aspect previously unexplored: the effect of corporate decisions on the interaction with algorithmic recommendations. While we found that users are aware of the existence of the recommendation system on YouTube, we show that their understanding of this system is limited.2020OAOscar Alvarado et al.UX of AICSCW
SurfaceConstellations: A Modular Hardware Platform for Ad-Hoc Reconfigurable Cross-Device WorkspacesWe contribute SurfaceConstellations, a modular hardware platform for linking multiple mobile devices to easily create novel cross-device workspace environments. Our platform combines the advantages of multi-monitor workspaces and multi-surface environments with the flexibility and extensibility of more recent cross-device setups. The SurfaceConstellations platform includes a comprehensive library of 3D-printed link modules to connect and arrange tablets into new workspaces, several strategies for designing setups, and a visual configuration tool for automatically generating link modules. We contribute a detailed design space of cross-device workspaces, a technique for capacitive links between tablets for automatic recognition of connected devices, designs of flexible joint connections, detailed explanations of the physical design of 3D printed brackets and support structures, and the design of a web-based tool for creating new SurfaceConstellation setups.2018NMNicolai Marquardt et al.University College LondonMixed Reality WorkspacesMakerspace CultureCHI
SmartObjects: Sixth Workshop on Interacting with Smart ObjectsThe emergence of smart objects has the potential to radically change the way we interact with technology. Through embedded means for input and output, such objects allow for more natural and immediate interaction. The SmartObjects workshop will focus on how such embedded intelligence in objects situated in the user's physical environment can be used to provide more efficient and enjoyable interactions. We discuss the design from the technology and the user experience perspective.2018FMFlorian Müller et al.TU DarmstadtContext-Aware ComputingUbiquitous ComputingCHI
Visual Design 4 Non-Designers: Learn Basics the Hands-on Way“Attractive things work better” [3]. Users perceive aesthetic designs as easier to use than less-aesthetic designs, whether they are or not. Aesthetic designs are “[…] more readily accepted and used over time, and promote creative thinking and problem solving” [2] [1]. Therefore, an appealing visual design can be an important success criteria for websites, apps or other software products and should be of interest to anyone involved in creating them. Visual design is not something magic. It can be broken down into basic elements and principles. To understand them no particular design talent is required. In this course participants will be introduced to those elements, principles and a set of accompanying guidelines. They will put them to practice in a number of hands-on exercises with a tool of their choice (Powerpoint, Keynote, Sketch, Adobe Illustrator or Adobe Photoshop).2018SFStephanie Foehrenbach et al.Compentence Center Cross FunctionsGraphic Design & Typography ToolsCHI
Developing a Mobile System for Children and Teenagers with Scoliosis to Improve Therapy AdherenceThis project aimed at developing a mobile support system for children and teenagers in scoliosis bracing therapy. The system comprises multiple sensors measuring the individual wearing behavior and a smartphone-based application which serves as the system’s user interface. The app has been developed following a user-centered design approach and by integrating participatory design and ethnographic methods. At the beginning, a special emphasis was placed on identifying the needs of the user group. Main operating functions as well as the interaction concept were iteratively refined and optimized by involving users in all stages of product development. For evaluation, we conducted a series of follow-up usability tests and a multi-day field survey. We report and analyze the challenges we were confronted with before and during of the product development process.2018MMMichael Minge et al.Technische Universität BerlinMotor Impairment Assistive Input TechnologiesCognitive Impairment & Neurodiversity (Autism, ADHD, Dyslexia)Special Education TechnologyCHI
Visual Design 4 Non-Designers: Learn Basics the Hands-on Way“Attractive things work better” [3]. Users perceive aesthetic designs as easier to use than less-aesthetic designs, whether they are or not. Aesthetic designs are “[…] more readily accepted and used over time, and promote creative thinking and problem solving” [2] [1]. Therefore, an appealing visual design can be an important success criteria for websites, apps or other software products and should be of interest to anyone involved in creating them. Visual design is not something magic. It can be broken down into basic elements and principles. To understand them no particular design talent is required. In this course participants will be introduced to those elements, principles and a set of accompanying guidelines. They will put them to practice in a number of hands-on exercises with a tool of their choice (Powerpoint, Keynote, Sketch, Adobe Illustrator or Adobe Photoshop).2018SFStephanie Foehrenbach et al.Compentence Center Cross Functions360° Video & Panoramic ContentGraphic Design & Typography ToolsCHI
Maker Movements, Do-It-Yourself Cultures and Participatory Design: Implications for HCI Research.Falling costs and the wider availability of computational components, platforms and ecosystems have enabled the expansion of maker movements and DIY cultures. This can be considered as a form of democratization of technology systems design, in alignment with the aims of Participatory Design approaches. However, this landscape is constantly evolving, and long-term implications for the HCI community are far from clear. The organizers of this one-day workshop invite participants to present their case studies, experiences and perspectives on the topic with the goal of increasing understanding within this area of research. The outcomes of the workshop will include the articulation of future research directions with the purpose of informing a research agenda, as well as the establishment of new collaborations and networks.2018MSMichael Smyth et al.Edinburgh Napier UniversityMakerspace CultureParticipatory DesignComputational Methods in HCICHI