{"id":729,"date":"2026-06-13T14:21:58","date_gmt":"2026-06-13T14:21:58","guid":{"rendered":"https:\/\/dis.acm.org\/2026\/?page_id=729"},"modified":"2026-06-14T08:50:11","modified_gmt":"2026-06-14T08:50:11","slug":"proceedings","status":"publish","type":"page","link":"https:\/\/dis.acm.org\/2026\/proceedings\/","title":{"rendered":"Proceedings of the 2026 Designing Interactive Systems Conference"},"content":{"rendered":"\n<head>\n   <meta http-equiv=\"Content-Type\" content=\"text\/html; charset=UTF-8\">\n   <meta http-equiv=\"Content-Style-Type\" content=\"text\/css\">\n   <style type=\"text\/css\">\n      \/* #DLtoc {\n         font: normal 12px\/1.5em Arial, Helvetica, sans-serif;\n      } *\/\n\n      #DLheader {}\n\n      #DLheader h1 {\n         font-size: 16px;\n      }\n\n      #DLcontent {\n         font-size: 12px;\n      }\n\n      #DLcontent h2 {\n         \/* font-size: 14px; *\/\n         margin-bottom: 5px;\n      }\n\n      #DLcontent h3 {\n         font-size: 14px;\n    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.DLtitleLink {\n         margin-left: 20px;\n      }\n\n      .DLotherLink {\n         margin-left: 0px;\n      }\n   <\/style>\n   <title>DIS &#8217;26: Proceedings of the 2026 Designing Interactive Systems Conference<\/title>\n<\/head>\n\n<body>\n   <div id=\"DLtoc\">\n      <div id=\"DLheader\">\n         <h1>DIS &#8217;26: Proceedings of the 2026 Designing Interactive Systems Conference<\/h1><a class=\"DLcitLink\" title=\"Go to the ACM Digital Library for additional information about this proceeding\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/proceedings\/10.1145\/3800645\"><img decoding=\"async\" class=\"DLlogo\" alt=\"Digital Library logo\" height=\"30\" src=\"https:\/\/dl.acm.org\/specs\/products\/acm\/releasedAssets\/images\/footer-logo1.png\">\n            Full Citation in the ACM Digital Library\n         <\/a>\n      <\/div>\n\n      <h2 id=\"top\">Sessions<\/h2>\n      <ul>\n         <li><a href=\"#AI-Augmented\">SESSION: AI-Augmented Creative Interfaces<\/a><\/li>\n         <li><a href=\"#Intimate_Data\">SESSION: Intimate Data, Consent, and Harm<\/a><\/li>\n         <li><a href=\"#Assistive_Agents\">SESSION: Assistive Agents and Embodied Companions<\/a><\/li>\n         <li><a href=\"#Sound_Memory\">SESSION: Sound, Memory, and Slow Technology<\/a><\/li>\n         <li><a href=\"#Designing_AI\">SESSION: Designing AI Concepts and Values<\/a><\/li>\n         <li><a href=\"#Structured_AI\">SESSION: Structured AI Support for Design Work<\/a><\/li>\n         <li><a href=\"#Situated_Design\">SESSION: Situated Design: Rural, Domestic, Placed<\/a><\/li>\n         <li><a href=\"#Inclusive_Play\">SESSION: Inclusive Play and Everyday Support<\/a><\/li>\n         <li><a href=\"#Atmospheres_Scent\">SESSION: Atmospheres, Scent, and Liveliness<\/a><\/li>\n         <li><a href=\"#Learning_with\">SESSION: Learning with (and About) Technology<\/a><\/li>\n         <li><a href=\"#Agency_Explanation\">SESSION: Agency and Explanation in AI Systems<\/a><\/li>\n         <li><a href=\"#AI_Civic Participation\">SESSION: AI, Civic Participation, and Journalism<\/a><\/li>\n         <li><a href=\"#AI_Aging\">SESSION: AI for Aging and Care<\/a><\/li>\n         <li><a href=\"#Walking_Mobility\">SESSION: Walking, Mobility, and Noticing<\/a><\/li>\n         <li><a href=\"#Queer_Futures\">SESSION: Queer Futures and Speculative Design<\/a><\/li>\n         <li><a href=\"#AI_Healthcare\">SESSION: AI in Healthcare Communication<\/a><\/li>\n         <li><a href=\"#Haptics_Sensory\">SESSION: Haptics and Sensory Interaction<\/a><\/li>\n         <li><a href=\"#AI_Education\">SESSION: AI in Education and Reflection<\/a><\/li>\n         <li><a href=\"#Digital_Material\">SESSION: Digital and Material Craft<\/a><\/li>\n         <li><a href=\"#Museums\">SESSION: Museums, Archives, and Civic Engagement<\/a><\/li>\n         <li><a href=\"#Self-Tracking\">SESSION: Self-Tracking and Personal Informatics<\/a><\/li>\n         <li><a href=\"#Social_XR\">SESSION: Social XR and Virtual Companionship<\/a><\/li>\n         <li><a href=\"#LLM_Learning\">SESSION: LLMs for Learning and Neurodiversity<\/a><\/li>\n         <li><a href=\"#Mediated_Presence\">SESSION: Mediated Presence and Emotional Connection<\/a><\/li>\n         <li><a href=\"#Community\">SESSION: Community, Justice, and Design<\/a><\/li>\n         <li><a href=\"#Conversational\">SESSION: Conversational Agents in Everyday Life<\/a><\/li>\n         <li><a href=\"#AR_Embodied_Skill\">SESSION: AR for Embodied Skill and Motor Learning<\/a><\/li>\n         <li><a href=\"#AI_Support\">SESSION: AI Support for Reflection and Writing<\/a><\/li>\n         <li><a href=\"#Taste\">SESSION: Taste, Texture, and Edible Design<\/a><\/li>\n         <li><a href=\"#Speculative_Futures\">SESSION: Speculative Futures and Temporal Reflection<\/a><\/li>\n         <li><a href=\"#Aging\">SESSION: Aging, Culture, and Domestic Technology<\/a><\/li>\n         <li><a href=\"#Expressive\">SESSION: Expressive and Soft Robotics<\/a><\/li>\n         <li><a href=\"#Presentation\">SESSION: Presentation and Accessible Media<\/a><\/li>\n         <li><a href=\"#Presence\"> SESSION: Presence, Absence, and Mortality<\/a><\/li>\n         <li><a href=\"#Generative\">SESSION: Generative AI in Design Practice<\/a><\/li>\n         <li><a href=\"#Robots\">SESSION: Robots, LLMs, and Intent<\/a><\/li>\n         <li><a href=\"#Power\">SESSION: Power, Privacy, and Participation<\/a><\/li>\n         <li><a href=\"#Place\">SESSION: Place, Environment, and Shared Practice<\/a><\/li>\n         <li><a href=\"#Soma\">SESSION: Soma Design and Felt Experience<\/a><\/li>\n         <li><a href=\"#AI_Creative\">SESSION: AI in Creative Practice<\/a><\/li>\n         <li><a href=\"#Robots\">SESSION: Robots in Social and Professional Roles<\/a><\/li>\n         <li><a href=\"#Accessibility\">SESSION: Accessibility Across Vision and Print<\/a><\/li>\n         <li><a href=\"#Craft\">SESSION: Craft, Fabrication, and Materials<\/a><\/li>\n         <li><a href=\"#Rehabilitation\">SESSION: Rehabilitation and Chronic Conditions<\/a><\/li>\n         <li><a href=\"#Generative_AI\">SESSION: Generative AI for Storytelling and Culture<\/a><\/li>\n         <li><a href=\"#Visualization\">SESSION: Visualization and Interface Design<\/a><\/li>\n         <li><a href=\"#Algorithmic\">SESSION: Algorithmic Intimacy and Identity<\/a><\/li>\n         <li><a href=\"#More-Than-Human\">SESSION: More-Than-Human Materials<\/a><\/li>\n\n      <\/ul>\n      <div id=\"DLcontent\">\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"AI-Augmented\">SESSION: AI-Augmented Creative Interfaces<\/h2>\n\n         \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813038\">DepthScape: Authoring 2.5D Designs via Depth Estimation, Semantic Understanding, and\n               Geometry Extraction<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Xia Su<\/li>\n            <li class=\"nameList\">Cuong Nguyen<\/li>\n            <li class=\"nameList\">Matheus A Gadelha<\/li>\n            <li class=\"nameList Last\">Jon E. Froehlich<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>2.5D effects, such as occlusion and perspective foreshortening, enhance visual dynamics\n                  and realism by introducing 3D depth cues into 2D designs. However, creating these\n                  effects remains challenging, as designers must manually infer and author depth relationships\u2014such\n                  as relative ordering, occlusion boundaries, and perspective scaling\u2014within 2D representations.\n                  We introduce DepthScape, a human\u2013AI collaborative system that facilitates 2.5D effect\n                  creation by placing design elements directly into 3D reconstructions. Using monocular\n                  depth reconstruction, DepthScape transforms images into 3D scenes, enabling depth-based\n                  blending that produces realistic occlusion and perspective foreshortening. To simplify\n                  3D placement, DepthScape leverages a vision-language model to analyze source images\n                  and extract key visual components as parametric anchors, which support direct manipulation\n                  editing. The system design was iteratively refined through a formative user study\n                  with an early prototype. We evaluate DepthScape through a technical study on 100 professional\n                  stock images to assess robustness, alongside an expert evaluation confirming design\n                  quality, usefulness, and broad application potential, further illustrated through\n                  five example scenarios.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813081\">TaskLens: Generating Task-Conditioned Scaffolded Interfaces for Learning Professional\n               Creative Software<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yimeng Liu<\/li>\n            <li class=\"nameList Last\">Misha Sra<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Professional creative software has steep learning curves for novices due to complex\n                  interfaces, limited guidance, and unfamiliar terminology. To support educators and\n                  tool creators in addressing learner challenges, we introduce TaskLens, an LLM-based method that automatically generates task-conditioned scaffolded UIs\n                  from natural language task descriptions. Our method uses LLMs to identify workflow\n                  stages and domain concepts, select task-relevant tools, generate implementation code,\n                  and execute the code to produce scaffolded interfaces. The interfaces surface relevant\n                  tools, organize them by workflow stage, link them to domain concepts, and progressively\n                  disclose advanced features. We evaluate TaskLens by deploying two LLM-generated scaffolded interfaces in Blender, a professional 3D\n                  modeling software. A user study with beginners (n=32) showed that our scaffolded interfaces\n                  significantly reduced perceived task load, improved task performance through embedded\n                  workflow guidance, and increased domain concept learning in Blender during task execution.\n                  A second study with experts (n=8) showed improved task efficiency and potential to\n                  create personalized UIs for productivity and creativity.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812912\">AssembleIt: Generating Adaptive On-Demand 3D Animations for Context-Aware Mechanical\n               Assembly Guidance<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Mayank Patel<\/li>\n            <li class=\"nameList\">Rahul Jain<\/li>\n            <li class=\"nameList\">Asim Unmesh<\/li>\n            <li class=\"nameList\">Shao-Kang Hsia<\/li>\n            <li class=\"nameList Last\">Karthik Ramani<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Mechanical assembly instructions are commonly delivered through static manuals or\n                  fixed-sequence animations, which limit users\u2019 ability to seek clarification, request\n                  partial explanations, or adapt guidance to their moment-to-moment needs during physical\n                  assembly. We present <em>AssembleIt<\/em>, an interactive system that generates on-demand 3D assembly animations and verbal\n                  explanations directly from natural language user queries, without relying on pre-authored\n                  instructional content. <em>AssembleIt<\/em> automatically derives a part dependency graph from CAD geometry using an Assembly-by-Disassembly\n                  strategy and uses this representation to generate query-driven, context-aware animations\n                  at runtime, rather than following a single predefined sequence. We evaluate <em>AssembleIt<\/em> through a controlled user study with 12 participants performing physical assembly\n                  tasks using real parts, comparing on-demand, query-driven animations against a static\n                  3D animation baseline. Results indicate that on-demand animation generation supports\n                  flexible exploration and targeted clarification during assembly, highlighting the\n                  design potential of generative, dependency-driven instructional interfaces for hands-on\n                  mechanical tasks.