Covers human factors, user interfaces, and collaborative computing. Roughly includes material in ACM Subject Classes H.1.2 and all of H.5, except for H.5.1.
Looking for a broader view? This category is part of:
In the human-AI collaboration area, the context formed naturally through multi-turn interactions is typically flattened into a chronological sequence and treated as a fixed whole in subsequent reasoning, with no mechanism for dynamic organization and management along the collaboration workflow. Yet these contexts differ substantially in lifecycle, structural hierarchy, and relevance. For instance, temporary or abandoned exchanges and parallel topic threads persist in the limited context window, causing interference and even conflict. Meanwhile, users are largely limited to influencing context indirectly through input modifications (e.g., corrections, references, or ignoring), leaving their control neither explicit nor verifiable. To address this, we propose Mixed-Initiative Context, which reconceptualizes the context formed across multi-turn interactions as an explicit, structured, and manipulable interactive object. Under this concept, the structure, scope, and content of context can be dynamically organized and adjusted according to task needs, enabling both humans and AI to actively participate in context construction and regulation. To explore this concept, we implement Contextify as a probe system and conduct a user study examining users' context management behaviors, attitudes toward AI initiative, and overall collaboration experience. We conclude by discussing the implications of this concept for the HCI community.
LLM-powered computer-use agents (CUAs) are shifting users from direct manipulation to supervisory coordination. Existing oversight mechanisms, however, have largely been studied as isolated interface features, making broader oversight strategies difficult to compare. We conceptualize CUA oversight as a structural coordination problem defined by delegation structure and engagement level, and use this lens to compare four oversight strategies in a mixed-methods study with 48 participants in a live web environment. Our results show that oversight strategy more reliably shaped users' exposure to problematic actions than their ability to correct them once visible. Plan-based strategies were associated with lower rates of agent problematic-action occurrence, but not equally strong gains in runtime intervention success once such actions became visible. On subjective measures, no single strategy was uniformly best, and the clearest context-sensitive differences appeared in trust. Qualitative findings further suggest that intervention depended not only on what controls users retained, but on whether risky moments became legible as requiring judgment during execution. These findings suggest that effective CUA oversight is not achieved by maximizing human involvement alone. Instead, it depends on how supervision is structured to surface decision-critical moments and support their recognition in time for meaningful intervention.
Wearable devices increasingly support stress detection, while LLMs enable conversational mental health support. However, designing systems that meaningfully connect wearable-triggered stress events with generative dialogue remains underexplored, particularly from a design perspective. We present EmBot, a functional mobile application that combines wearable-triggered stress detection with LLM-based conversational support for daily stress management. We used EmBot as a design probe in semi-structured interviews with 15 mental health experts to examine their perspectives and surface early design tensions and considerations that arise from wearable-triggered conversational support, informing the future design of such systems for daily stress management and mental health support.
Board games have shown promise as educational tools, but their use in engaging learners with the complex, long-term trade-offs of forest management remains strikingly underdeveloped. Addressing this gap, we investigate how forest growth simulation data can inform decision-making through information visualization and gameplay mechanics. We designed a serious game, SIMA-Play, that enables players to make informed forest management decisions under dynamic environmental and market conditions, simulating forest growth over time and comparing player performance across economic and sustainability outcomes. By using visualization to give players feedback on their choices, at the end of the game, it supports systems thinking and makes the trade-offs in forestry practices easier to understand and discuss. The study concludes with a research roadmap that outlines future experiments, longitudinal studies, and digital versions of SIMA-Play to assess its long-term effects on learning and engagement.
Surface electromyography (sEMG) sensors are widely used in human-computer interaction, yet the failure of a single sensor can compromise system usability. We propose a methodological framework for implementing a fail-safe mechanism in multi-sensor sEMG systems. Using arm sEMG recordings of rock-paper-scissors gestures, we extracted hand-crafted features and quantified class separability via the maximum Fisher discriminant ratio (FDR). A multi-layer perceptron validated our approach, consistent with prior findings and physiological evidence. Systematic sensor ablations and FDR analysis produced a ranking of crucial versus replaceable sensors. This ranking informs robust device design, sensor redundancy, and reliability in clinical and practical applications.
