HCApr 2
Conversational Successes and Breakdowns in Everyday Smart Glasses UseXiuqi Tommy Zhu, Xiaoan Liu, Casper Harteveld et al.
Non-Display Smart Glasses hold the potential to support everyday activities by combining continuous environmental sensing with voice-only interaction powered by large language models (LLMs). Understanding how conversational successes and breakdowns arise in everyday contexts can better inform the design of future voice-only interfaces. To investigate this, we conducted a month-long collaborative autoethnography (n=2) to identify patterns of successes and breakdowns when using such devices. We then compare these patterns with prior findings on voice-only interactions to highlight the unique affordances and opportunities offered by non-display smart glasses.
HCMar 4
Bridging Pedagogy and Play: Introducing a Language Mapping Interface for Human-AI Co-Creation in Educational Game DesignDaijin Yang, Erica Kleinman, Casper Harteveld
Educational games can foster critical thinking, problem-solving, and motivation, yet instructors often find it difficult to design games that reliably achieve specific learning outcomes. Existing authoring environments reduce the need for programming expertise, but they do not eliminate the underlying challenges of educational game design, and they can leave non-expert designers reliant on opaque suggestions from AI systems. We designed a controlled natural language framework-based web tool that positions language as the primary interface for LLM-assisted educational game design. In the tool, users and an LLM assistant collaboratively develop a structured language that maps pedagogy to gameplay through four linked components. We argue that, by making pedagogical intent explicit and editable in the interface, the tool has the potential to lower design barriers for non-expert designers, preserves human agency in critical decisions, and enables alignment and reflections between pedagogy and gameplay during and after co-creation.
HCApr 27, 2024
GPT for Games: A Scoping Review (2020-2023)Daijin Yang, Erica Kleinman, Casper Harteveld
This paper introduces a scoping review of 55 articles to explore GPT's potential for games, offering researchers a comprehensive understanding of the current applications and identifying both emerging trends and unexplored areas. We identify five key applications of GPT in current game research: procedural content generation, mixed-initiative game design, mixed-initiative gameplay, playing games, and game user research. Drawing from insights in each of these application areas, we propose directions for future research in each one. This review aims to lay the groundwork by illustrating the state of the art for innovative GPT applications in games, promising to enrich game development and enhance player experiences with cutting-edge AI innovations.
HCMar 13
It Depends: Re_Authoring Play Through Clinical Reasoning in Wearable AR Rehab GamesBinyan Xu, Wei Wu, Soonhyeon Kweon et al.
Augmented reality games hold promise for rehabilitation, yet most remain confined to laboratory studies with limited clinical uptake. Recent advances in spatial computing, especially lightweight, glasses_form_factor AR, create a timely opportunity to embed rehabilitative play into clinical practice and daily contexts. To investigate this potential, we systematically reviewed 132 applications and conducted playtesting with 14 licensed physical therapists. Our analysis revealed three ways therapists re_authored AR games: co_authored play (reshaping movements, progressions, and difficulty), situated play (adapting across specialties, conditions, and contexts), and dual play (mediating both physical recovery and psychological support). We reframe therapists' frequent phrase_It depends_as a generative design principle. This study contributes a clinical reasoning_based framework and design principles and guidelines for creating personalized, situated forms of play that align with therapists' everyday workflows and inform future lab_to_clinic translation.
AINov 1, 2024
GPT for Games: An Updated Scoping Review (2020-2024)Daijin Yang, Erica Kleinman, Casper Harteveld
Due to GPT's impressive generative capabilities, its applications in games are expanding rapidly. To offer researchers a comprehensive understanding of the current applications and identify both emerging trends and unexplored areas, this paper introduces an updated scoping review of 177 articles, 122 of which were published in 2024, to explore GPT's potential for games. By coding and synthesizing the papers, we identify five prominent applications of GPT in current game research: procedural content generation, mixed-initiative game design, mixed-initiative gameplay, playing games, and game user research. Drawing on insights from these application areas and emerging research, we propose future studies should focus on expanding the technical boundaries of the GPT models and exploring the complex interaction dynamics between them and users. This review aims to illustrate the state of the art in innovative GPT applications in games, offering a foundation to enrich game development and enhance player experiences through cutting-edge AI innovations.
HCNov 18, 2024
Exploring Eye Tracking to Detect Cognitive Load in Complex Virtual Reality TrainingMahsa Nasri, Mehmet Kosa, Leanne Chukoskie et al.
