CollabJam: Studying Collaborative Haptic Experience Design for On-Body Vibrotactile PatternsDesigning vibrotactile experiences collaboratively requires communicating using multiple senses. This is challenging in remote scenarios as designers need to effectively express and communicate their intention while iteratively building and refining experiences, ideally in real-time. We formulate design considerations for collaborative haptic design tools, and propose CollabJam, a collaborative prototyping suite enabling remote synchronous design of vibrotactile experiences for on-body applications. We first outline CollabJam’s features and present a technical evaluation. Second, we use CollabJam to understand communication and design patterns used during haptic experience design. We performed an in-depth design evaluation spanning four sessions in which four pairs of participants designed and reviewed vibrotactile experiences remotely. A qualitative content analysis revealed how multi-sensory communication is essential to convey ideas, how stimulating the tactile sense can interfere with personal boundaries, and how freely placing actuators on the skin can provide both benefits and challenges.2025DWDennis Wittchen et al.Dresden University of Applied Sciences, Faculty of Informatics / Mathematics; Max Planck Institute for Informatics, Saarland Informatics Campus, Sensorimotor InteractionVibrotactile Feedback & Skin StimulationHaptic WearablesCreative Collaboration & Feedback SystemsCHI
Designing Instructions using Self-Determination Theory to Improve Motivation and Engagement for Learning CraftRecent HCI research has shown significant interest in investigating digital working instructions for guiding novices to perform manual tasks. While performance enhancement has been a primary focus, it is increasingly recognized that technology's impact extends beyond objective metrics. Trainee motivation and engagement plays a pivotal role in enhancing learning outcomes and effectiveness. This paper investigates the utilization of principles from Self Determination Theory--clear attainable goals, meaningful rationale, and perspective taking--in designing multimedia instructions to enhance novice users' indicators of psychological well-being. We present findings from an experiment involving real-world woodworking, where novice users, in a between-subjects study, followed interactive, in-situ projection-based guidance. Results demonstrate that adhering to SDT postulates can positively influence perceived competence, intrinsic motivation and task execution quality. These findings offer valuable insights for designing digital instructions to guide and train novices, emphasizing the importance of psychological well-being alongside task performance.2024HDHitesh Dhiman et al.Institute Industrial IT, OWL University of Applied Sciences and ArtsAging-Friendly Technology DesignPrototyping & User TestingCHI
“I Don’t Want to Become a Number’’: Examining Different Stakeholder Perspectives on a Video-Based Monitoring System for Senior Care with Inherent Privacy Protection (by Design).Active and Assisted Living (AAL) technologies aim to enhance the quality of life of older adults and promote successful aging. While video-based AAL solutions offer rich capabilities for better healthcare management in older age, they pose significant privacy risks. To mitigate the risks, we developed a video-based monitoring system that incorporates different privacy-preserving filters. We deployed the system in one assistive technology center and conducted a qualitative study with older adults and other stakeholders involved in care provision. Our study demonstrates diverse users’ perceptions and experiences with video-monitoring technology and offers valuable insights for the system’s further development. The findings unpack the privacy-versus-safety trade-off inherent in video-based technologies and discuss how the privacy-preserving mechanisms within the system mitigate privacy-related concerns. The study also identifies varying stakeholder perspectives towards the system in general and highlights potential avenues for developing video-based monitoring technologies in the AAL context.2024TMTamara Mujirishvili et al.University of AlicantePrivacy by Design & User ControlAging-in-Place Assistance SystemsSmart Home Privacy & SecurityCHI
Visual Delegate Generalization Frame - Evaluating Impact of Visual Effects and Elements on Player and User Experiences in Video Games and Interactive Virtual EnvironmentsVisual effects and elements in video games and interactive virtual environments can be applied to transfer (or delegate) non-visual perceptions (e.g., proprioception, presence, pain) to players and users, thus increasing perceptual diversity via the visual modality. Such elements or effects are referred to as visual delegates (VDs). Current findings on the experiences that VDs can elicit relate to specific VDs, not to VDs in general. Deductive and comprehensive VD evaluation frameworks are lacking. We analyzed VDs in video games to generalize VDs in terms of their visual properties. We conducted a systematic paper analysis to explore player and user experiences observed in association with specific VDs in user studies. We conducted semi-structured interviews with expert players to determine their preferences and the impact of VD properties. The resulting VD framework (VD-frame) contributes to a more strategic approach to identifying the impact of VDs on player and user experiences.2022SMSebastian Misztal et al.University of Applied Sciences and ArtsImmersion & Presence ResearchGame UX & Player BehaviorCHI