Generative AI (GenAI) combined with Extended Reality (XR) offers potential for K-12 education, yet classroom adoption remains limited by the high technical barrier of XR content authoring. Moreover, the probabilistic nature of GenAI introduces risks of hallucination that may cause severe consequences in K-12 education settings. In this work, we present a multi-agent XR authoring framework. Our prototype system coordinates four specialized agents: a Pedagogical Agent outlining grade-appropriate content specifications with learning objectives; an Execution Agent assembling 3D assets and XR contents; a Safeguard Agent validating generated content against five safety criteria; and a Tutor Agent embedding educational notes and quiz questions within the scene. Our teacher-facing system combines pedagogical intent, safety validation, and educational enrichment. It does not require technical expertise and targets commodity devices.
Large language models (LLMs) are bringing richer dialogue and social behavior into games, but they also expose a control problem that existing game interfaces do not directly address: how should LLM characters participate in live multiplayer interaction while remaining executable in the shared game world, socially coherent with other active characters, and steerable by players when needed? We frame this problem as bounded autonomy, a control architecture for live multiplayer games that organizes LLM character control around three interfaces: agent-agent interaction, agent-world action execution, and player-agent steering. We instantiate bounded autonomy with probabilistic reply-chain decay, an embedding-based action grounding pipeline with fallback, and whisper, a lightweight soft-steering technique that lets players influence a character's next move without fully overriding autonomy. We deploy this architecture in a live multiplayer social game and study its behavior through analyses of interaction stability, grounding quality, whisper intervention success, and formative interviews. Our results show how bounded autonomy makes LLM character interaction workable in practice, frames controllability as a distinct runtime control problem for LLM characters in live multiplayer games, and provides a concrete exemplar for future games built around this interaction paradigm.
Community Health Workers (CHWs) play a critical role in delivering primary healthcare services in low-resource settings, yet sustaining their training and performance remains a persistent challenge. Prior research has explored digital and game-based approaches for CHW training. However, limited work has synthesized longitudinal design insights into generalizable guidelines for interactive health interventions. Building on a four-year design-based research program involving multiple game-based refresher training systems, including quiz-based mobile apps, physical and augmented reality games, card-based games, and location-based games, we examine which design guidelines support sustained engagement, learning transfer, and contextual appropriateness in CHW training. We conducted a mixed-methods analysis across deployments with Accredited Social Health Activists and Anganwadi Workers in India, including interviews, field observations, and usage logs. Through thematic synthesis, we derive eight design guidelines addressing contextual realism, adaptive learning, hybrid interaction, social motivation, explainability, professional identity, and ethical considerations. Our findings contribute actionable design knowledge for researchers and practitioners developing interactive health interventions in low-resource healthcare contexts.
Thumb gestures provide an effective and unobtrusive input modality for wearable and always-available human-machine interaction. Wrist-worn surface electromyography (sEMG) has emerged as a promising approach for compact and wearable human-machine interfaces. However, compared to forearm sEMG, the impact of electrode configuration on wrist-based decoding performance remains understudied. We systematically investigated electrode configuration strategies for wrist-based thumb-movement recognition using high-density (HD) and low-density (LD) sEMG measurement systems. We considered factors such as muscle region, reference scheme, channel count, and spatial density of the electrode. Experimental results show that 1) extensor-side electrodes outperform flexor-side electrodes (HD: 0.871 vs. 0.821; LD: 0.769 vs. 0.705); 2) monopolar recordings consistently outperform bipolar configurations (15 channel with HD monopolar vs. LD bipolar: 0.885 vs. 0.823); and 3) increasing channel count enhances performance, but exhibits diminishing returns. We further show that electrode spatial distribution introduces a trade-off between spatial coverage and compactness. The findings suggest that the effectiveness of wrist-worn sEMG systems depends less on the deployment of a large number of electrodes in a broad sensing area and more on the optimization of electrode placement and the referencing scheme. This work provides practical guidelines for developing efficient wrist-worn sEMG-based gesture recognition systems.
What makes a public talk resonate with large audiences? While prior research has emphasized speaker delivery or topic novelty, we reasoned that a core driver of engagement is linguistic clarity. This aligns with theories of processing fluency and cognitive load, which posit that audiences reward speakers who present complex ideas accessibly. We leveraged artificial intelligence to analyze 1,239 TED Talk transcripts (2006--2013), supplemented by a later-phase longitudinal sample. Each transcript was evaluated across 50 independent large language model runs on two dimensions, clarity of explanation and structural organization, and linked to YouTube engagement metrics (likes and views).Clarity emerged as the strongest predictor of audience responses ($β= .339$ for likes; $β= .314$ for views), contributing substantial incremental variance ($ΔR^{2} \approx .095$) beyond duration, topic, and scientific status. The full model explained 29\% of variance in likes and 22.5\% in views. This effect was domain-general, remaining invariant across content categories and between scientific and non-scientific talks. Notably, clarity outperformed traditional readability metrics, indicating that discourse coherence predicts engagement more powerfully than surface-level linguistic simplicity. Longitudinal analyses further revealed standardization within TED, characterized by increasing clarity and reduced variability over time. Theoretically, these results support processing fluency accounts: clearer communication reduces cognitive friction and elicits more positive evaluative responses. Practically, transcript-based clarity represents a scalable and trainable strategy for improving public discourse. By demonstrating that language models can reliably capture latent communicative qualities, this study paves the way for feedback systems in education, science communication, and public speaking.