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812986\">A Hybrid GUI-LLM Interface Paradigm for 3D Scene Customisation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Isaac Valadez<\/li>\n            <li class=\"nameList\">Irving Avina<\/li>\n            <li class=\"nameList Last\">Beat Signer<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>3D environments offer powerful capabilities for simulating and monitoring complex\n                  systems. However, they remain inaccessible to non-expert users who lack specialised\n                  training. We present the Layered Customisation System (LCS), a hybrid interface that\n                  combines GUI-based direct manipulation with LLM-powered natural language interaction\n                  for customising 3D scenes. Through a controlled study with 12 participants, each completing\n                  three sessions with different interfaces (GUI-only, LLM-only and hybrid), we investigated\n                  how interaction types affect performance, errors and user preferences. Key findings\n                  include a reduced learning effect across sessions for users starting with the LLM\n                  interface and a trend where participants who first experienced GUI-based interaction\n                  showed higher rates of recognising LLM errors later. We contribute empirical evidence\n                  of GUI-LLM modality trade-offs in 3D interaction, the selector-layer architecture\n                  for hybrid interfaces, and design recommendations, including GUI-first onboarding,\n                  enabling prompts as discovery tools and supporting prompt-then-refine workflows.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813008\">MAVE: An Augmented Multi-agent LLM System for Interactive Design and Robotic Fabrication<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Xiliu Yang<\/li>\n            <li class=\"nameList\">Samuel Slezak<\/li>\n            <li class=\"nameList\">Lasath Siriwardena<\/li>\n            <li class=\"nameList\">Felix Amtsberg<\/li>\n            <li class=\"nameList Last\">Achim Menges<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>This research presents MAVE, a framework that combines a multi-agent large language\n                  model (LLM) system with an augmented reality (AR) interface to support interactive\n                  design and robotic fabrication. While LLM agents are highly flexible, grounding user\n                  input in task-relevant digital and physical context remains a key challenge for effective\n                  human-machine collaboration. To address this, we introduce five grounding strategies\n                  \u2013 model, object, spatial, tool, and goal references \u2013 that structure how agents interpret\n                  and act on user input. We conducted ablation studies to evaluate these strategies,\n                  showing that they improve agent execution efficiency and accuracy while reducing the\n                  number of interaction turns. We further demonstrate the framework\u2019s adaptability through\n                  a design workshop, in which student teams extended a truss design-and-fabrication\n                  scenario involving a human and a cobot to prototype diverse interactive workflows.\n                  The workshop outcomes highlight the relevance of augmented multi-agent LLM systems\n                  for design and fabrication and suggest the framework\u2019s potential to support rapid\n                  prototyping of interactive multi-actor workflows.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813062\">Designing User-Defined Gestures for Tangible Interaction with Cubes for Smart Home\n               Control<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Nacera Latreche<\/li>\n            <li class=\"nameList\">Bert Schiettecatte<\/li>\n            <li class=\"nameList\">Paolo Roselli<\/li>\n            <li class=\"nameList\">Nuwan T Attygalle<\/li>\n            <li class=\"nameList Last\">Jean Vanderdonckt<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>The cube is an object often used for tangible interaction across many fields of application,\n                  notably by manipulating cubes or performing gestures with or on them. Although some\n                  system- or designer-defined gestures exist for tangible cubes, user-defined gestures\n                  for them remain unexplored. To bridge this gap, we conducted three gesture elicitation\n                  studies, each using an identical experimental protocol on a different sample of 30\n                  participants proposing a gesture for 13, 16, and 20 referents controlling a smart\n                  home appliance, respectively. Based on the total of 1,440 gesture proposals, we established\n                  a classification of user-defined gestures for designing tangible interaction with\n                  cubes in smart home control structured into seven major categories, which are further\n                  broken down into 55 subcategories. This classification is abstracted from properties\n                  such as the number of fingers and hands used to manipulate a cube, the repetition\n                  of gestures, their combination, and the time of articulation. A Poisson law estimates\n                  the number of participants to be recruited to obtain a desired number of gesture categories.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id='Intimate_Data'>SESSION: Intimate Data, Consent, and Harm<\/h2>\n\n         \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812908\">Trans Technologies or Precarisation Machines?: How Social Media Facilitates &amp; Constrains\n               Trans Care amid Precarity<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Tala Ross<\/li>\n            <li class=\"nameList\">Sof\u00eda Sanabria de Felipe<\/li>\n            <li class=\"nameList Last\">Max Van Kleek<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Amid sociopolitical precarity and denials of social and institutional care, trans\n                  people find ways to support each other \u2013 named <em>trans care<\/em>. Alongside nascent HCI work characterising trans care, we conduct focus groups and\n                  supplementary participatory speculative design with 17 trans adults in the UK to investigate\n                  how trans people use social media to support trans care, and the sociotechnical conditions\n                  shaping such care. Based on reflexive thematic analysis and member reflections, we\n                  describe how social media support essential community building, identity work, responses\n                  to healthcare and legal barriers, everyday care, and resistance work, highlighting\n                  sociotechnical tensions animating this care. Simultaneously, we find that algorithmic\n                  curation and moderation systematically undermines trans care and exposes trans people\n                  to pervasive, yet unpredictable harm. We argue that social media are essential technologies\n                  for trans care, yet commercial platforms simultaneously act as <em>precarisation machines<\/em>, and discuss design orientations for supporting trans people and\/alongside trans\n                  care.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813096\">(Re)thinking Sexual and Reproductive Health Education with Bloom\u2019s Taxonomy<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sara Moin<\/li>\n            <li class=\"nameList\">Manshul Belani<\/li>\n            <li class=\"nameList\">Rishima Chadha<\/li>\n            <li class=\"nameList Last\">Pushpendra Singh<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Sexual and Reproductive Health (SRH) education remains largely limited to awareness-based\n                  interventions, particularly in stigmatized socio-cultural contexts. Researchers are\n                  extensively focusing on pedagogical theories, reshaping teaching and learning practices\n                  to enhance educational outcomes. This paper investigates the application of Bloom\u2019s\n                  taxonomy as a design framework for scaffolding SRH learning from foundational knowledge\n                  to higher-order cognitive engagement. We conducted a mixed-methods study with 45 participants\n                  who engaged in learning activities across different cognitive levels, followed by\n                  semi-structured interviews. Our analysis shows that integrating higher-order learning\n                  objectives\u2014such as application, analysis, and reflection\u2014supports deeper engagement\n                  and understanding of SRH topics beyond surface-level awareness. We also highlight\n                  how technologies such as VR and LLMs enable flexible, exploratory learning and create\n                  safe, judgment-free spaces for engaging with sensitive topics, supporting users\u2019 comfort.\n                  Based on these findings, we derive design implications for developing structured,\n                  inclusive, and stigma-sensitive SRH education technologies. This work contributes\n                  to HCI by empirically demonstrating how established learning theories can advance\n                  learning in sensitive educational domains. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812786\">AI Loves Boobies: Unpacking Harmful Imaginaries in Community-Based Generative AI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alejandra G\u00f3mez Ortega<\/li>\n            <li class=\"nameList\">Willem van der Maden<\/li>\n            <li class=\"nameList\">Airi Lampinen<\/li>\n            <li class=\"nameList\">Rob Comber<\/li>\n            <li class=\"nameList Last\">Madeline Balaam<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>We invite a visual exploration and critique of imagery that can be (re)produced through\n                  open-source models available in Civitai \u2014 a repository where creators share and monetize\n                  custom text-to-image models. The proliferation of these models contributes to the\n                  creation and distribution of Non-Consensual Synthetic Intimate Imagery (NCSII), a\n                  digitally-mediated form of image-based sexual abuse that primarily affects women and\n                  girls, commonly referred to as \u201c<em>deepfake porn<\/em>.\u201d We examine the practices surrounding the creation and sharing of custom open-source\n                  models designed to produce photorealistic content. Through a qualitative content analysis\n                  of 510 models and 3800 images, we illustrate the imaginaries about sex, bodies, and\n                  gender expressions that models embody and perpetuate, as well as how model creators\n                  understand their practices in relation to potential harms and misuse. We discuss pathways\n                  for feminist intervention and the care practices we embedded into our research process,\n                  and the design of this pictorial.