8.7HCMay 27
Designing for the Moment: How One-Minute Interventions Fit or Falter Across DomainsZahra Hassanzadeh, Anne Hsu, Rachel Kornfield et al.
This paper explores the design space for one-minute digital interventions that prompt immediate action without onboarding or sensing. By embracing Fogg's Behavior Model and four design principles informed by literature, the goal of these interventions was to provide triggers that encourage actions so simple that even people with low motivation would be willing to complete them. We examined the utility of these prompts by conducting a 14-day study with 22 participants interested in making small lifestyle improvements in at least one of three domains: physical activity, healthy eating, and mental well-being. When combined with insights drawn from participants' rewrites of our prompts, our findings suggest that intentional personalization through co-authorship could be a lightweight personalization mechanism that balances relevance with low friction.
7.2HCMar 24
Exploring Self-Tracking Practices of Older Adults with CVD to Inform the Design of LLM-Enabled Health Data SensemakingDuosi Dai, Pavithren V S Pakianathan, Gunnar Treff et al.
Wearables and mobile health applications are increasingly adopted for self-management of chronic illnesses; yet the data feels overwhelming for older adults with cardiovascular disease (CVD). This study explores how they make sense of self-tracked data and identifies design opportunities for Large Language Model (LLM)-enabled support. We conducted a seven-day diary study and follow-up interviews with eight CVD patients aged 64-82. We identified six themes: navigating emotional complexity, owning health narratives, prioritizing bodily sensations, selective engagement with health metrics, negotiating socio-technical dynamics of sharing, and cautious optimism toward AI. Findings highlight that self-tracking is affective, interpretive, and socially situated. We outline design directions for LLM-enabled data sensemaking systems: supporting emotional engagement, reinforcing patient agency, acknowledging embodied experiences, and prompting dialogue in clinical and social contexts. To support safety, expert-in-the-loop mechanisms are essential. These directions articulate how LLMs can help translate data into narratives and carry implications for human-data interaction and behavior-change support.
3.2HCFeb 5
Exploring AI-Augmented Sensemaking of Patient-Generated Health Data: A Mixed-Method Study with Healthcare Professionals in Cardiac Risk ReductionPavithren V S Pakianathan, Rania Islambouli, Diogo Branco et al.
Individuals are increasingly generating substantial personal health and lifestyle data, e.g. through wearables and smartphones. While such data could transform preventative care, its integration into clinical practice is hindered by its scale, heterogeneity and the time pressure and data literacy of healthcare professionals (HCPs). We explore how large language models (LLMs) can support sensemaking of patient-generated health data (PGHD) with automated summaries and natural language data exploration. Using cardiovascular disease (CVD) risk reduction as a use case, 16 HCPs reviewed multimodal PGHD in a mixed-methods study with a prototype that integrated common charts, LLM-generated summaries, and a conversational interface. Findings show that AI summaries provided quick overviews that anchored exploration, while conversational interaction supported flexible analysis and bridged data-literacy gaps. However, HCPs raised concerns about transparency, privacy, and overreliance. We contribute empirical insights and sociotechnical design implications for integrating AI-driven summarization and conversation into clinical workflows to support PGHD sensemaking.
3.2HCFeb 6
Personality as Relational Infrastructure: User Perceptions of Personality-Trait-Infused LLM MessagingDominik P. Hofer, David Haag, Rania Islambouli et al.
Digital behaviour change systems increasingly rely on repeated, system-initiated messages to support users in everyday contexts. LLMs enable these messages to be personalised consistently across interactions, yet it remains unclear whether such personalisation improves individual messages or instead shapes users' perceptions through patterns of exposure. We explore this question in the context of LLM-generated JITAIs, which are short, context-aware messages delivered at moments deemed appropriate to support behaviour change, using physical activity as an application domain. In a controlled retrospective study, 90 participants evaluated messages generated using four LLM strategies: baseline prompting, few-shot prompting, fine-tuned models, and retrieval augmented generation, each implemented with and without Big Five Personality Traits to produce personality-aligned communication across multiple scenarios. Using ordinal multilevel models with within-between decomposition, we distinguish trial-level effects, whether personality information improves evaluations of individual messages, from person-level exposure effects, whether participants receiving higher proportions of personality-informed messages exhibit systematically different overall perceptions. Results showed no trial-level associations, but participants who received higher proportions of BFPT-informed messages rated the messages as more personalised, appropriate, and reported less negative affect. We use Communication Accommodation Theory for post-hoc analysis. These results suggest that personality-based personalisation in behaviour change systems may operate primarily through aggregate exposure rather than per-message optimisation, with implications for how adaptive systems are designed and evaluated in sustained human-AI interaction. In-situ longitudinal studies are needed to validate these findings in real-world contexts.
