Daniel Wigdor

HC
h-index3
4papers
385citations
Novelty21%
AI Score30

4 Papers

HCSep 18, 2025
Where Do I 'Add the Egg'?: Exploring Agency and Ownership in AI Creative Co-Writing Systems

Dashiel Carrera, Jeb Thomas-Mitchell, Daniel Wigdor

AI co-writing systems challenge long held ideals about agency and ownership in the creative process, thereby hindering widespread adoption. In order to address this, we investigate conceptions of agency and ownership in AI creative co-writing. Drawing on insights from a review of commercial systems, we developed three co-writing systems with identical functionality but distinct interface metaphors: agentic, tool-like, and magical. Through interviews with professional and non-professional writers (n = 18), we explored how these metaphors influenced participants' sense of control and authorship. Our analysis resulted in a taxonomy of agency and ownership subtypes and underscore how tool-like metaphors shift writers' expected points of control while agentic metaphors foreground conceptual contributions. We argue that interface metaphors not only guide expectations of control but also frame conceptions of authorship. We conclude with recommendations for the design of AI co-writing systems, emphasizing how metaphor shapes user experience and creative practice.

HCMar 15, 2018
You Watch, You Give, and You Engage: A Study of Live Streaming Practices in China

Zhicong Lu, Haijun Xia, Seongkook Heo et al.

Despite gaining traction in North America, live streaming has not reached the popularity it has in China, where livestreaming has a tremendous impact on the social behaviors of users. To better understand this socio-technological phenomenon, we conducted a mixed methods study of live streaming practices in China. We present the results of an online survey of 527 live streaming users, focusing on their broadcasting or viewing practices and the experiences they find most engaging. We also interviewed 14 active users to explore their motivations and experiences. Our data revealed the different categories of content that was broadcasted and how varying aspects of this content engaged viewers. We also gained insight into the role reward systems and fan group-chat play in engaging users, while also finding evidence that both viewers and streamers desire deeper channels and mechanisms for interaction in addition to the commenting, gifting, and fan groups that are available today.

HCOct 2, 2016
Augmenting Mobile Phone Interaction with Face-Engaged Gestures

Jian Zhao, Ricardo Jota, Daniel Wigdor et al.

The movement of a user's face, easily detected by a smartphone's front camera, is an underexploited input modality for mobile interactions. We introduce three sets of face-engaged interaction techniques for augmenting the traditional mobile inputs, which leverages the combination of the head movements with touch gestures and device motions, all sensed via the phone's built-in sensors. We systematically present the space of design considerations for mobile interactions using one or more of the three input modalities (i.e., touch, motion, and head). The additional affordances of the proposed techniques expand the mobile interaction vocabulary, and can facilitate unique usage scenarios such as one-hand or touch-free interaction. An initial evaluation was conducted and users had positive reactions to the new techniques, indicating the promise of an intuitive and convenient user experience.

HCSep 21, 2015
A Dataset of Naturally Occurring, Whole-Body Background Activity to Reduce Gesture Conflicts

Dustin Freeman, Ricardo Jota, Daniel Vogel et al.

In real settings, natural body movements can be erroneously recognized by whole-body input systems as explicit input actions. We call body activity not intended as input actions "background activity." We argue that understanding background activity is crucial to the success of always-available whole-body input in the real world. To operationalize this argument, we contribute a reusable study methodology and software tools to generate standardized background activity datasets composed of data from multiple Kinect cameras, a Vicon tracker, and two high-definition video cameras. Using our methodology, we create an example background activity dataset for a television-oriented living room setting. We use this dataset to demonstrate how it can be used to redesign a gestural interaction vocabulary to minimize conflicts with the real world. The software tools and initial living room dataset are publicly available (http://www.dgp.toronto.edu/~dustin/backgroundactivity/).