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813074\">Trauma-Informed Data Donation: Integrating Expert and Donor Perspectives on Designing\n               Against Re-Traumatization During Collection of Sexual Violence Data<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Emma Walquist<\/li>\n            <li class=\"nameList\">Wenqi Zheng<\/li>\n            <li class=\"nameList\">Isha Datey<\/li>\n            <li class=\"nameList\">Xiangyu Zhou<\/li>\n            <li class=\"nameList\">Kelly Berishaj<\/li>\n            <li class=\"nameList\">Melissa McDonald<\/li>\n            <li class=\"nameList\">Michele Parkhill<\/li>\n            <li class=\"nameList\">Dongxiao Zhu<\/li>\n            <li class=\"nameList Last\">Douglas Zytko<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Data donation has received attention as a more consensual means of collecting personal\n                  data for scientific inquiry and AI technology. Yet the nature of data often donated\u2013such\n                  as harmful online messages and menstrual tracking logs\u2013carries risk of retraumatization\n                  (the forced reliving of traumatic experience). While the well-being of data donors\n                  is considered in prior work, approaches to retraumatization remain ad hoc. We present\n                  Trauma-Informed Data Donation (TIDD): a context-specific, exploratory design framework\n                  for adapting the Trauma-Informed Approach (TIA) from the Public Health domain to data\n                  donation. TIDD was the product of a 2-year research through design process with experts\n                  on sexual violence and trauma, and observational interviews of data donors. We use\n                  a case study applying TIDD to our custom data donation platform, Ube, as an invitation\n                  for designers to consider how TIDD could be used as a malleable foundation for donation\n                  of data associated with other forms of trauma.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812969\">On Designing Visceral Encounters with Synthetic Intimate Imagery<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alejandra G\u00f3mez Ortega<\/li>\n            <li class=\"nameList\">U\u011fur Gen\u00e7<\/li>\n            <li class=\"nameList\">Willem van der Maden<\/li>\n            <li class=\"nameList\">Rob Comber<\/li>\n            <li class=\"nameList\">Airi Lampinen<\/li>\n            <li class=\"nameList Last\">Madeline Balaam<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p><span style=\"color:#FF8000\">CONTENT WARNING: This paper discusses image-based sexual abuse.<\/span> Technological advances in Artificial Intelligence (AI) have made it easy to generate\n                  and distribute Non-Consensual Synthetic Intimate Imagery (NCSII); images and videos\n                  that depict people\u2019s voices, faces, or bodies in intimate or sexually explicit scenarios.\n                  The creation and distribution of NCSII is a form of image-based sexual abuse that\n                  primarily affects marginalized people. We present Photo BOO-th, an interactive installation\n                  that invites attendees to encounter NCSII of themselves, resulting in a creepy, visceral,\n                  and affective experience. We designed Photo BOO-th to critique, raise awareness, and\n                  foster societal discussions around consent, image-based sexual abuse, and the role\n                  of technology in enabling harm. Following a Research through Design approach, we unpack\n                  design events that reveal some of the tensions and considerations in designing Photo\n                  BOO-th. We conclude with a discussion around designing creepy interactions in sensitive\n                  contexts, designing with and against the uncertainties in generative AI, and a reflection\n                  on vulnerability when designing creepy interactions.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812990\">Rushed by Discomfort, Trapped by Immersion: Users\u2019 Experiences and Responses to Privacy\n               Deceptive Design in Commercial VR Applications<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Hilda Hadan<\/li>\n            <li class=\"nameList\">Michaela Valiquette<\/li>\n            <li class=\"nameList\">Lennart E. Nacke<\/li>\n            <li class=\"nameList Last\">Leah Zhang-Kennedy<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Commercial Virtual Reality (VR) transforms people\u2019s virtual experiences but introduces\n                  deceptive design opportunities that threaten user privacy. Although privacy deceptive\n                  patterns on 2D platforms are well-documented, their impacts in VR remain understudied.\n                  We surveyed 481 users\u2019 experiences and responses to privacy deceptive patterns across\n                  eight commercial VR scenarios. We found that VR deceptive design can exploit both\n                  cognitive vulnerabilities and bodily strain, a phenomenon we define as <em>Ergonomic Susceptibility<\/em>, and that VR\u2019s sensory-rich experiences can make users more likely to accept invasive\n                  data disclosure framed as immersion-preserving. Users recognized manipulation but\n                  their prior non-VR exposure can foster privacy resignation. Our study shows ergonomics\n                  is a critical factor in future privacy-preserving VR design, and urges VR researchers,\n                  designers, and policymakers to develop ethical design and privacy management solutions\n                  that account for VR\u2019s unique multimodal, immersive, and ergonomic properties, building\n                  immersive experiences that respect user privacy and mitigate manipulative data practices.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Assistive_Agents\">SESSION: Assistive Agents and Embodied Companions<\/h2>\n\n        \n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813058\">Explore or team up? Towards a Drone Based Assistant for Blind and Low Vision Individuals<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Nathan Rocher<\/li>\n            <li class=\"nameList\">Yize Wei<\/li>\n            <li class=\"nameList\">Sandra Bardot<\/li>\n            <li class=\"nameList\">Bernard Oriola<\/li>\n            <li class=\"nameList\">Anke M. Brock<\/li>\n            <li class=\"nameList Last\">Christophe Jouffrais<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Blind and Low-vision (BLV) people face challenges in their daily lives, especially\n                  regarding independent navigation in unfamiliar settings. Assistive robots have recently\n                  emerged as assistive tools for people with special needs. Drones, in particular, have\n                  unique advantages over ground robots. Our work aims at designing a drone assistant\n                  in addition to primary mobility aids (i.e., white cane) to improve spatial awareness\n                  and navigation in unfamiliar settings. Using a Research-through-Design method with\n                  21 BLV users, we identified challenging scenarios and the need for two distinct operating\n                  modes (Explorer and Team). We then deployed a low-fidelity prototype in a Wizard-of-Oz\n                  study. Participants were enthusiastic about the assistive drone. The outcomes were\n                  reviewed by low vision specialists and drone experts to critically assess the strengths\n                  and limitations of this assistive tool. Based on these results, we provide recommendations\n                  for future design of assistive drones tailored to BLV users. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812959\">Situating the Development of Conversational Artificial Intelligence in the Social\n               and Structural Contexts of People with Visual Impairments<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jeanne Choi<\/li>\n            <li class=\"nameList\">Dasom Choi<\/li>\n            <li class=\"nameList\">Sejun Jeong<\/li>\n            <li class=\"nameList\">Hwajung Hong<\/li>\n            <li class=\"nameList Last\">Joseph Seering<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>People with visual impairments (PVI) increasingly adopt conversational AI (CAI) in\n                  their daily practices. While much existing HCI research has focused on the technical\n                  capabilities of CAI, less has examined the societal contexts in which PVI use CAI,\n                  particularly from non-Western perspectives. We conducted a study with 14 participants\n                  with visual impairments in South Korea using an audio-based probe featuring imagined\n                  dialogues between a blind user and a future CAI. Our findings situate CAI use alongside\n                  persistent social barriers such as prejudice and restricted employment opportunities\n                  that contribute to a lack of social visibility for PVI. These societal conditions\n                  shape not only how CAI is used, but also how the potential benefits and limitations\n                  of CAI are experienced. We discuss the need for CAI design within the socio-technical\n                  realities of PVI, and conclude by discussing the importance of emphasizing social\n                  awareness and empowerment in the development of future CAI systems.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813063\">Creating Empowering Counter-Narratives through Collective Digital Art by Disabled\n               People<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Giulia Barbareschi<\/li>\n            <li class=\"nameList\">Chihiro Sato<\/li>\n            <li class=\"nameList\">Dunya Chen<\/li>\n            <li class=\"nameList\">Sifan Chen<\/li>\n            <li class=\"nameList\">Eimi Koga<\/li>\n            <li class=\"nameList\">Jason Wilsher-Mills<\/li>\n            <li class=\"nameList Last\">Kai Kunze<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Art has long been a powerful means by which disabled people and other minority group\n                  have established counter-narratives, pushing back against damaging stereotypes. These\n                  efforts become particularly meaningful when bringing together the work and stories\n                  of multiple disabled people, helping to move away from individual, while striving\n                  to preserve the uniqueness of everyone\u2019s contribution. In this paper, we document\n                  a collective digital art project led by an internationally acclaimed disabled artist\n                  involving 16 local disabled people in Japan, featuring a series of workshops where\n                  participants created self-portraits using iPads subsequently included in a larger\n                  inflatable sculpture. The generated art piece was exhibited to the local community\n                  during a series of events organised for the International Day of People with Disability.\n                  We reflect on our experiences to suggest key methodological learnings around peer-led\n                  collaborative art for counter-narrative creation and examine the role of technology\n                  in the context of curation.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812948\">Immersive AI Companions: Exploring the Design Space of Extended Reality Virtual Companions\n               Through Speculative Design Workshops<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Morad Elfleet<\/li>\n            <li class=\"nameList\">Joseph O&#8217;Hagan<\/li>\n            <li class=\"nameList\">Mohamed Khamis<\/li>\n            <li class=\"nameList Last\">Mathieu Chollet<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Extended reality (XR) technologies offer significant potential to create immersive\n                  virtual companionship experiences that support social connection, emotional engagement,\n                  and everyday practical needs. However, little is known about how people envision day-to-day\n                  interactions with virtual companions in XR environments, raising questions about how\n                  they should be designed. To address this gap, we conducted speculative design workshops\n                  with 16 participants experienced in AI and XR, generating 16 diverse design concepts\n                  spanning varied contexts, use cases and XR-specific affordances. Our analysis reveals\n                  key opportunities and emerging challenges in designing virtual companions for immersive\n                  environments, demonstrating how they foster meaningful companionship while supporting\n                  everyday activities. We further uncover a social tension around companions\u2019 embodied\n                  presence and visibility in shared spaces: users often prefer private, controllable\n                  interactions (engaging with a companion only they can see), which can conflict with\n                  social norms, create ambiguity for bystanders, or result in missing context during\n                  co-present interactions.