13.0HCFeb 13, 2024
The Last JITAI? Exploring Large Language Models for Issuing Just-in-Time Adaptive Interventions: Fostering Physical Activity in a Conceptual Cardiac Rehabilitation SettingDavid Haag, Devender Kumar, Sebastian Gruber et al.
We evaluated the viability of using Large Language Models (LLMs) to trigger and personalize content in Just-in-Time Adaptive Interventions (JITAIs) in digital health. As an interaction pattern representative of context-aware computing, JITAIs are being explored for their potential to support sustainable behavior change, adapting interventions to an individual's current context and needs. Challenging traditional JITAI implementation models, which face severe scalability and flexibility limitations, we tested GPT-4 for suggesting JITAIs in the use case of heart-healthy activity in cardiac rehabilitation. Using three personas representing patients affected by CVD with varying severeness and five context sets per persona, we generated 450 JITAI decisions and messages. These were systematically evaluated against those created by 10 laypersons (LayPs) and 10 healthcare professionals (HCPs). GPT-4-generated JITAIs surpassed human-generated intervention suggestions, outperforming both LayPs and HCPs across all metrics (i.e., appropriateness, engagement, effectiveness, and professionalism). These results highlight the potential of LLMs to enhance JITAI implementations in personalized health interventions, demonstrating how generative AI could revolutionize context-aware computing.
8.5HCMar 6
Structured Exploration vs. Generative Flexibility: A Field Study Comparing Bandit and LLM Architectures for Personalised Health Behaviour InterventionsDominik P. Hofer, Haochen Song, Rania Islambouli et al.
Behaviour Change Techniques (BCTs) are central to digital health interventions, yet selecting and delivering effective techniques remains challenging. Contextual bandits enable statistically grounded optimisation of BCT selection, while Large Language Models (LLMs) offer flexible, context-sensitive message generation. We conducted a 4-week study on physical activity motivation (N=54; 9 post-study interviews) that compared five daily messaging approaches: random templates, contextual bandit with templates, LLM generation, hybrid bandit+LLM, and LLM with interaction history. LLM-based approaches were rated substantially more helpful than templates, but no significant differences emerged among LLM conditions. Unexpectedly, bandit optimisation for BCTs selection yielded no additional perceived helpfulness compared with LLM-only approaches. Unconstrained LLMs focused heavily on a single BCT, whereas bandit systems enforced systematic exploration-exploitation across techniques. Quantitative and qualitative findings suggest contextual acknowledgement of user input drove perceived helpfulness. We contribute design suggestions for reflective AI health behaviour change systems that address a trade-off between structured exploration and generative autonomy.
8.8CRApr 15, 2021
From Personal Data to Digital Legacy: Exploring Conflicts in the Sharing, Security and Privacy of Post-mortem DataJack Holt, James Nicholson, Jan David Smeddinck
As digital technologies become more prevalent there is a growing awareness of the importance of good security and privacy practices. The tools and techniques used to achieve this are typically designed with the living user in mind, with little consideration of how they should or will perform after the user has died. We report on two workshops carried out with users of password managers to explore their views on the post-mortem sharing, security and privacy of a range of common digital assets. We discuss a post-mortem privacy paradox where users recognise value in planning for their digital legacy, yet avoid actively doing so. Importantly, our findings highlight a tension between the use of recommended security tools during life and facilitating appropriate post-mortem access to chosen assets. We offer design recommendations to facilitate and encourage digital legacy planning while promoting good security habits during life.
6.4HCJan 16, 2021
Evaluating User Experiences in Mixed RealityDmitry Alexandrovsky, Susanne Putze, Valentin Schwind et al.
Measure user experience in MR (i.e., AR/VR) user studies is essential. Researchers apply a wide range of measuring methods using objective (e.g., biosignals, time logging), behavioral (e.g., gaze direction, movement amplitude), and subjective (e.g., standardized questionnaires) metrics. Many of these measurement instruments were adapted from use-cases outside of MR but have not been validated for usage in MR experiments. However, researchers are faced with various challenges and design alternatives when measuring immersive experiences. These challenges become even more diverse when running out-of-the lab studies. Measurement methods of VR experience recently received much attention. For example, research has started embedding questionnaires in the VE for various applications, allowing users to stay closer to the ongoing experience while filling out the survey. However, there is a diversity in the interaction methods and practices on how the assessment procedure is conducted. This diversity in methods underlines a missing shared agreement of standardized measurement tools for VR experiences. AR research strongly orients on the research methods from VR, e.g., using the same type of subjective questionnaires. However, some crucial technical differences require careful considerations during the evaluation. This workshop at CHI 2021 provides a foundation to exchange expertise and address challenges and opportunities of research methods in MR user studies. By this, our workshop launches a discussion of research methods that should lead to standardizing assessment methods in MR user studies. The outcomes of the workshop will be aggregated into a collective special issue journal article.
