Playing for Wellness: A Diary Study of Videogame Usage and Adolescent WellbeingAdolescence is often associated with emotional upheaval and teens themselves value support with their emotions. HCI research on emotion regulation has focused on lab-based interventions for those with the greatest needs. This paper explores how adolescents use commercially available videogames in their daily environments and how these practices relate to emotion regulation. We conducted a 2-week diary and interview study with eleven teens asking them to reflect on their videogame practices and emotions. We deployed a multimodal diary to encourage authentic teen voice on factors not typically considered in intervention studies. Our findings indicate that teens use videogames to regulate their emotions and to recover from stress in diverse ways. These processes are often intertwined with adolescents’ social relationships and can be mediated through game affordances. We argue that traditional approaches to emotion regulation may be too individualistic to recognise or support the social dynamics that define teens’ emotional lives.2026AMAndrei Munteanu et al.University College LondonGame UX & Player BehaviorMental Health Apps & Online Support CommunitiesAffective Feedback & Emotion Regulation InterfacesCHI
Understanding How Mobile Interactions Shape Grasp and Contact Patterns Beyond the TouchscreenThe way users hold a smartphone depends on the interaction task, yet little is known about the fingers' engagement with the device's surfaces beyond the touchscreen. Such an understanding not only opens up opportunities for novel on- and off-screen interactions, but also the device’s possible physical affordances. We present a study (N=23) that examines the hands' physical engagement with the smartphone beyond the touchscreen across nine mobile interactions. Grasps were annotated from photographs, and contact regions were captured using residual heat traces from grasping the device. Our findings show that fingers and palms adopt a variety of support roles and postures when engaging with the smartphone's back and side edges. The hand-contact maps reveal distinct patterns, differing in contact frequency and placement. This work contributes an empirical characterisation of hands' back and edge engagement, highlighting design opportunities for future smartphone usage extending beyond the touchscreen.2026CSCarolin Stellmacher et al.University of BremenOne-Handed Operation & Mobile GesturesTouch Target Selection & PointingCHI
From Sleep Scores to Self-Knowledge: Older Adults’ Experiences with Tracking Sleep Using the Oura RingAs people age, sleep often becomes lighter, more fragmented, and a source of increasing concern. Smart rings, like Oura, offer a discreet and comfortable means of supporting sleep tracking, yet it remains unclear how older adults engage with the sleep-related insights they provide. Our research investigates how older adults engage with wearable-derived physiological and behavioural sleep data, the barriers they encounter in understanding health metrics, and the ways these technologies influence self-perception and wellbeing practices. We report findings from a one-month diary study (n=20) and follow-up interviews (n=10) after around four months of ring use. Participants reflected on the meanings they attributed to app-based metrics, and whether such feedback felt useful, confusing, or intrusive, revealing misalignments with youthful defaults that negatively impacted engagement. We explore this in terms of "age friction" and discuss opportunities for more age-inclusive wearable technologies that promote meaningful engagement with personal health and wellbeing data.2026ASAneesha Singh et al.University College LondonHealth Self-TrackingBehavior Change & Reflection TechnologyAging-Friendly Technology DesignCHI
Speaking of Food: Understanding How People Talk About Food Experiences'How was your lunch?’ Even simple food talk reveals how people translate multisensory impressions into language, offering insights for HCI applications such as food recommendation and health management. While prior work has emphasised the multisensory nature of eating, less is known about the linguistic strategies through which people articulate such experiences. We conducted a mixed-methods study combining self-reports and interviews to examine how non-verbal sensory input is transformed into verbal expression. Our analysis shows that participants structured their accounts through temporal phases that integrated perception, cognition, affective reaction, and behaviour; employed associative strategies that shaped expectations; and expressed ambivalence, where positive and negative evaluations coexisted in descriptions such as guilty pleasure. Building on these findings, we propose a lens that highlights the role of time, association, and evaluative language in food talk, enabling designers to translate everyday expressions into actionable insights for food-related HCI design.2026YKYihan Kang et al.University College LondonFood Culture & Food InteractionBehavior Change & Reflection TechnologyCHI