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812900\">Analyzing Adoption Factors for Humanoid Robot Communication Features in Industry Contexts<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Dylan Thomas Doyle<\/li>\n            <li class=\"nameList\">Ross Mead<\/li>\n            <li class=\"nameList Last\">Saad Elbeleidy<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Humanoid robots are increasingly expected to be designed to interact in diverse social\n                  contexts. Yet, recent commercial prototypes often omit expressive communication features,\n                  such as faces and gestures. This disconnect raises questions about how communication\n                  modalities are actually selected for real-world deployment. In this study, we interviewed\n                  12 industry decision-makers involved in humanoid robot development to examine the\n                  factors that guide their design adoption choices. Our findings show that technical\n                  feasibility, cost, safety, reliability, and organizational priorities frequently outweigh\n                  the benefits of communication modalities. By highlighting where practitioner considerations\n                  align with or diverge from established design research, this study offers a grounded,\n                  industry-facing perspective on the design of humanoid communication. Interpreting\n                  our findings, we present a conceptual framework to guide design researchers in understanding\n                  decision-making for product development in industry contexts.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812951\">Design and Evaluation of AR-Based Real-Time Feedback System for Kinesthetic Robot\n               Teaching<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Muhammad Bilal<\/li>\n            <li class=\"nameList\">Tharaka Sachintha Ratnayake<\/li>\n            <li class=\"nameList\">D. Antony Chacon<\/li>\n            <li class=\"nameList\">Nir Lipovetzky<\/li>\n            <li class=\"nameList\">Denny Oetomo<\/li>\n            <li class=\"nameList Last\">Wafa Johal<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Learning from Demonstration (LfD) allows novice users to teach robots through demonstrations\n                  without coding; however, such demonstrations are often suboptimal and can limit robot\n                  performance. To better support novices, we investigate the design of a feedback system\n                  that enables effective human-robot communication during demonstrations. We first conducted\n                  a focus group study (<em>N<\/em> = 9) to identify effective ways of visualizing key robot information, including joint\n                  limits, self-collisions, and manipulability. Guided by these insights, we designed\n                  an AR-based real-time feedback system and evaluated it in a between-subjects user\n                  study (<em>N<\/em> = 36) on a 7-DoF collaborative robot. Participants performed two tasks\u2014insertion\n                  and pouring\u2014with the second task enabling assessment of participants\u2019 learning across\n                  tasks. Results show that real-time feedback reduced demonstration time, increased\n                  task completion rate, lowered perceived mental workload, and improved adherence to\n                  robot kinematic constraints. These findings demonstrate the effectiveness of the real-time\n                  feedback system for intuitive and effective robot teaching. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Sound_Memory\">SESSION: Sound, Memory, and Slow Technology<\/h2>\n\n        \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812826\">When a Puzzle Speaks: Collective Memory as a Brain-Health Practice<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ana C Veloso-Luis<\/li>\n            <li class=\"nameList\">S\u00f3nia Rafael<\/li>\n            <li class=\"nameList\">Joaquim J Ferreira<\/li>\n            <li class=\"nameList Last\">M\u00f3nica Mendes<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Population ageing and the growing burden of neurodegenerative diseases call for brain-health\n                  interventions that are locally meaningful and socially engaging. Evidence highlights\n                  social engagement and cognitive stimulation as preventive practices. Advancing a multidisciplinary\n                  approach to this challenge, this pictorial documents the design and pilot deployment\n                  of an interactive installation that playfully transforms community storytelling into\n                  a tangible, multimodal artefact to (re)activate place attachment and stimulate cognitive\n                  health. Focus-group storytelling with older adults and subsequent co-creation activities\n                  translated narratives about urban sites into blend drawn reinterpretations. These\n                  visual compositions were integrated into a tangible cube puzzle, which returns the\n                  collected stories through audio retelling, creating an interactive mnemonic loop.\n                  We contribute a replicable workflow of embodied cognitive interventions for translating\n                  collective narratives into annotated visualizations and tangible interaction; design\n                  lessons on curating borrowed memories; and machine vision and audio rewarding integration\n                  for inclusive engagement and cognitive stimulation in public settings.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812950\">&#8220;From remembering to shaping&#8221;: Narrating Shared Experiences by Co-Designing Cultural\n               Heritage Artifacts in Collaborative VR<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yushang Yang<\/li>\n            <li class=\"nameList\">Fanxu Meng<\/li>\n            <li class=\"nameList\">Fiona Nah<\/li>\n            <li class=\"nameList Last\">RAY LC<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>The ways people remember and recall places reveal an invisible aspect of cultural\n                  heritage (CH), reflecting how individuals and communities relate to these places.\n                  Heritage is communal, emerging through collaboratively constructed narratives rather\n                  than individual records. To probe how people may share collective memories, we designed\n                  an immersive two-person workflow for collaboratively co-designing 3D artifacts and\n                  environments in virtual heritage locations, using Generative AI (GenAI) to instantiate\n                  these intangible memories. Observations of the co-creation process revealed that participants\n                  merged prompts and model placements when negotiating different perspectives. They\n                  used spatial operations to compose scenes, and also to express personal and embodied\n                  experiences of CH. When GenAI failed to meet their needs, participants engaged in\n                  creative appropriation, re-purposing unsatisfactory generated objects as sources of\n                  design inspiration to further shared narratives. While GenAI may have a homogenizing\n                  effect on CH expression, this work shows how people may overcome limitations in immersive\n                  collaborative workflows.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813032\">Sonic Portal: Designing Interactive Soundscapes for Shared Memory and Community Connection<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alaa Algargoosh<\/li>\n            <li class=\"nameList\">Hayoun Noh<\/li>\n            <li class=\"nameList\">Yuqing Lucy Li<\/li>\n            <li class=\"nameList\">Xiao Xiao<\/li>\n            <li class=\"nameList Last\">Hiroshi Ishii<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Many spatial interaction systems privilege visual representation, leaving other sensory\n                  modalities underexplored as design materials. This paper presents an interactive research\n                  prototype and its evaluation, examining how sound can support memory evocation, place\n                  attachment, and social connection within a virtual representation of a shared space.\n                  The prototype combines a navigable three-dimensional environment with location-specific\n                  ambient sounds and spoken narratives through a two-stage process. First, participatory\n                  workshops were conducted with members of a lab community to collect meaningful sonic\n                  memories and associate sounds with the corresponding locations in the virtual environment.\n                  Second, the resulting audiovisual prototype was evaluated through a controlled study\n                  with two conditions: visual-only interaction and audiovisual interaction. The evaluation\n                  combined quantitative measures of the autobiographical memory experience, place attachment,\n                  and social connection with qualitative accounts of the user experience. The results\n                  show that audiovisual interaction was associated with stronger emotional engagement\n                  and perceived connection. Qualitative findings further illustrate how everyday sounds\n                  supported a sense of shared presence and continuity across non-overlapping occupants\n                  of the same space.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812862\">Sonic Being: Imagining Sound as an Independent Entity<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jongik Jeon<\/li>\n            <li class=\"nameList\">Yoonji Lee<\/li>\n            <li class=\"nameList Last\">Chang Hee Lee<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Since the concept of soundscape emerged, researchers have primarily viewed sound as\n                  a result of relationships between the surrounding environment and human listeners.\n                  However, this relational view tends to frame sound only in relation to human perception,\n                  leaving its independent existence underexplored. In this context, this research proposes\n                  a new perspective that understands sound as an independent entity existing regardless\n                  of sound\u2013human relationships. To explore this notion, we first conducted participatory\n                  workshops to collect people\u2019s imaginations of a sonic entity. Based on these insights,\n                  we developed a system through which individuals could directly experience an embodiment\n                  of such an auditory entity\u2014named Sonic Being. We then employed this system in a 7-day\n                  deployment study to investigate how people perceive, understand, and interact with\n                  Sonic Being. Our findings reveal that people attribute agency to independent sound,\n                  forming an evolving sense of companionship that persists even during periods of silence.