ClothTiles: A Prototyping Platform to Fabricate Customized Actuators on Clothing using 3D Printing and Shape-Memory AlloysEmerging research has demonstrated the viability of on-textile actuation mechanisms; however, an easily customizable and versatile on-cloth actuation mechanism is yet to be explored. In this paper, we present ClothTiles along with its rapid fabrication technique that enables actuation of clothes. ClothTiles leverage flexible 3D-printing and Shape-Memory Alloys (SMAs) alongside new parametric actuation designs. We validate the concept of fabric actuation using a base element and then systematically explore methods of aggregating, scaling, and orienting prospects for extended actuation in garments. A user study demonstrated that our technique enables multiple actuation types applied across a variety of clothes. Users identified both aesthetic and functional applications of ClothTiles. We conclude with a number of insights for the Do-It-Yourself community on how to employ 3D-printing with SMAs to enable actuation on clothes.2021SMSachith Muthukumarana et al.The University of AucklandHaptic WearablesShape-Changing Interfaces & Soft Robotic MaterialsShape-Changing Materials & 4D PrintingCHI
Exploring future work – Co-Designing a human-robot collaboration environment for service domainsThere has been increasing interest in the application of humanoid robots in service domains like retail or care homes in recent years. Here, most use cases focus on serving customer needs autonomously. Frequently, human intervention becomes necessary to support the robot in exceptional situations. However, direct intervention of service operators is often not possible and requires specialized personnel. In a co-design process with 13 service operators from a pharmacy, we designed a remote working environment for human-robot collaboration that enables first-time experiences and collaboration with robots. Five participants took part in an assessment study and reported on their experiences about the utility, usability and user experience. Results show that participants were able to control and train the robot through the remote control environment. We discuss implications of our results for future work in service domains and emphasize a shift of focus from full robot automatization to human-robot collaboration forms.2020DVDaryoush Daniel Vaziri et al.Human-Robot Collaboration (HRC)Teleoperation & TelepresenceDIS
Listen to Developers! A Participatory Design Study on Security Warnings for Cryptographic APIsThe positive effect of security information communicated to developers through API warnings has been established. However, current prototypical designs are based on security warnings for end-users. To improve security feedback for developers, we conducted a participatory design study with 25 professional software developers in focus groups. We identify which security information is considered helpful in avoiding insecure cryptographic API use during development. Concerning console messages, participants suggested five core elements, namely message classification, title message, code location, link to detailed external resources, and color. Design guidelines for end-user warnings are only partially suitable in this context. Participants emphasized the importance of tailoring the detail and content of security information to the context. Console warnings call for concise communication; further information needs to be linked externally. Therefore, security feedback should transcend tools and should be adjustable by software developers across development tools, considering the work context and developer needs.2020PGPeter Leo Gorski et al.TH Köln/University of Applied SciencesDark Patterns RecognitionCHI
Social Technology Appropriation in Dementia: Investigating the Role of Caregivers in Engaging People with Dementia with a Videogame-based Training SystemThere has been increasing interest in designing for dementia in recent years. Empirical investigation is now needed of the long-term role of caregivers in appropriating ICTs into the complex daily life of people with dementia (PwD). We present here the outcomes of a 4-month evaluation of the individual, social and institutional impact of a videogame-based training system. The everyday behavior and interactions of 52 PwD and 25 caregivers was studied qualitatively, focusing on the role played by caregivers in integrating the system into daily routines. Our results indicate that the successful appropriation of ICT for PwD depends partly on the physical, cognitive and social benefits for PwD, but especially on the added value perceived by their social care-network. We discuss the need for design in dementia to develop more socially embedded innovations that can address the social actors involved and thus contribute to practical solutions for professional and private care.2020DUDavid Unbehaun et al.University of SiegenSerious & Functional GamesElderly Care & Dementia SupportCHI
Behavioural Biometrics in VR: Identifying People from Body Motion and Relations in Virtual RealityEvery person is unique, with individual behavioural characteristics: how one moves, coordinates, and uses their body. In this paper we investigate body motion as behavioural biometrics for virtual reality. In particular, we look into which behaviour is suitable to identify a user. This is valuable in situations where multiple people use a virtual reality environment in parallel, for example in the context of authentication or to adapt the VR environment to users' preferences. We present a user study (N=22) where people perform controlled VR tasks (pointing, grabbing, walking, typing), monitoring their head, hand, and eye motion data over two sessions. These body segments can be arbitrarily combined into body relations, and we found that these movements and their combination lead to characteristic behavioural patterns. We present an extensive analysis of which motion/relation is useful to identify users in which tasks using classification methods. Our findings are beneficial for researchers and practitioners alike who aim to build novel adaptive and secure user interfaces in virtual reality.2019KPKen Pfeuffer et al.Bundeswehr University MunichFull-Body Interaction & Embodied InputEye Tracking & Gaze InteractionBrain-Computer Interface (BCI) & NeurofeedbackCHI