Virtual Reality (VR) has been a beneficial training tool in fields such as advanced manufacturing. However, users may experience a high cognitive load due to various factors, such as the use of VR hardware or tasks within the VR environment. Studies have shown that eye-tracking has the potential to detect cognitive load, but in the context of VR and complex spatiotemporal tasks (e.g., assembly and disassembly), it remains relatively unexplored. Here, we present an ongoing study to detect users' cognitive load using an eye-tracking-based machine learning approach. We developed a VR training system for cold spray and tested it with 22 participants, obtaining 19 valid eye-tracking datasets and NASA-TLX scores. We applied Multi-Layer Perceptron (MLP) and Random Forest (RF) models to compare the accuracy of predicting cognitive load (i.e., NASA-TLX) using pupil dilation and fixation duration. Our preliminary analysis demonstrates the feasibility of using eye tracking to detect cognitive load in complex spatiotemporal VR experiences and motivates further exploration.
HCMar 13
Reimagining Wearable AR Gesture Design: Physical Therapy Reasoning in Everyday ContextsWei Wu, Binyan Xu, Soonhyeon Kweon et al.
Lightweight augmented reality (AR) glasses are increasingly entering everyday use, extending interaction design beyond short, isolated sessions. However, most existing gesture vocabularies are inherited from VR headsets or early AR goggles. These systems tend to prioritize recognizer accuracy while overlooking fatigue, sustainability, and social legibility in daily contexts. To address this gap, we collaborated with physical therapists (PTs) to reimagine gesture design for everyday AR, drawing on their expertise in safe and sustainable movement. Through a review of 104 AR applications, we identified 15 common gesture intents and implemented an on-device gesture generator. Ten licensed physical therapists, with an average of 14.8 years of professional experience, then shaped these gesture intents through three iterative stages: unaided gesture performance, PT-guided gesture substitution, and stage-aware card sorting. This work contributes (1) a PT-informed gesture translation method, (2) the Everyday-AR Golden Ergonomic Canvas, and (3) a stage-aware social legibility framework that illustrates how gesture suitability shifts with social readability. Together, these contributions provide a recognizer-agnostic reference framework for designing sustainable and socially coherent gesture vocabularies for lightweight AR glasses.
CYMay 20, 2025
Kaleidoscope Gallery: Exploring Ethics and Generative AI Through ArtAlayt Issak, Uttkarsh Narayan, Ramya Srinivasan et al.
Ethical theories and Generative AI (GenAI) models are dynamic concepts subject to continuous evolution. This paper investigates the visualization of ethics through a subset of GenAI models. We expand on the emerging field of Visual Ethics, using art as a form of critical inquiry and the metaphor of a kaleidoscope to invoke moral imagination. Through formative interviews with 10 ethics experts, we first establish a foundation of ethical theories. Our analysis reveals five families of ethical theories, which we then transform into images using the text-to-image (T2I) GenAI model. The resulting imagery, curated as Kaleidoscope Gallery and evaluated by the same experts, revealed eight themes that highlight how morality, society, and learned associations are central to ethical theories. We discuss implications for critically examining T2I models and present cautions and considerations. This work contributes to examining ethical theories as foundational knowledge that interrogates GenAI models as socio-technical systems.
HCJan 7, 2022
To Trust or to Stockpile: Modeling Human-Simulation Interaction in Supply Chain ShortagesOmid Mohaddesi, Jacqueline Griffin, Ozlem Ergun et al.
Understanding decision-making in dynamic and complex settings is a challenge yet essential for preventing, mitigating, and responding to adverse events (e.g., disasters, financial crises). Simulation games have shown promise to advance our understanding of decision-making in such settings. However, an open question remains on how we extract useful information from these games. We contribute an approach to model human-simulation interaction by leveraging existing methods to characterize: (1) system states of dynamic simulation environments (with Principal Component Analysis), (2) behavioral responses from human interaction with simulation (with Hidden Markov Models), and (3) behavioral responses across system states (with Sequence Analysis). We demonstrate this approach with our game simulating drug shortages in a supply chain context. Results from our experimental study with 135 participants show different player types (hoarders, reactors, followers), how behavior changes in different system states, and how sharing information impacts behavior. We discuss how our findings challenge existing literature.
HCJul 17, 2021
From Flow to Fuse: A Cognitive PerspectiveKyros Jalife, Casper Harteveld, Christoffer Holmgard
The concept of flow is used extensively in HCI, video games, and many other fields, but its prevalent definition is conceptually vague and alternative interpretations have contributed to ambiguity in the literature. To address this, we use cognitive science theory to expose inconsistencies in flow's prevalent definition, and introduce fuse, a concept related to flow but consistent with cognitive science, and defined as the "fusion of activity-related sensory stimuli and awareness". Based on this definition, we develop a preliminary model that hypothesizes fuse's underlying cognitive processes. To illustrate the model's practical value, we derive a set of design heuristics that we exemplify in the context of video games. Together, the fuse definition, model and design heuristics form our theoretical framework, and are a product of rethinking flow from a cognitive perspective with the purpose of improving conceptual clarity and theoretical robustness in the literature.