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813088\">Beyond Project Time: Multiple Years of Living with a Slow Technology Research Product<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList Last\">William Odom<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>We report on an ultra-long-term deployment of Olo Radio, a slow technology research\n                  product designed to support reflective, memory-oriented music listening. Following\n                  a single participant across multiple moves and life-stage transitions, we trace how\n                  Olo Radio was periodically foregrounded and backgrounded\u2014cared for, reconfigured,\n                  and sometimes ignored\u2014as it became woven into domestic life. Over the same period,\n                  researcher\u2013participant relations shifted from a conventional study dynamic toward\n                  more reciprocal co-inquiry, culminating in the participant independently designing\n                  and building a successor device inspired by Olo Radio&#8217;s core design qualities. Drawing\n                  on this \u201csample of one,\u201d we show how temporal depth makes visible rhythms, frictions,\n                  and forms of continuation that shorter deployments rarely capture. We also articulate\n                  methodological and ethical implications of research products that outlive their projects,\n                  including stewardship, attachment, and participant-led continuation beyond project\n                  time.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812819\">Recoding Presence through Absence: A Thing Ethnography of the Breakfast Table<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList Last\">Yu-Ting Cheng<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>This pictorial examines how long-term, thing-centered documentation can function as\n                  a practice of noticing in everyday life, where meaning emerges not from individual\n                  events but through sustained attention to mundane arrangements, absences, and repetitions,\n                  as well as through processes of human\u2013thing co-configuration. Drawing on a seven-year\n                  collection of daily breakfast photographs, the work captures presence and absence\n                  through simple table settings\u2014plates, cups, and their shifting arrangements. Each\n                  image follows a strict rule: one side marks the author&#8217;s breakfast, while the other\n                  records others, an empty setting, or complete absence. Through repetition, the images\n                  form a visual archive in which relationships and temporal rhythms emerge primarily\n                  through the images themselves. This pictorial invites designers and researchers to\n                  consider how mundane assemblages can be engaged as a method for noticing how memory,\n                  routine, and identity are shaped over time.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Designing_AI\">SESSION: Designing AI Concepts and Values<\/h2>\n\n        \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813054\">Developing an AI Concept Envisioning Toolkit to Support Reflective Juxtaposition of\n               Values and Harms<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Pitch Sinlapanuntakul<\/li>\n            <li class=\"nameList\">Soyun Moon<\/li>\n            <li class=\"nameList\">Yuri Kawada<\/li>\n            <li class=\"nameList\">Yeha Chung<\/li>\n            <li class=\"nameList Last\">Mark Zachry<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Early-stage concept envisioning is a critical juncture in AI design, shaping how designers\n                  frame problems and the decisions that follow. Yet values and potential harms are often\n                  too abstract or addressed too late to meaningfully shape design. Using a Research-through-Design\n                  (RtD) approach, we developed the AI Concept Envisioning Toolkit, comprising an AI\n                  Capability Library, 24 Value\u2013Harm Cards, and a Value\u2013Tension Map, to support reasoning\n                  by juxtaposing values and harms within AI technical capabilities. Through a survey\n                  with 30 designers and in-depth interviews with 12 designers, we find that the toolkit\n                  is clear and perceived as valuable, and that it encourages value reflection, helps\n                  anticipate potential harms, and makes ethical considerations more transparent in early-stage\n                  design. We reflect on our design process and discuss design approaches for tools that\n                  promote reflection on values and potential harms, surface and navigate value tensions,\n                  and introduce productive friction throughout design workflows.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812888\">StreetDesignAI: Broadening Designer Perspectives Through Multi-Persona Evaluation\n               of Cycling Infrastructure<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ziyi Wang<\/li>\n            <li class=\"nameList\">Yilong Dai<\/li>\n            <li class=\"nameList\">Duanya Lyu<\/li>\n            <li class=\"nameList\">Mateo Nader<\/li>\n            <li class=\"nameList\">Sihan Chen<\/li>\n            <li class=\"nameList\">Wanghao Ye<\/li>\n            <li class=\"nameList\">Zijian Ding<\/li>\n            <li class=\"nameList Last\">Xiang Yan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Designing cycling infrastructure requires balancing the competing needs of diverse\n                  user groups, yet designers often struggle to anticipate how different cyclists experience\n                  the same street environment. We investigate how persona-based evaluation can support\n                  cycling infrastructure design by making experiential conflicts explicit during the\n                  design process. Informed by a formative study with 12 domain experts and crowdsourced\n                  bikeability assessments from 427 cyclists, we present StreetDesignAI, an interactive\n                  system that enables designers to (1) ground evaluation in real street context through\n                  imagery and map data, (2) receive parallel feedback from simulated cyclist personas\n                  spanning confident to cautious users, and (3) iteratively modify designs while the\n                  system surfaces conflicts across perspectives. A within-subjects study with 26 transportation\n                  professionals comparing StreetDesignAI against a general-purpose AI chatbot demonstrates\n                  that structured multi-perspective feedback significantly Broaden designers\u2019 understanding\n                  of various cyclists\u2019 perspectives, ability to identify diverse persona needs, and\n                  confidence in translating those needs into design decisions. Participants also reported\n                  significantly higher overall satisfaction and stronger intention to use the system\n                  in professional practice. Qualitative findings further illuminate how explicit conflict\n                  surfacing transforms design exploration from single-perspective optimization toward\n                  deliberate trade-off reasoning. We discuss implications for AI-assisted tools that\n                  scaffold persona-aware design through disagreement as an interaction primitive.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812991\">AI Design Sprints: Facilitating AI Innovation within Cross-functional Industry Teams<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Nur Yildirim<\/li>\n            <li class=\"nameList\">Kayur Patel<\/li>\n            <li class=\"nameList\">Florian Dusch<\/li>\n            <li class=\"nameList\">Dennis Knopf<\/li>\n            <li class=\"nameList\">Melike Yusufoglu<\/li>\n            <li class=\"nameList\">Dominik Schuler<\/li>\n            <li class=\"nameList\">Kenneth Holstein<\/li>\n            <li class=\"nameList\">Jodi Forlizzi<\/li>\n            <li class=\"nameList\">James McCann<\/li>\n            <li class=\"nameList Last\">John Zimmerman<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Artificial intelligence (AI) technologies offer tremendous potential for product and\n                  service innovation, yet finding good use cases remains challenging. Currently, AI\n                  projects largely fail due to breakdowns in early stage ideation and problem formulation.\n                  Drawing on HCI research that used AI capabilities and examples to facilitate AI concept\n                  ideation, this paper investigates how these approaches might be operationalized in\n                  industry settings. <span style=\"color:#000000\">We collaborated with cross-functional industry teams in insurance, accounting, and\n                     consultancy. We conducted a series of AI Design Sprints, where innovators simultaneously\n                     consider AI capabilities and human needs.<\/span> All teams perceived the ideation method highly valuable both for rapidly exploring\n                  use cases and building AI literacy within teams. We detail our process, the challenges,\n                  and artifacts that proved effective. We share insights on how AI projects get initiated,\n                  and how innovation teams identify use cases. Reflecting on these case studies, we\n                  discuss opportunities for improving early stage AI innovation. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813086\">Myths and Ironies of AI-Assisted Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList Last\">Paul C Parsons<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative AI is rapidly becoming embedded in design tools and workflows, accompanied\n                  by promises of increased productivity, reduced cognitive burden, and improved decision-making.\n                  These promises shape how AI systems are adopted and evaluated in design practice.\n                  However, research on design, automation, and sociotechnical work suggests that labor-saving\n                  technologies often reorganize work in unintended ways rather than simply reducing\n                  effort. In this paper, I examine AI-assisted design by focusing on how AI reshapes\n                  the cognitive, coordinative, and organizational conditions under which design work\n                  unfolds. The analysis is organized around myths and ironies of AI-assisted design,\n                  treating myths as early abstractions of design work that become institutionalized\n                  as technologies are embedded in practice. It identifies six widely articulated myths\u2014including\n                  higher-level thinking, explainability, reduced cognitive load, simplified workflows,\n                  democratization, and objectivity\u2014and the patterned ironies that follow as omitted\n                  cognitive and coordinative work reasserts itself in practice. The paper concludes\n                  with implications for AI-assisted design tools, professional practice, and design\n                  education.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813053\">How Designers Envision Value-Oriented AI Concepts with Generative AI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Pitch Sinlapanuntakul<\/li>\n            <li class=\"nameList\">Aayushi Dangol<\/li>\n            <li class=\"nameList\">Xiaoyi Xue<\/li>\n            <li class=\"nameList Last\">Mark Zachry<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As AI integrates into design practice, designers increasingly use generative AI tools\n                  to envision AI-enabled solutions, positioning AI as both design tool and design material.\n                  This dual role creates recursive value tensions distinct from traditional design work.