Teng Han

HC
3papers
26citations
Novelty52%
AI Score39

3 Papers

24.7HCMar 12
From Pets to Robots: MojiKit as a Data-Informed Toolkit for Affective HRI Design

Liwen He, Pingting Chen, Ziheng Tang et al.

Designing affective behaviors for animal-inspired social robots often relies on intuition and personal experience, leading to fragmented outcomes. To provide more systematic guidance, we first coded and analyzed human-pet interaction videos, validated insights through literature and interviews, and created structured reference cards that map the design space of pet-inspired affective interactions. Building on this, we developed MojiKit, a toolkit combining reference cards, a zoomorphic robot prototype (MomoBot), and a behavior control studio. We evaluated MojiKit in co-creation workshops with 18 participants, finding that MojiKit helped them design 35 affective interaction patterns beyond their own pet experiences, while the code-free studio lowered the technical barrier and enhanced creative agency. Our contributions include the data-informed structured resource for pet-inspired affective HRI design, an integrated toolkit that bridges reference materials with hands-on prototyping, and empirical evidence showing how MojiKit empowers users to systematically create richer, more diverse affective robot behaviors.

HCFeb 12, 2022
"I Don't Want People to Look At Me Differently": Designing User-Defined Above-the-Neck Gestures for People with Upper Body Motor Impairments

Xuan Zhao, Mingming Fan, Teng Han

Recent research proposed eyelid gestures for people with upper-body motor impairments (UMI) to interact with smartphones without finger touch. However, such eyelid gestures were designed by researchers. It remains unknown what eyelid gestures people with UMI would want and be able to perform. Moreover, other above-the-neck body parts (e.g., mouth, head) could be used to form more gestures. We conducted a user study in which 17 people with UMI designed above-the-neck gestures for 26 common commands on smartphones. We collected a total of 442 user-defined gestures involving the eyes, the mouth, and the head. Participants were more likely to make gestures with their eyes and preferred gestures that were simple, easy-to-remember, and less likely to draw attention from others. We further conducted a survey (N=24) to validate the usability and acceptance of these user-defined gestures. Results show that user-defined gestures were acceptable to both people with and without motor impairments.

HCOct 5, 2021
HoloBoard: a Large-format Immersive Teaching Board based on pseudo HoloGraphics

Jiangtao Gong, Teng Han, Siling Guo et al.

In this paper, we present HoloBoard, an interactive large-format pseudo-holographic display system for lecture-based classes. With its unique properties of immersive visual display and transparent screen, we designed and implemented a rich set of novel interaction techniques like immersive presentation, role-play, and lecturing behind the scene that is potentially valuable for lecturing in class. We conducted a controlled experimental study to compare a HoloBoard class with a normal class by measuring students' learning outcomes and three dimensions of engagement (i.e., behavioral, emotional, and cognitive engagement). We used pre-/post- knowledge tests and multimodal learning analytics to measure students' learning outcomes and learning experiences. Results indicated that the lecture-based class utilizing HoloBoard lead to slightly better learning outcomes and a significantly higher level of student engagement. Given the results, we discussed the impact of HoloBoard as an immersive media in the classroom setting and suggest several design implications for deploying HoloBoard in immersive teaching practices.