Improving Low-Vision Chart Accessibility via On-Cursor Visual ContextDespite widespread use, charts remain largely inaccessible for Low-Vision Individuals (LVI). Reading charts requires viewing data points within a global context, which is difficult for LVI who may rely on magnification or experience a partial field of vision. We aim to improve exploration by providing visual access to critical context. To inform this, we conducted a formative study with five LVI. We identified four fundamental contextual elements common across chart types: axes, legend, grid lines, and the overview. We propose two pointer-based interaction methods to provide this context: Dynamic Context, a novel focus+context interaction, and Mini-map, which adapts overview+detail principles for LVI. In a study with N=22 LVI, we compared both methods and evaluated their integration to current tools. Our results show that Dynamic Context had significant positive impact on access, usability, and effort reduction; however, worsened visual load. Mini-map strengthened spatial understanding, but was less preferred for this task. We offer design insights to guide the development of future systems that support LVI with visual context while balancing visual load.2026YSYotam Sechayk et al.The University of TokyoVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Interactive Data VisualizationUncertainty VisualizationCHI
The RepairBot Framework: Touch-Aware Conversational Agent for Hands on Clothes Repair Learning clothes repair is challenging for novices, who face interconnected procedural and embodied challenges, especially when learning alone. Existing tools fail to provide holistic support as interactive tutors and lack awareness of the embodied interactions of working with textiles. This paper presents a multi-phase study that investigates these challenges and explores the design space for a Human-Touch-Aware conversational agent (RepairBot). We began with an in-depth autoethnography to understand the novice experience, which informed the development of the RepairBot Conversation Framework (RBCF) together with a design implementation of a technology probe. Using the RepairBot prototype together with a Wizard-of-Oz approach to simulate Human-Touch-Awareness, we investigated how a conversational agent could support repair learning in novices as well as engage them with their own clothes-repairing projects. Subsequent lab and in-home studies with novice participants suggested specific conversational and embodied mechanisms that would facilitate novices' holistic understanding of repair, increase their confidence, and elicit attentive touch and emotional reflection. We bring these mechanisms together in the framework presented in this paper.2026YLYifu Liu et al.UCLHaptic WearablesTangible User Interface DesignPhysical-Digital Hybrid InteractionCHI
BioHaptics: Emotion Modulation via Biosignal-Inspired Ultrasonic Mid-air Haptics in Video-Watching ExperiencesUltrasonic mid-air haptics (UMH) offers a novel way to modulate affective responses through contactless, biosignal features inspired haptics (i.e., BioHaptics). Yet, the effects of different BioHaptics on affective responses of emotions experienced during video-watching context are unclear, limiting the flexible emotion modulation and broader use of UMH as a natural affective design channel in enhancing everyday media consumption. This paper explores how BioHaptics encoded from different biosignal features (e.g., heart rate (HR), heart rate variability (HRV), and respiration amplitude (RA)) impact emotions in video-watching contexts. In two experiments with 70 participants, we assessed affective responses while adding three BioHaptics during the video-watching processes. Results showed that HR and RA haptics promoted RA and HRV, with potential increments in emotional pleasantness and regulation; HRV haptics lowered HR, leading to calmer responses. This research offers implications and recommendations for emotion modulation through UMH and advances the design of emotionally engaging multisensory feedback.2026ZSZhouyang Shen et al.University college londonMid-Air Haptics (Ultrasonic)Emotion Recognition & DetectionAffective Feedback & Emotion Regulation InterfacesCHI
Exploring the Impacts of Background Noise on Auditory Stimuli of Audio-Visual eHMIs for Hearing, Deaf, and Hard-of-Hearing PeopleExternal Human-Machine Interfaces (eHMIs) have been proposed to enhance communication between automated vehicles (AVs) and pedestrians, with growing interest in multi-modal designs such as audio-visual eHMIs. Just as poor lighting can impair visual cues, a loud background noise may mask the auditory stimuli. However, its effects within these systems have not been examined, and little is known about how pedestrians --- particularly Deaf and Hard-of-Hearing (DHH) people --- perceive different types of auditory stimuli. We conducted a virtual reality study (Hearing N=25, DHH N=11) to examine the effects of background noise (quiet and loud) on auditory stimuli (baseline, bell, speech) within an audio-visual eHMI. Results revealed that: (1) Crossing experiences of DHH pedestrians significantly differ from Hearing pedestrians. (2) Loud background noise adversely affects pedestrians' crossing experiences. (3) Providing an additional auditory eHMI (bell/speech) improves crossing experiences. We outlined four practical implications for future eHMI design and research.2026WXWenge Xu et al.Birmingham City UniversityExternal HMI (eHMI) — Communication with Pedestrians & CyclistsAudio Accessibility (Captions, Sign Language, Vibration)CHI