\n                  We engaged 18 designers in a concept envisioning activity and interviews to understand\n                  how they navigate values and recognize potential harms in this context. Our analysis\n                  reveals that (i) designers engage in reciprocal reflection-in-action with AI; (ii)\n                  this process surfaces multi-level value tensions across tool, designer, and concept;\n                  (iii) designers demonstrate greater attunement to harm recognition as a primary design\n                  signal than to articulating positive value fulfillment; and (iv) designers exercise\n                  anticipatory judgment through meta-design reasoning about how tool assumptions risk\n                  propagating into designed concepts and future use contexts. We extend Sch\u00f6n\u2019s reflection-in-action\n                  framework and discuss implications for redesigning AI-mediated design tools, supporting\n                  harm-centered reasoning, and positioning design as foundational to AI development.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813014\">PrivacyMotiv: Vulnerability-Centered Persona Journeys for Empathic Privacy Reviews\n               in UX Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Zeya Chen<\/li>\n            <li class=\"nameList\">Jianing Wen<\/li>\n            <li class=\"nameList\">Yaxing Yao<\/li>\n            <li class=\"nameList\">Toby Jia-Jun Li<\/li>\n            <li class=\"nameList Last\">Tianshi Li<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>UX professionals routinely conduct design reviews, yet privacy concerns are often\n                  overlooked, not only due to limited tools, but more fundamentally from low intrinsic\n                  motivation, driven by limited privacy knowledge, weak empathy for unexpectedly affected\n                  users, and low autonomy in identifying harms. We present <em>PrivacyMotiv<\/em>, an LLM-powered system that generates vulnerability-centered personas, persona journey\n                  stories, and traceable design diagnoses grounded in lo-fi user flows to support privacy-oriented\n                  UX design review. In a within-subjects study with professional UX practitioners (N=16),\n                  <em>PrivacyMotiv<\/em> significantly improved empathy, intrinsic motivation, and perceived usefulness, with\n                  participants identifying 59% more privacy issues and proposing 70% more redesign solutions\n                  compared to self-proposed methods. This work contributes empirical insight into motivational\n                  barriers in privacy-aware UX and a structured, narrative-driven approach for integrating\n                  privacy review into early-stage UX practice.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Structured_AI\">SESSION: Structured AI Support for Design Work<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812860\">ReFinE: Streamlining UI Mockup Iteration with Research Findings<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Donghoon Shin<\/li>\n            <li class=\"nameList\">Bingcan Guo<\/li>\n            <li class=\"nameList\">Jaewook Lee<\/li>\n            <li class=\"nameList\">Lucy Lu Wang<\/li>\n            <li class=\"nameList Last\">Gary Hsieh<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Although HCI research papers offer valuable design insights, designers often struggle\n                  to apply them in design workflows due to difficulties in finding relevant literature,\n                  understanding technical jargon, the lack of contextualization, and limited actionability.\n                  To address these challenges, we present ReFinE, a Figma plugin that supports real-time design iteration by surfacing contextualized\n                  insights from research papers. ReFinE identifies and synthesizes design implications from HCI literature relevant to the\n                  mockup\u2019s design context, and tailors this research evidence to a specific design mockup\n                  by providing actionable visual guidance on how to update the mockup. To assess the\n                  system\u2019s effectiveness, we conducted a technical evaluation and a user study. Results\n                  show that ReFinE effectively synthesizes and contextualizes design implications, reducing cognitive\n                  load and improving designers\u2019 ability to integrate research evidence into UI mockups.\n                  This work contributes to bridging the gap between research and design practice by\n                  presenting a tool for embedding scholarly insights into the UI design process. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813080\">SketchConcept: Sketching-based Concept Composition for Product Design using Multimodal\n               Large Language Model<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Runlin Duan<\/li>\n            <li class=\"nameList\">Chenfei Zhu<\/li>\n            <li class=\"nameList\">Yuzhao Chen<\/li>\n            <li class=\"nameList\">Dizhi Ma<\/li>\n            <li class=\"nameList\">Jingyu Shi<\/li>\n            <li class=\"nameList\">Yichen Hu<\/li>\n            <li class=\"nameList\">Ziyi Liu<\/li>\n            <li class=\"nameList Last\">Karthik Ramani<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Sketches are widely used in conceptual design to externalize early ideas and communicate\n                  intent. With the rise of generative AI, sketch-to-design workflows have advanced rapidly.\n                  However, sketches are limited for organizing component-level structure and intent:\n                  parts, functions, and relations are often implicit, making systematic design space\n                  exploration difficult. We present SketchConcept, a sketch-to-design system that enables\n                  multimodal exploration through sketching and language. It allows designers to sketch\n                  out the form, then use voice or text to articulate and refine component functions\n                  and structural organization. This enables designers to explore not only satisfying\n                  appearances, but also functional and structural alternatives that are essential for\n                  design. To support this workflow, SketchConcept introduces a function-to-visual mapping\n                  mechanism that connects visual components to functional properties for component-wise\n                  iteration. We demonstrate the system through a set of representative use cases and\n                  evaluate its efficacy and usability in a two-session user study. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813005\">IdeaBlocks: Expressing and Reusing Divergent Intents for Graphic Design Exploration\n               using Generative AI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">DaEun Choi<\/li>\n            <li class=\"nameList\">Kihoon Son<\/li>\n            <li class=\"nameList\">Jaesang Yu<\/li>\n            <li class=\"nameList\">HyunJoon Jung<\/li>\n            <li class=\"nameList Last\">Juho Kim<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>While designers increasingly leverage Generative AI for divergent exploration, current\n                  interaction is optimized for convergent refinement, forcing users to specify fixed\n                  targets rather than open-ended search spaces. Based on a formative study (N=7), we\n                  define the anatomy of <em>Divergent Intent<\/em>, comprising property, direction, and range, and identified two critical barriers:\n                  the lack of mechanisms to explicitly shape the parametric boundaries of exploration\n                  and the difficulty of reusing successful search strategies. We present IdeaBlocks,\n                  where users can modularize divergent intents into <em>Exploration Blocks<\/em>. Users can reuse prior intents at multiple levels (block, path, and project) with\n                  options for literal or context-adaptive reuse. In our comparative study (N=12), participants\n                  using IdeaBlocks explored 2.13 times more images with 12.5% greater visual diversity\n                  than the baseline, demonstrating how structured intent expression and reuse support\n                  divergent exploration. A three-day longitudinal study (N=6) further revealed how different\n                  reuse mechanisms allowed distinct creative strategies, offering design implications\n                  for future intent-aware design support tools. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813064\">ToMigo: Interpretable Design Concept Graphs for Aligning Generative AI with Creative\n               Intent<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Lena Hegemann<\/li>\n            <li class=\"nameList\">Xinyi Wen<\/li>\n            <li class=\"nameList\">Michael A. Hedderich<\/li>\n            <li class=\"nameList\">Tarmo Nurmi<\/li>\n            <li class=\"nameList Last\">Hariharan Subramonyam<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative AI often produces results misaligned with user intentions, for example,\n                  resolving ambiguous prompts in unexpected ways. Despite existing approaches to clarify\n                  intent, a major challenge remains: understanding and influencing AI\u2019s interpretation\n                  of user intent through simple, direct inputs requiring no expertise or rigid procedures.\n                  We present ToMigo, representing intent as design concept graphs: nodes represent choices\n                  of purpose, content, or style, while edges link them with interpretable explanations.\n                  Applied to graphic design, ToMigo infers intent from reference images and text. We\n                  derived a schema of node types and edges from pre-study data, informing a multimodal\n                  large language model to generate graphs aligning nodes externally with user intent\n                  and internally toward a unified design goal. This structure enables users to explore\n                  AI reasoning and directly manipulate the design concept. In our user studies, ToMigo\u2019s\n                  design concept graphs received high alignment ratings and captured most user intentions\n                  well. Users reported greater control and found interactive features\u2014editable graphs,\n                  reflective chats, concept-design realignment\u2014useful for evolving and realizing their\n                  design ideas.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812885\">DesignerlyLoop: Forming Design Intent through Curated Reasoning for Human-LLM Alignment<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Anqi Wang<\/li>\n            <li class=\"nameList\">Zhengyi Li<\/li>\n            <li class=\"nameList\">Xin Tong<\/li>\n            <li class=\"nameList Last\">Pan Hui<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>While Large Language Models (LLMs) have significantly advanced design ideation and\n                  problem-solving, a fundamental tension persists between the discrete nature of current\n                  LLM interactions and the iterative, non-linear essence of design thinking. This \u201chuman-LLM\n                  misalignment\u201d often forces designers to choose between accepting opaque \u201cblack-box\u201d\n                  outputs or restarting the generation process entirely, thereby hindering the evolution\n                  of design intent and diminishing critical reflection. Based on a formative study with\n                  eight designers, we identify three core challenges in achieving reasoning-level alignment\n                  and propose a \u201cCurated Reasoning\u201d interaction approach. To instantiate this approach,\n                  we developed DesignerlyLoop, a prototype that introduces a nested two-layer diagram\n                  structure. This system allows users to externalize their evolving design intent while\n                  simultaneously inspecting, reorganizing, and selectively regenerating the underlying\n                  LLM reasoning chains. A within-subject user study with 20 designers demonstrated that\n                  curated reasoning significantly enhances design intent formulation, and output quality.