Policy researchers need scalable ways to surface public views, yet they often rely on interviews, listening sessions, and surveys-analyzed thematically-that are slow, expensive, and limited in scale and diversity. LLMs offer new possibilities for thematic analysis of unstructured text, yet we know little about how LLM-assisted workflows perform for policy research. Building on a workflow for LLM-assisted thematic analysis of online forums, we conduct a study with 11 policy researchers, who use an early prototype and see it as a quick, rough-and-ready input to their research. We then extend and scale the workflow to analyze millions of Reddit posts and 1,058 chatbot-led interview transcripts on a policy-relevant topic, treating these sources as rich and scalable data for policy discourse. We compare the synthesized themes to those from authoritative policy reports, identify points of alignment and divergence, and discuss what this implies for policy researchers adopting LLM-assisted workflows.
Affordances, originating in psychology, describe how an object's design influences the physical and cognitive actions users may take. Past work applied affordance theory to visualization to explain how design decisions can impact the cognitive actions of visualization readers. In this work, we demonstrate that affordances can complement effectiveness rankings by further explaining the root causes behind visualizations' task performance. To do so, we conduct a case study on static normal probability density function plots, identifying their current affordances. Next, we identify the optimal affordances for a common probability-comparison task and develop a novel affordance-driven visualization, the Croissant Chart, to support them. We empirically validate the design's effectiveness through a preregistered study (n = 808), demonstrating how affordances can inform predictable changes in task performance. Our findings underscore the potential for affordance-based approaches to enhance visualization effectiveness and inform future design decisions.
As LLMs are deployed in high-stakes settings, users must judge the correctness of individual responses, often relying on model-generated justifications such as reasoning chains or explanations. Yet, no standard measure exists for whether these justifications help users distinguish correct answers from incorrect ones. We formalize this idea as error verifiability and propose $v_{\text{bal}}$, a balanced metric that measures whether justifications enable raters to accurately assess answer correctness, validated against human raters who show high agreement. We find that neither common approaches, such as post-training and model scaling, nor more targeted interventions recommended improve verifiability. We introduce two methods that succeed at improving verifiability: reflect-and-rephrase (RR) for mathematical reasoning and oracle-rephrase (OR) for factual QA, both of which improve verifiability by incorporating domain-appropriate external information. Together, our results establish error verifiability as a distinct dimension of response quality that does not emerge from accuracy improvements alone and requires dedicated, domain-aware methods to address.
Educational dialogue is critical for decoding student learning processes, yet manual annotation remains time-consuming. This study evaluates the efficacy of GPT-5.2 and Gemini-3 using three prompting strategies (few-shot, single-agent, and multi-agent reflection) across diverse subjects, educational levels, and four coding dimensions. Results indicate that while multi-agent prompting achieved the highest accuracy, the results did not reach statistical significance. Accuracy proved highly context-dependent, with significantly higher performance in K-12 datasets compared to university-level data, alongside disciplinary variations within the same educational level. Performance peaked in the affective dimension but remained lowest in the cognitive dimension. Furthermore, analysis revealed four bias patterns: (1) Gemini-3 exhibited a consistent optimistic bias in the affective dimension across all subjects; (2) the cognitive dimension displayed domain-specific directional bias, characterized by systematic underestimation in Mathematics versus overestimation in Psychology; (3) both models are more prone to overestimation than underestimation within the meta-cognitive dimension; and (4) behavioral categories such as question, negotiation, and statements were frequently misclassified. These results underscore the need for context-sensitive deployment and targeted mitigation of directional biases in automated annotation.