HCJun 25, 2021
Advancing Methodology for Social Science Research Using Alternate Reality Games: Proof-of-Concept Through Measuring Individual Differences and Adaptability and their impact on Team PerformanceMagy Seif El-Nasr, Casper Harteveld, Paul Fombelle et al.
While work in fields of CSCW (Computer Supported Collaborative Work), Psychology and Social Sciences have progressed our understanding of team processes and their effect performance and effectiveness, current methods rely on observations or self-report, with little work directed towards studying team processes with quantifiable measures based on behavioral data. In this report we discuss work tackling this open problem with a focus on understanding individual differences and its effect on team adaptation, and further explore the effect of these factors on team performance as both an outcome and a process. We specifically discuss our contribution in terms of methods that augment survey data and behavioral data that allow us to gain more insight on team performance as well as develop a method to evaluate adaptation and performance across and within a group. To make this problem more tractable we chose to focus on specific types of environments, Alternate Reality Games (ARGs), and for several reasons. First, these types of games involve setups that are similar to a real-world setup, e.g., communication through slack or email. Second, they are more controllable than real environments allowing us to embed stimuli if needed. Lastly, they allow us to collect data needed to understand decisions and communications made through the entire duration of the experience, which makes team processes more transparent than otherwise possible. In this report we discuss the work we did so far and demonstrate the efficacy of the approach.
HCFeb 10, 2021
VINS: Visual Search for Mobile User Interface DesignSara Bunian, Kai Li, Chaima Jemmali et al.
Searching for relative mobile user interface (UI) design examples can aid interface designers in gaining inspiration and comparing design alternatives. However, finding such design examples is challenging, especially as current search systems rely on only text-based queries and do not consider the UI structure and content into account. This paper introduces VINS, a visual search framework, that takes as input a UI image (wireframe, high-fidelity) and retrieves visually similar design examples. We first survey interface designers to better understand their example finding process. We then develop a large-scale UI dataset that provides an accurate specification of the interface's view hierarchy (i.e., all the UI components and their specific location). By utilizing this dataset, we propose an object-detection based image retrieval framework that models the UI context and hierarchical structure. The framework achieves a mean Average Precision of 76.39\% for the UI detection and high performance in querying similar UI designs.
HCJan 15, 2021
Player-AI Interaction: What Neural Network Games Reveal About AI as PlayJichen Zhu, Jennifer Villareale, Nithesh Javvaji et al.
The advent of artificial intelligence (AI) and machine learning (ML) bring human-AI interaction to the forefront of HCI research. This paper argues that games are an ideal domain for studying and experimenting with how humans interact with AI. Through a systematic survey of neural network games (n = 38), we identified the dominant interaction metaphors and AI interaction patterns in these games. In addition, we applied existing human-AI interaction guidelines to further shed light on player-AI interaction in the context of AI-infused systems. Our core finding is that AI as play can expand current notions of human-AI interaction, which are predominantly productivity-based. In particular, our work suggests that game and UX designers should consider flow to structure the learning curve of human-AI interaction, incorporate discovery-based learning to play around with the AI and observe the consequences, and offer users an invitation to play to explore new forms of human-AI interaction.
HCJun 18, 2020
"And then they died": Using Action Sequences for Data Driven,Context Aware Gameplay AnalysisErica Kleinman, Sabbir Ahmad, Zhaoqing Teng et al.
Many successful games rely heavily on data analytics to understand players and inform design. Popular methodologies focus on machine learning and statistical analysis of aggregated data. While effective in extracting information regarding player action, much of the context regarding when and how those actions occurred is lost. Qualitative methods allow researchers to examine context and derive meaningful explanations about the goals and motivations behind player behavior, but are difficult to scale. In this paper, we build on previous work by combining two existing methodologies: Interactive Behavior Analytics (IBA) and sequence analysis (SA), in order to create a novel, mixed methods, human-in-the-loop data analysis methodology that uses behavioral labels and visualizations to allow analysts to examine player behavior in a way that is context sensitive, scalable, and generalizable. We present the methodology along with a case study demonstrating how it can be used to analyze behavioral patterns of teamwork in the popular multiplayer game Defense of the Ancients 2 (DotA 2).