Peeking Ahead of the Field Study: Exploring VLM Personas as Support Tools for Embodied Studies in HCIField studies are irreplaceable but costly, time-consuming, and error-prone, which need careful preparation. Inspired by rapid-prototyping in manufacturing, we propose a fast, low-cost evaluation method using Vision-Language Model (VLM) personas to simulate outcomes comparable to field results. While LLMs show human-like reasoning and language capabilities, autonomous vehicle (AV)-pedestrian interaction requires spatial awareness, emotional empathy, and behavioral generation. This raises our research question: To what extent can VLM personas mimic human responses in field studies? We conducted parallel studies: 1) one real-world study with 20 participants, and 2) one video-study using 20 VLM personas, both on a street-crossing task. We compared their responses and interviewed five HCI researchers on potential applications. Results show that VLM personas mimic human response patterns (e.g., average crossing times of 5.25 s vs. 5.07 s) lack the behavioral variability and depth. They show promise for formative studies, field study preparation, and human data augmentation.2026XGXinyue Gui et al.The University of TokyoAutomated Driving Interface & Takeover DesignExternal HMI (eHMI) — Communication with Pedestrians & CyclistsUser Research Methods (Interviews, Surveys, Observation)CHI
Animacy and the Eye of the Beholder: A Mixed-Methods Study on Cognitive Animacy with a Kinetic Origami SurfacePrevious research shows how animacy attribution is shaped by perceptual and cognitive processes based on morphological and behavioural characteristics. Existing evidence is largely focused on passive observation of movement on a screen or scenarios involving predefined interactions. We explore cognitive animacy perceptions of 19 participants during embodied engagement with a spatial-scale kinetic origami surface with no defined interaction modalities. In a mixed-methods study, we collected EEG data, Godspeed Questionnaire evaluations, videos of participants engaging with the surface and semi-structured interviews to understand participants’ experiences. Our results show individuals' animacy perceptions are constructed through complex embodied meaning-making processes, affected by artifacts’ morpho-behavioural traits as well as individuals’ actions and interpretations. However, widespread brain activations make it hard to pinpoint to specific neurological phenomena. We unpack intrinsic and extrinsic factors shaping animacy perception, articulate the importance of ambiguity in the design of animate objects and present application scenarios for our prototype.2026CKCharalampos Krekoukiotis et al.Keio UniversityShape-Changing Interfaces & Soft Robotic MaterialsTangible User Interface DesignPhysical-Digital Hybrid InteractionCHI
Don't Worry, Just Follow Me: Prototyping and In-the-Wild Evaluation of Smart Pole Interaction Unit with MobilityPedestrian–automated vehicle(AV) encounters in shared spaces often involve hesitation and ambiguity. Vehicle-mounted external human–machine interfaces(eHMIs) can help, but obscured or poorly timed communications create significant challenges. To address this, we present a mobile smart pole interaction unit(SPIU) with integrated cameras and LED displays, designed as a pedestrian-side system to deliver explicit cues(``WALK,'' ``STOP''). An in-the-wild evaluation of the SPIU(N=21) using a four-factor analysis (CarBehavior, Mobility, eHMI, SPIU) showed that the SPIU improved understandability, trust, and perceived safety, and reduced workload compared with the baseline, with a combination(eHMI+SPIU) yielding the strongest results. Beyond these quantitative benefits, participants appreciated the mobility of the SPIU for its ``clear'' and ``easy to decide'' mediation. This work contributes to(1) a design and deployment framework for a mobile SPIU and(2) an in-the-wild evaluation protocol for pedestrian–AV interactions in nonsignalized spaces. Our work sparks discussions on real world evaluations involving detailed vehicle kinematics and accessible multimodality(e.g., audio), focusing on the role of personal robots as user-side eHMIs.2026VCVishal Chauhan et al.The University of TokyoExternal HMI (eHMI) — Communication with Pedestrians & CyclistsSocial Robot InteractionTeleoperation & TelepresenceCHI
Beyond the Manual: Mapping Peer-Generated Content about Wheelchair Care and Adaptation on YouTubeWheelchair users often face significant barriers to maintaining and adapting their chairs, from resource constraints to limited access to professional services. In response, many turn to social media platforms such as YouTube to share and learn practical knowledge. However, little is known about how wheelchair users document and exchange repair, maintenance, and customization practices online. To address this gap, we analyzed 290 YouTube videos alongside 800 sampled comments using thematic coding and statistical analysis. Our findings revealed diverse user needs, from enhancing mobility to expressing identity, which were addressed through a spectrum of DIY acts, such as accessorizing, bricolage, and major modifications. Engagement analysis further reveals how styling videos attract a broad audience, while custom-built “chair tours” become hubs of knowledge and solidarity. We reflect on using YouTube as a research source and call for a design approach grounded in solidarity that supports the full spectrum of DIY practices.2026WMWen Mo et al.University College LondonMotor Impairment Assistive Input TechnologiesUniversal & Inclusive DesignAugmentative & Alternative Communication (AAC)CHI