Large Language Model (LLM) simulations, where LLMs act as students with varying approaches to learning tasks, can support teachers' noticing of student thinking. However, simulations using zero- or few-shot prompting often yield inauthentic knowledge and language, directing teachers to unrealistic reasoning. We evaluate three approaches (Fine-tuning, Multi-agent, and Direct Preference Optimization; DPO) to improve the authenticity and pedagogical utility of simulated students. All approaches improve cognitive and linguistic authenticity, compared with few-shot prompts. Interviews with elementary mathematics pre-service teachers and researchers (\textit{n} = 8) reveal distinct pedagogical affordances. The fine-tuned model produces realistic, brief responses but limits opportunities to extend students' thinking. Meanwhile, the multi-agent and DPO approaches generate explicit reasoning behind student strategies. We discuss implications for designing LLM simulations that balance authenticity with instructional utility for teacher learning.
Talk2AI is a large-scale longitudinal dataset of 3,080 conversations (totaling 30,800 turns) between human participants and Large Language Models (LLMs), designed to support research on persuasion, opinion change, and human-AI interaction. The corpus was collected from 770 profiled Italian adults across four weekly sessions in Spring 2025, using a within-subject design in which each participant conversed with a single model (GPT-4o, Claude Sonnet 3.7, DeepSeek-chat V3, or Mistral Large) on three socially relevant topics: climate change, math anxiety, and health misinformation. Each conversation is linked to rich contextual data, including sociodemographic characteristics and psychometric profiles. After each session, participants reported on opinion change, conviction stability, perceived humanness of the AI, and behavioral intentions, enabling fine-grained longitudinal analysis of how AI-mediated dialogue shapes beliefs and attitudes over time.
Although HCI research papers offer valuable design insights, designers often struggle to apply them in design workflows due to difficulties in finding relevant literature, understanding technical jargon, the lack of contextualization, and limited actionability. To address these challenges, we present ReFinE, a Figma plugin that supports real-time design iteration by surfacing contextualized insights from research papers. ReFinE identifies and synthesizes design implications from HCI literature relevant to the mockup's design context, and tailors this research evidence to a specific design mockup by providing actionable visual guidance on how to update the mockup. To assess the system's effectiveness, we conducted a technical evaluation and a user study. Results show that ReFinE effectively synthesizes and contextualizes design implications, reducing cognitive load and improving designers' ability to integrate research evidence into UI mockups. This work contributes to bridging the gap between research and design practice by presenting a tool for embedding scholarly insights into the UI design process.
Frontend code, replicated across millions of page views, consumes significant energy and contributes directly to digital emissions. Yet current AI coding assistants, such as GitHub Copilot and Amazon CodeWhisperer, emphasize developer speed and convenience, with energy impact not yet a primary focus. At the same time, existing energy-focused guidelines and metrics have seen limited adoption among practitioners, leaving a gap between research and everyday coding practice. To address this gap, we introduce EcoAssist, an energy-aware assistant integrated into an IDE that analyzes AI-generated frontend code, estimates its energy footprint, and proposes targeted optimizations. We evaluated EcoAssist through benchmarks of 500 websites and a controlled study with 20 developers. Results show that EcoAssist reduced per-website energy by 13-16% on average, increased developers' awareness of energy use, and maintained developer productivity. This work demonstrates how energy considerations can be embedded directly into AI-assisted coding workflows, supporting developers as they engage with energy implications through actionable feedback.
2604.04314People often recognize what triggered their stress only after the moment has passed. In therapy, this can become a recurring problem: clients are asked to remember what happened between sessions, but the details that matter (where they were, what they saw and heard, what was happening around them) are easy to lose. We introduce HeartbeatCam, a wearable sensing system that gathers contextual information during moments of elevated stress. It uses a consumer smartwatch stress signal to trigger capture from an open-source AR glasses camera, recording a sparse image-audio clip that can later be reviewed and annotated. The system adopts an actionable sensing approach to mental healthcare, using physiological signals along with contextual capture to support collaborative interpretation of stress-triggering moments with mental health professionals.
People working with data often move their data across multiple applications, because they rely on these apps' complementing user experiences to best complete their tasks. Since traditional copy-and-paste approaches do not accommodate diverse table representations adopted by different apps, users spend considerable effort to reconstruct data formats and visual representations, making cross-app workflows costly. For example, when transferring a spreadsheet table with conditional formatting to a markup document, users spend substantial time translating its structure into appropriate tags and manually reformat color. This paper introduces MagicCopy, an AI-powered cross-app copy-and-paste, leveraging source and target contexts and user-specified instructions in natural language to automatically extract, parse, transform, and (re)format data from one app to another. In a study with sixteen participants, users quickly learned and applied MagicCopy to move data across three pairs of tools. Participants further explored diverse applications of MagicCopy to support more streamlined crossed-application interaction in their workflows.