3.3HCDec 6, 2020
Human-Computer Interaction with Adaptable & Adaptive Motion-based Games for HealthJan David Smeddinck
Physical activity plays a major role both in prevention and in the treatment of afflictions linked to a modern sedentary lifestyle and improvements on life expectancy, for example though the application area of physiotherapy. Motion-based games for health (MGH) are being discussed in research and industry for their ability to play a supportive role in health, by offering motivation to engage in treatments, objective insights on status and development, and guidance regarding treatment activities. Difficulty settings in games are typically limited to few discrete tiers. For most serious applications in health, more fine-grained and far-reaching adjustments are required. The need for applying adjustments on complex sets of parameters can be overwhelming for patient-players and even trained professionals. Automatic adaptivity and efficient manual adaptability are thus major concerns for the design and development of MGH. Despite a growing amount of research on specific methods for adaptivity, general considerations on human-computer interaction with adaptable and adaptive MGH are rare. This thesis therefore focuses on establishing and augmenting theory for adaptability and adaptivity in human-computer interaction in the context of MGH. Working with older adults and people with Parkinson's disease as frequent target groups that can benefit from tailored activities, explorations and comparative studies that investigate the design, acceptance, and effectiveness of MGH are presented. The outcomes encourage the application of adaptivity for MGH following iterative human-centred design that considers the respective interests of stakeholders, provided that the users receive adequate information and are empowered to exert control over the automated system when desired or required, and if adaptivity is embedded in such a way that it does not interfere with the users' sense of competence or autonomy.
5.8HCDec 1, 2020
Mobile Game User Research: The World as Your Lab?Jan Smeddinck, Markus Krause, Kolja Lubitz
With the advent of mobile games and the according growing and competitive market, game user research can provide valuable insights and a competitive edge if methods and procedures are employed that match the distinct challenges that mobile devices, games and usage scenarios induce. We present a summary of parameters that frame the research setup and procedure, focusing on the trade-offs between lab and field studies and the related decision whether to pursue large-scale and quantitative or small-scale focused research accompanied by qualitative methods. We then illustrate the implications of these considerations on real world projects along the lines of two evaluations of different input methods for the action-puzzle mobile game Somyeol: a local study with 37 participants and a mixed design of qualitative and quantitative methods, and the strictly quantitative analysis of game-play data from 117,118 users. The findings underline the importance of small-scale evaluations prior to release.
5.8HCJun 6, 2020
Towards Generating Virtual Movement from Textual Instructions A Case Study in Quality AssessmentHimangshu Sarma, Robert Porzel, Jan Smeddinck et al.
Many application areas ranging from serious games for health to learning by demonstration in robotics, could benefit from large body movement datasets extracted from textual instructions accompanied by images. The interpretation of instructions for the automatic generation of the corresponding motions (e.g. exercises) and the validation of these movements are difficult tasks. In this article we describe a first step towards achieving automated extraction. We have recorded five different exercises in random order with the help of seven amateur performers using a Kinect. During the recording, we found that the same exercise was interpreted differently by each human performer even though they were given identical textual instructions. We performed a quality assessment study based on that data using a crowdsourcing approach and tested the inter-rater agreement for different types of visualizations, where the RGBbased visualization showed the best agreement among the annotators.
20.8HCFeb 27, 2020
Unmet Needs and Opportunities for Mobile Translation AIDaniel J. Liebling, Michal Lahav, Abigail Evans et al.
Translation apps and devices are often presented in the context of providing assistance while traveling abroad. However, the spectrum of needs for cross-language communication is much wider. To investigate these needs, we conducted three studies with populations spanning socioeconomic status and geographic regions: (1) United States-based travelers, (2) migrant workers in India, and (3) immigrant populations in the United States. We compare frequent travelers' perception and actual translation needs with those of the two migrant communities. The latter two, with low language proficiency, have the greatest translation needs to navigate their daily lives. However, current mobile translation apps do not meet these needs. Our findings provide new insights on the usage practices and limitations of mobile translation tools. Finally, we propose design implications to help apps better serve these unmet needs.