MIRAGE: Enabling Real-Time Automotive Mediated RealityTraffic is inherently dangerous, with around 1.19 million fatalities annually. Automotive Mediated Reality (AMR) can enhance driving safety by overlaying critical information (e.g., outlines, icons, text) on key objects to improve awareness, altering objects' appearance to simplify traffic situations, and diminishing their appearance to minimize distractions. However, real-world AMR evaluation remains limited due to technical challenges. To fill this sim-to-real gap, we present MIRAGE, an open-source tool that enables real-time AMR in real vehicles. MIRAGE implements 15 effects across the AMR spectrum of augmented, diminished, and modified reality using state-of-the-art computational models for object detection and segmentation, depth estimation, and inpainting. In an on-road expert user study (N=9) of MIRAGE, participants enjoyed the AMR experience while pointing out technical limitations and identifying use cases for AMR. We discuss these results in relation to prior work and outline implications for AMR ethics and interaction design.2026PJPascal Jansen et al.Ulm UniversityAutomated Driving Interface & Takeover DesignHead-Up Display (HUD) & Advanced Driver Assistance Systems (ADAS)In-Vehicle Haptic, Audio & Multimodal FeedbackCHI
NaviNote: Enabling In-situ Spatial Annotation Authoring to Support Exploration and Navigation for Blind and Low Vision PeopleGPS and smartphones enable users to place location-based annotations, capturing rich environmental context. Previous research demonstrates that blind and low vision (BLV) people can use annotations to explore unfamiliar areas. However, current commercial systems allowing BLV users to create annotations have never been evaluated, and current GPS-based systems can deviate several meters. Motivated by high-accuracy visual positioning technology, we first conducted a formative study with 24 BLV participants to envision a more accurate and inclusive annotation system. Surprisingly, many participants viewed the high-accuracy technology not just as an annotation system but also as a tool for precise last-few-meters navigation. Guided by participant feedback, we developed NaviNote, which combines vision-based high-precision localization with an agentic architecture to enable voice-based annotation authoring and navigation. Evaluating NaviNote with 18 BLV participants showed that it significantly improved navigation performance and supported users in understanding and annotating their surroundings. Based on these findings, we discuss design considerations for future accessible annotation authoring systems.2026RCRuijia Chen et al.University of Wisconsin-MadisonVisual Impairment Technologies (Screen Readers, Tactile Graphics, Braille)Deaf & Hard-of-Hearing Support (Captions, Sign Language, Vibration)Context-Aware ComputingCHI
What Happens When Reviewers Receive AI Feedback in Their Reviews?AI is reshaping academic research, yet its role in peer review remains polarising and contentious. Advocates see its potential to reduce reviewer burden and improve quality, while critics warn of risks to fairness, accountability, and trust. At ICLR 2025, an official AI feedback tool was deployed to provide reviewers with post-review suggestions. We studied this deployment through surveys and interviews, investigating how reviewers engaged with the tool and perceived its usability and impact. Our findings surface both opportunities and tensions when AI augments in peer review. This work contributes the first empirical evidence of such an AI tool in a live review process, documenting how reviewers respond to AI-generated feedback in a high-stakes review context. We further offer design implications for AI-assisted reviewing that aim to enhance quality while safeguarding human expertise, agency, and responsibility.2026SCShiping Chen et al.University College LondonHuman-LLM CollaborationExplainable AI (XAI)Research Ethics & Open ScienceCHI
State Your Intention to Steer Your Attention: An AI Assistant for Intentional Digital LivingWhen working on digital devices, people often face distractions that can lead to a decline in productivity and efficiency, as well as negative psychological and emotional impacts. To address this challenge, we introduce a novel Artificial Intelligence (AI) assistant that elicits a user's intention, assesses whether ongoing activities are in line with that intention, and provides gentle nudges when deviations occur. The system leverages a large language model to analyze screenshots, application titles, and URLs, issuing notifications when behavior diverges from the stated goal. Its detection accuracy is refined through initial clarification dialogues and continuous user feedback. In a three-week, within-subjects field deployment with 22 participants, we compared our assistant to both a rule-based intent reminder system and a passive baseline that only logged activity. Results indicate that our AI assistant effectively supports users in maintaining focus and aligning their digital behavior with their intentions. Our source code is publicly available at https://intentassistant.github.io2026JCJuheon Choi et al.KAISTHuman-LLM CollaborationAI-Assisted Decision-Making & AutomationSmartphone Addiction & Digital WellbeingCHI
