Pengcheng An

HC
h-index5
10papers
199citations
Novelty31%
AI Score22

10 Papers

HCMar 21, 2024
PeerGPT: Probing the Roles of LLM-based Peer Agents as Team Moderators and Participants in Children's Collaborative Learning

Jiawen Liu, Yuanyuan Yao, Pengcheng An et al.

In children's collaborative learning, effective peer conversations can significantly enhance the quality of children's collaborative interactions. The integration of Large Language Model (LLM) agents into this setting explores their novel role as peers, assessing impacts as team moderators and participants. We invited two groups of participants to engage in a collaborative learning workshop, where they discussed and proposed conceptual solutions to a design problem. The peer conversation transcripts were analyzed using thematic analysis. We discovered that peer agents, while managing discussions effectively as team moderators, sometimes have their instructions disregarded. As participants, they foster children's creative thinking but may not consistently provide timely feedback. These findings highlight potential design improvements and considerations for peer agents in both roles.

HCFeb 9, 2024
"When He Feels Cold, He Goes to the Seahorse"-Blending Generative AI into Multimaterial Storymaking for Family Expressive Arts Therapy

Di Liu, Hanqing Zhou, Pengcheng An

Storymaking, as an integrative form of expressive arts therapy, is an effective means to foster family communication. Yet, the integration of generative AI as expressive materials in therapeutic storymaking remains underexplored. And there is a lack of HCI implications on how to support families and therapists in this context. Addressing this, our study involved five weeks of storymaking sessions with seven families guided by a professional therapist. In these sessions, the families used both traditional art-making materials and image-based generative AI to create and evolve their family stories. Via the rich empirical data and commentaries from four expert therapists, we contextualize how families creatively melded AI and traditional expressive materials to externalize their ideas and feelings. Through the lens of Expressive Therapies Continuum (ETC), we characterize the therapeutic implications of AI as expressive materials. Desirable interaction qualities to support children, parents, and therapists are distilled for future HCI research.

HCFeb 11, 2024
EmoWear: Exploring Emotional Teasers for Voice Message Interaction on Smartwatches

Pengcheng An, Jiawen Zhu, Zibo Zhang et al.

Voice messages, by nature, prevent users from gauging the emotional tone without fully diving into the audio content. This hinders the shared emotional experience at the pre-retrieval stage. Research scarcely explored "Emotional Teasers"-pre-retrieval cues offering a glimpse into an awaiting message's emotional tone without disclosing its content. We introduce EmoWear, a smartwatch voice messaging system enabling users to apply 30 animation teasers on message bubbles to reflect emotions. EmoWear eases senders' choice by prioritizing emotions based on semantic and acoustic processing. EmoWear was evaluated in comparison with a mirroring system using color-coded message bubbles as emotional cues (N=24). Results showed EmoWear significantly enhanced emotional communication experience in both receiving and sending messages. The animated teasers were considered intuitive and valued for diverse expressions. Desirable interaction qualities and practical implications are distilled for future design. We thereby contribute both a novel system and empirical knowledge concerning emotional teasers for voice messaging.

HCDec 27, 2021
VibEmoji: Exploring User-authoring Multi-modal Emoticons in Social Communication

Pengcheng An, Ziqi Zhou, Qing Liu et al.

Emoticons are indispensable in online communications. With users' growing needs for more customized and expressive emoticons, recent messaging applications begin to support (limited) multi-modal emoticons: e.g., enhancing emoticons with animations or vibrotactile feedback. However, little empirical knowledge has been accumulated concerning how people create, share and experience multi-modal emoticons in everyday communication, and how to better support them through design. To tackle this, we developed VibEmoji, a user-authoring multi-modal emoticon interface for mobile messaging. Extending existing designs, VibEmoji grants users greater flexibility to combine various emoticons, vibrations, and animations on-the-fly, and offers non-aggressive recommendations based on these components' emotional relevance. Using VibEmoji as a probe, we conducted a four-week field study with 20 participants, to gain new understandings from in-the-wild usage and experience, and extract implications for design. We thereby contribute both a novel system and various insights for supporting users' creation and communication of multi-modal emoticons.

HCJul 22, 2021
Designing Mobile EEG Neurofeedback Games for Children with Autism: Implications from Industry Practice

Zhaoyi Yang, Pengcheng An, Jinchen Yang et al.

Neurofeedback games are an effective and playful approach to enhance certain social and attentional capabilities in children with autism, which are promising to become widely accessible along with the commercialization of mobile EEG modules. However, little industry-based experiences are shared, regarding how to better design neurofeedback games to fine-tune their playability and user experiences for autistic children. In this paper, we review the experiences we gained from industry practice, in which a series of mobile EEG neurofeedback games have been developed for preschool autistic children. We briefly describe our design and development in a one-year collaboration with a special education center involving a group of stakeholders: children with autism and their caregivers and parents. We then summarize four concrete implications we learnt concerning the design of game characters, game narratives, as well as gameplay elements, which aim to support future work in creating better neurofeedback games for preschool children with autism.