\n                  By shifting the user\u2019s role from a passive recipient of generated content to an active\n                  curator of AI reasoning, DesignerlyLoop fosters a more reflective and iterative human-AI\n                  collaborative process. Our contributions include: identifying key alignment challenges\n                  in creative design; the implementation of a dual-layer structure for reasoning curation;\n                  and empirical evidence validating how explicit curated reasoning supports more effective\n                  human-LLM alignment in creative tasks. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813091\">CatalaBlocks: A Block-Based Visual Tool for Programming the Law<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Nicholas Michael Russo<\/li>\n            <li class=\"nameList\">Matthew Schmitt<\/li>\n            <li class=\"nameList\">Ananya Iyer<\/li>\n            <li class=\"nameList Last\">Jonggi Hong<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Catala is a domain-specific programming language for statutory law, featuring prioritized\n                  default logic and programming constructs that precisely mirror legal reasoning structures.\n                  Extensive study of block-based programming has not clarified how such representations\n                  function in semantics-constrained domain-specific languages that require users to\n                  directly encode statutory logic. We introduce CatalaBlocks, a block-based representation\n                  of Catala that renders its core semantic constructs into a constrained visual form,\n                  enabling empirical study of how representation shapes interaction with computationally\n                  formalized statutory logic. We conducted a comparative study with legal professionals,\n                  examining how participants implemented statutory rules using either textual Catala\n                  or CatalaBlocks. Participants using CatalaBlocks completed tasks more quickly, produced\n                  more accurate code, reported lower difficulty, and expressed greater confidence in\n                  the solutions\u2019 alignment with intended statutory logic. These findings provide insight\n                  into how representation shapes domain experts\u2019 interaction with a semantics-first\n                  language for statutory law.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Situated_Design\">SESSION: Situated Design: Rural, Domestic, Placed<\/h2>\n\n        \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812823\">Homes as Repositories of Alternative Potentials: Designing in, for and alongside Everyday\n               Life<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Piet de Koning<\/li>\n            <li class=\"nameList\">Lenneke Kuijer<\/li>\n            <li class=\"nameList\">Joep Frens<\/li>\n            <li class=\"nameList Last\">Berry Eggen<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>We report on a long-term participatory design research project in three social housing\n                  apartments that explores how design can extend the catalogue of domestic (energy)\n                  technologies beyond dominant industrial premises of scalability and efficiency. This\n                  pictorial walks through dioramas of the homes and their idiosyncrasies \u2013 constructed\n                  from visits, sketches, probes, participant-taken photographs, floor plans, local histories\n                  and theories, reflections, and speculations. We argue that homes and households, particularly\n                  in contexts that require resourcefulness, act as repositories of alternative potentials.\n                  Through a situated spatial analysis, we explore how residents navigate the gaps between\n                  standardized architecture and diverse, lived spaces using low and high-tech solutions\n                  that work. Four resulting designs collectively sensitize and expand an alternative\n                  approach to designing domestic technologies, challenging dominant notions of what\n                  counts as novel in the context of the home.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812983\">Beyond Cameras and Microphones: Mitigating Privacy Tensions in &#8216;Simple&#8217; Smart Home\n               Sensors<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alexa Becker<\/li>\n            <li class=\"nameList\">Mirko Tobias Sch\u00e4fer<\/li>\n            <li class=\"nameList\">Albrecht Kurze<\/li>\n            <li class=\"nameList\">Andreas Bischof<\/li>\n            <li class=\"nameList\">Franziska Baum<\/li>\n            <li class=\"nameList\">James Pierce<\/li>\n            <li class=\"nameList Last\">Arne Berger<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Seemingly simple smart home sensor data, such as temperature or humidity, can lead\n                  to conflicts between involved stakeholders, such as users, their partners, or landlords.\n                  To understand potential mitigation strategies in product design, we conducted seven\n                  scenario-based workshops with 38 tech practitioners and academics. We asked them to\n                  prototype smart home device packages that showcase how conflicts caused by simple\n                  sensor data could be minimized in product design. The strategies they employed are:\n                  1) reducing data granularity on the visual layer; 2) minimizing data storage; 3) offering\n                  more sensor data explainability; 4) increasing trust through strict data regulations.\n                  We contribute applicable design strategies for mitigating tensions for simple sensor\n                  systems developed by tech experts illustrated with examples.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813027\">&#8216;Let&#8217;s Walk Along the Main Road&#8217;: Participatory Mapping of Multi-layered Rural Food\n               Environments as Design Material<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Kerstin Salewski<\/li>\n            <li class=\"nameList\">Thomas Neifer<\/li>\n            <li class=\"nameList Last\">Alexander Boden<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Rural areas play a critical yet under-examined role in the transition toward more\n                  sustainable food environments. As design settings, they are shaped by interconnected\n                  barriers of mobility, infrastructure, and social coordination that can be difficult\n                  to make sense of and address for HCI research. Building on participatory design, we\n                  conducted participatory mapping with members of communities of practice from a rural\n                  area in Germany. We used participatory mapping within a future workshop to make food\n                  environments and the barriers and enablers shaping them visible and negotiable as\n                  design material. Based on our findings, we contribute insights into participatory\n                  mapping as a method for documenting local food environments at multiple, intertwined\n                  layers, and analyze its potential for creating a shared, situational understanding\n                  of how sustainable food practices are enabled and constrained.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812867\">From Nowhere to Now-here: Centering Black Senses of Place and Placemaking in Speculative\n               Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alex Jiahong Lu<\/li>\n            <li class=\"nameList\">Comfort Umoren-Olorunnisomo<\/li>\n            <li class=\"nameList Last\">Caitlin Crutcher<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>This paper positions Black senses of place and the labor of placemaking as central\n                  to speculative design practice. We foreground the social, cultural, and historical\n                  specificities of place as experienced by Black communities long subjected to racial\n                  violence. Drawing from a participatory speculative design project with seniors and\n                  youth in Detroit, we show how visions of sociotechnical alternatives emerged from\n                  community members\u2019 situated experiences of their neighborhoods and place-based cultural\n                  practices. We argue that speculative design must engage placemaking to confront three\n                  interrelated forms of nowhereness, namely the rendering of Black life as placeless\n                  within racialized spatial orders, the erasure of Black futures through dominant technocratic\n                  futurity, and speculation itself operating from and for nowhere, detached from place\n                  and accountability. We conceptualize and advocate for a shift from nowhere to now-here\n                  within speculative design, offering practical implications for grounding futurity\n                  in lived places, relational labor, and Black livingness. This reorients speculative\n                  design toward a place-based practice that centers the agency of impacted communities\n                  in imagining and enacting sociotechnical worlds otherwise.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813098\">LIAISE-CAM: A design framework for small business digitalization in developmental\n               contexts<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Harshit Goel<\/li>\n            <li class=\"nameList\">Anasmita Ghoshal<\/li>\n            <li class=\"nameList Last\">Sruti Srinivasa Ragavan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Digitalization is for small business growth and resilience and adoption of ICT is\n                  limited to digital payments, and uneven and fragmented across business functions (e.g.,\n                  accounting, inventory, administration). This is true in contexts with resource constraints,\n                  limited infrastructure, informal work practices and retrospective digitalization.\n                  This raises questions for HCI and ICTD research: how do small businesses expand digitalization\n                  beyond initial adoption, what challenges emerge as they sustain and adapt these technologies\n                  over time, and how should technologies be designed for small businesses across diverse\n                  contexts. To enable designers reason about digitalization solutions, we conducted\n                  a field study of small businesses in Kanpur, India. Using the existing LIAISE framework\n                  for small business digitalization as an scaffold, we synthesize our findings to propose\n                  LIAISE-CAM, an analytical and sensitizing lens for designing digitalization solutions.\n                  LIAISE-CAM extends LIAISE to account for retrospective adoption, sustained maintenance,\n                  and ongoing use\u2014dimensions often underexplored in existing systems. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812895\">Designing Policy with Last-Mile Stakeholders: Connecting Ground-Level Farmer Insights\n               to Indian Agrarian Policymakers with NLP<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Kasturi Pathak<\/li>\n            <li class=\"nameList Last\">Sahil Kale<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Agriculture, the backbone of the Indian economy, provides livelihoods to over 40%\n                  of the population. Yet, estimates of national agricultural production and macro-level\n                  decisions on crop planning, exports, and government schemes often also rely on data\n                  created at desks, alongside scientifically collected data and limited on-ground evidence.\n                  We observe that end-user stakeholders often struggle to participate in decision-making.