Queering Character Creation: Player Perspectives on Choosing Characters' Gender and Sexual Orientation in Role-Playing GamesRole-playing games allow players to explore a digital world through a character's eyes. For minority groups, such as queer players, representation is not a given when playing popular role-playing games. We surveyed a diverse sample of 464 queer and non-queer players and followed up with 31 in-depth interviews. We asked players about their perspectives on their characters' gender and sexual orientation. The quantitative results showed that cisgender men were the least likely group to find gender representation important and heterosexual players were least likely to consider the representation of sexual orientation as important. However, following up with a thematic analysis, we note many nuances and within-group differences. We identify four themes of how players of all identities view character creation—the character as a shield, a guide, a portrayal, and a creation—and discuss how digital games can improve character design and character creation options.2026GBGunnar Húni Björnsson et al.Universiteit UtrechtGame UX & Player BehaviorRole-Playing & Narrative GamesGender & Race Issues in HCICHI
The Domestic Operating System: An Empirical Investigation of Digital Technology and Hidden Work in the HomeDigital technologies play a role in the cognitive work of managing households, yet much of this labour remains invisible, making it harder to share, delegate, or value. Existing tools support household tasks but focus on visible activities such as chores or planning, leaving unclear how hidden domestic labour is supported. To address this, we surveyed 50 participants and conducted qualitative analysis. We found that value-driven labour, such as managing household vision and values, shapes other labours yet remains least visible and hardest to delegate. Domains like inclusion and special events appear salient in everyday life yet remain largely unsupported by current tools. We found that while family management is collaborative, most tools remain oriented to single users. We contribute an empirical mapping of digital support and gaps across six forms of family management labour, and offer a foundation for anticipating how emerging domestic technologies may support or inadvertently reshape this work.2026SFSarah Lucy Frampton et al.University College LondonFamily Collaboration & Communication TechnologyDigital Parenting & Screen Time ManagementAging-in-Place Assistance SystemsCHI
GTA: Generative Traffic Agents for Simulating Realistic Mobility BehaviorPeople's transportation choices reflect complex trade-offs shaped by personal preferences, social norms, and technology acceptance. Predicting such behavior at scale is a critical challenge with major implications for urban planning and sustainable transport. Traditional methods use handcrafted assumptions and costly data collection, making them impractical for early-stage evaluations of new technologies or policies. We introduce Generative Traffic Agents (GTA) for simulating large-scale, context-sensitive transportation choices using LLM-powered, persona-based agents. GTA generates artificial populations from census-based sociodemographic data. It simulates activity schedules and mode choices, enabling scalable, human-like simulations without handcrafted rules. We evaluate GTA in Berlin-scale experiments, comparing simulation results against empirical data. While agents replicate patterns, such as modal split by socioeconomic status, they show systematic biases in trip length and mode preference. GTA offers new opportunities for modeling how future innovations, from bike lanes to transit apps, shape mobility decisions.2026SLSimon Lämmer et al.ScaDS.AI, Leipzig UniversityV2X (Vehicle-to-Everything) Communication DesignGenerative AI (Text, Image, Music, Video)Human-LLM CollaborationCHI
AAC: An Acoustic Actor-Critic Trajectory Planning and Correction System for Stable Multi-Particle Levitation Displays Acoustic levitation enables mid-air displays using physical particles to create 3D visuals, but stability limits the achievable animation complexity. Stability depends on factors including the acoustic solver, particle count, motion speed, and path geometry. This paper analyzes these factors, characterizing their effects, identifying constraints, and allowing particles to successfully follow the paths. We then propose Acoustic Actor-Critic (AAC), a closed-loop motion planning system that maximizes stability for multi-particle trajectories with minimal changes to the intended visual content. This follows a plan-detect-repair strategy: i) the Actor plans trajectories under the established constraints; ii) the Critic evaluates their stability and detects instabilities; iii) the Repair modules trigger localized repairs upon unstable path segments. Results showed that AAC can automatically refine and repair multi-particle trajectories, reducing failures from 21\% to 6\% across 100 paths. Our findings enable creators to produce more stable levitation paths, while AAC automatically refines trajectories with minimal deviation from the original animations.2026JWjincheng wang et al.UCLMid-Air Haptics (Ultrasonic)Physical-Digital Hybrid InteractionDigital Art Installations & Interactive PerformanceCHI