HCMay 31, 2021
Explainability via Interactivity? Supporting Nonexperts' Sensemaking of Pretrained CNN by Interacting with Their Daily Surroundings

Chao Wang, Pengcheng An

Current research on Explainable AI (XAI) heavily targets on expert users (data scientists or AI developers). However, increasing importance has been argued for making AI more understandable to nonexperts, who are expected to leverage AI techniques, but have limited knowledge about AI. We present a mobile application to support nonexperts to interactively make sense of Convolutional Neural Networks (CNN); it allows users to play with a pretrained CNN by taking pictures of their surrounding objects. We use an up-to-date XAI technique (Class Activation Map) to intuitively visualize the model's decision (the most important image regions that lead to a certain result). Deployed in a university course, this playful learning tool was found to support design students to gain vivid understandings about the capabilities and limitations of pretrained CNNs in real-world environments. Concrete examples of students' playful explorations are reported to characterize their sensemaking processes reflecting different depths of thought.

ED-PHMay 7, 2020
How Peripheral Interactive Systems Can Support Teachers with Differentiated Instruction: Using FireFlies as a Probe

Nine Sellier, Pengcheng An

Teachers' response to the real-time needs of diverse learners in the classroom is important for each learner's success. Teachers who give differentiated instruction (DI) provide pertinent support to each student and acknowledge their differences in learning style and pace. However, due to the already complex and intensive routines in classrooms, it is demanding and time-consuming for teachers to implement DI on-the-spot. This study aims to explore how to ease teachers' classroom differentiation by enabling effortless, low-threshold student-teacher communications through a peripheral interactive system. Namely, we present a six-week study, in which we iteratively co-designed and field-tested interaction solutions with eight school teachers, using a set of distributed, interactive LED-objects (the 'FireFlies' platform). By connecting our findings to the theories of DI, we contribute empirical knowledge about the advantages and limitations of a peripheral interactive system in supporting DI. Taken together, we summarize concrete opportunities and recommendations for future design.

HCFeb 12, 2020
Dandelion Diagram: Aggregating Positioning and Orientation Data in the Visualization of Classroom Proxemics

Pengcheng An, Saskia Bakker, Sara Ordanovski et al.

In the past two years, an emerging body of HCI work has been focused on classroom proxemics - how teachers divide time and attention over students in the different regions of the classroom. Tracking and visualizing this implicit yet relevant dimension of teaching can benefit both research and teacher professionalization. Prior work has proved the value of depicting teachers' whereabouts. Yet a major opportunity remains in the design of new, synthesized visualizations that help researchers and practitioners to gain more insights in the vast tracking data. We present Dandelion Diagram, a synthesized heatmap technique that combines both teachers' positioning and orientation (heading) data, and affords richer representations in addition to whereabouts - For example, teachers' attention pattern (which directions they were attending to), and their mobility pattern (i.e., trajectories in the classroom). Utilizing various classroom data from a field study, this paper illustrates the design and utility of Dandelion Diagram.

HCJan 9, 2020
The TA Framework: Designing Real-time Teaching Augmentation for K-12 Classrooms

Pengcheng An, Kenneth Holstein, Bernice d'Anjou et al.

Recently, the HCI community has seen increased interest in the design of teaching augmentation (TA): tools that extend and complement teachers' pedagogical abilities during ongoing classroom activities. Examples of TA systems are emerging across multiple disciplines, taking various forms: e.g., ambient displays, wearables, or learning analytics dashboards. However, these diverse examples have not been analyzed together to derive more fundamental insights into the design of teaching augmentation. Addressing this opportunity, we broadly synthesize existing cases to propose the TA framework. Our framework specifies a rich design space in five dimensions, to support the design and analysis of teaching augmentation. We contextualize the framework using existing designs cases, to surface underlying design trade-offs: for example, balancing actionability of presented information with teachers' needs for professional autonomy, or balancing unobtrusiveness with informativeness in the design of TA systems. Applying the TA framework, we identify opportunities for future research and design.

HCNov 21, 2019
NaMemo: Enhancing Lecturers' Interpersonal Competence of Remembering Students' Names

Guang Jiang, Mengzhen Shi, Ying Su et al.

Addressing students by their names helps a teacher to start building rapport with students and thus facilitates their classroom participation. However, this basic yet effective skill has become rather challenging for university lecturers, who have to handle large-sized (sometimes exceeding 100) groups in their daily teaching. To enhance lecturers' competence in delivering interpersonal interaction, we developed NaMemo, a real-time name-indicating system based on a dedicated face-recognition pipeline. This paper presents the system design, the pilot feasibility test, and our plan for the following study, which aims to evaluate NaMemo's impacts on learning and teaching, as well as to probe design implications including privacy considerations.