\n                  Thus, a divide persists between data collection methods, policymakers, and on-ground\n                  lived experiences. To facilitate communication of ground-level information, we propose\n                  <em>Participatory Insight<\/em>, a design research method for grounded, nuanced and potentially scalable stakeholder\n                  engagement in policymaking. We instantiate this method through <em>Avani<\/em>, an AI-supported, audio-based data collection and analysis system designed for the\n                  agricultural domain. Avani aims to deliver actionable insights to decision-makers\n                  to reduce information gaps. Our main contributions include a generalisable method\n                  for participatory policymaking, and a pilot testing its implementation in the context\n                  of Indian agriculture.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Inclusive_Play\">SESSION: Inclusive Play and Everyday Support<\/h2>\n\n        \n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812940\">HanaARrange: Designing an Augmented Reality Support System for Daily Ikebana Practice\n               and Well-being<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Xiyue Wang<\/li>\n            <li class=\"nameList\">Zeynep Eda Altintop<\/li>\n            <li class=\"nameList\">Derek Kirschbaum<\/li>\n            <li class=\"nameList\">Miao Cheng<\/li>\n            <li class=\"nameList\">Yoshifumi Kitamura<\/li>\n            <li class=\"nameList Last\">Chiahuei Tseng<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Ikebana, the Japanese art of flower arrangement, offers practitioners significant\n                  mental health benefits, yet daily practice is often limited by a lack of guidance\n                  and resources. This work explores how augmented reality (AR) in combination with AI\n                  can address these accessibility challenges to support ikebana self-practice. Based\n                  on a formative study interviewing 14 students and instructors on their ikebana experiences\n                  and challenges, we designed HanaARrange, an AR system providing visual and verbal\n                  guidance as users arrange real-life ikebana. In a user study with 9 participants,\n                  we found that HanaARrange outperformed traditional self-practice in achieving correct\n                  basic ikebana forms, while offering comparable mental well-being benefits. We then\n                  conducted iterative refinements with 6 more experienced learners, identifying recursive\n                  use patterns and future opportunities. We contribute insights into a design framework\n                  for supporting intangible cultural heritage practices, expanding the ikebana ecosystem\n                  beyond constraints of physical lessons while supporting mental well-being and life\n                  qualities.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812926\">Using Generative AI to Design a Recreational Service in a Japanese Aging Community<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jianrui Zhao<\/li>\n            <li class=\"nameList\">Shengtian Li<\/li>\n            <li class=\"nameList\">Ximing Shen<\/li>\n            <li class=\"nameList\">Seray Senyer Sukuti<\/li>\n            <li class=\"nameList\">Giulia Barbareschi<\/li>\n            <li class=\"nameList Last\">Chihiro Sato<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As the population of older adults continues to grow, there is increasing need to explore\n                  how technology-enhanced recreation can support well-being. While Generative AI (GenAI)\n                  shows promise in this area, its role in recreational activities for older adults remains\n                  underexplored. We report on a two-year engagement with a suburban Japanese aging community\n                  aimed at identifying design considerations for image-based GenAI-supported recreational\n                  activities. Through four workshops conducted using a Research-through-Design approach\u2014individual\n                  prompting, collective prompting, prompt guessing, and curating prompts\u2014we examined\n                  how different forms of participation shaped engagement with GenAI. Our findings suggest\n                  that although older adults show clear interest in image-based GenAI, it becomes more\n                  meaningful when embedded in culturally recognizable practices and socially mediated\n                  infrastructures, rather than framed primarily as an individual creativity or literacy\n                  tool. Based on these insights, we discuss implications for integrating GenAI into\n                  meaningful community-based recreational activities for older adults.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813004\">ElderPlay: Supporting Age-Inclusive Gameplay for Older Adults via Real-Time Gesture-to-Controller\n               Translation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ching-Wen Hung<\/li>\n            <li class=\"nameList\">Che-Wei Hsu<\/li>\n            <li class=\"nameList\">Wei-Tang Hsu<\/li>\n            <li class=\"nameList\">Tzu-Chin Chiu<\/li>\n            <li class=\"nameList\">Li Lin<\/li>\n            <li class=\"nameList\">Yao Cheng Lee<\/li>\n            <li class=\"nameList\">Ting-Wu Chang<\/li>\n            <li class=\"nameList\">Hsien-Hui Tang<\/li>\n            <li class=\"nameList\">Bing-Yu Chen<\/li>\n            <li class=\"nameList Last\">Mike Y. Chen<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Playing video games can enhance older adults\u2019 well-being and social connections. However,\n                  most mainstream games rely on button-based controls that require fine motor skills,\n                  limiting accessibility. We present ElderPlay, a real-time game input translation system\n                  that enables older adults to play unmodified commercial games using intuitive, motion-based\n                  interaction. We first conducted a gesture elicitation study to derive user-defined\n                  gestures grounded in everyday experiences, which informed the design of a proof-of-concept\n                  system translating gestures into controller inputs. We then evaluated ElderPlay with\n                  two commercial Nintendo Switch games. Results show that gesture-based interaction\n                  improves enjoyment, perceived physical engagement, and performance. Rather than replacing\n                  controllers, our findings highlight the effectiveness of hybrid interaction, where\n                  gesture and controller inputs support different gameplay actions. We discuss implications\n                  for context-dependent and inclusive game interaction design.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812919\">Prepy: a Vertical Movement-Based Physical Reminder for Upcoming Schedules<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Geonho Lee<\/li>\n            <li class=\"nameList\">Jin-young Moon<\/li>\n            <li class=\"nameList\">Jaha Lim<\/li>\n            <li class=\"nameList\">Nanum Kim<\/li>\n            <li class=\"nameList Last\">Young-Woo Park<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>People commonly manage everyday tasks by registering schedules in digital calendars\n                  and setting alarms for important events. In this study, we designed and implemented\n                  Prepy, a physical reminder that provides vertical movement\u2013based alerts for upcoming\n                  events retrieved from Google Calendar. Prepy allows users to configure the movement\n                  interval and supports task initiation by stopping the movement. We conducted a two-week\n                  field study with eight participants. The results show that participants tended to\n                  adjust and reorganize their schedules in ways that aligned with their perception of\n                  the device&#8217;s vertical movement and user-configured intervals, adapting them to everyday\n                  contexts. Furthermore, participants interpreted Prepy not merely as an alerting device\n                  but as a temporal companion that signaled the start of an event and enabled the delegation\n                  of everyday tasks. This study presents design opportunities for temporal companion\n                  typology that bridge physical reminders and digital calendars to support schedule\n                  management in everyday life.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813095\">Exploring Diminished Reality for Attention Support: A Co-Design Study with Students\n               with ADHD<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Heesuk Noh<\/li>\n            <li class=\"nameList\">Parastoo Safikhani<\/li>\n            <li class=\"nameList\">Anjun Zhu<\/li>\n            <li class=\"nameList\">Wolfgang Stuerzlinger<\/li>\n            <li class=\"nameList Last\">Lawrence H Kim<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Diminished Reality (DR) modifies or removes elements of the perceived environment.\n                  We explored DR for attention support through diary studies, interviews, and speculative\n                  co-design with 15 university students with ADHD. Participants described a persistent\n                  gap between intention and attention, and the use of externalization strategies that\n                  encounter fundamental limits in physical reality. In co-design, rather than reasoning\n                  from visual operations, participants articulated which properties of stimuli they\n                  needed to perceive versus filter, revealing cases where visual diminishment does not\n                  reliably map to attentional diminishment. We contribute rich descriptive data on the\n                  attentional challenges and DR preferences of students with ADHD, and propose Attentional\n                  Diminishment, a sensitizing concept that reframes DR for attention support from visual\n                  outcomes to attentional effects. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812985\">Co-Designing with Autistic Livestreamers: Care, Constraints, and Trade-offs in Livestreaming<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Terrance Mok<\/li>\n            <li class=\"nameList\">Anthony Tang<\/li>\n            <li class=\"nameList Last\">Lora Oehlberg<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Autistic livestreamers use platforms like Twitch for social connection, self-expression,\n                  and community, but these spaces also impose ongoing social and emotional demands.\n                  Prior work has documented these experiences, but less is known about what autistic\n                  creators themselves envision for the tools and platforms they use. We address this\n                  gap through a Research through Design (RtD) co-design study with three autistic Twitch\n                  streamers, using speculative artefacts as discussion prompts to explore how participants\n                  reasoned about potential livestreaming technologies. Across three co-design activities,\n                  we identify three overarching tensions shaping autistic streaming practice: Expression\n                  versus Misinterpretation and Harm; Public Participation versus Control and Moderation;\n                  and Sustainable Practice versus Finite Energy. Our co-designers surfaced constraints,\n                  trade-offs, boundaries, and hesitations toward automation, and concerns about managing\n                  viewer expectations. This work contributes an account of co-design as a reflective\n                  practice with autistic livestreamers, showing how speculative artefacts can surface\n                  values, limits, and design reasoning around livestreaming technology. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Atmospheres_Scent\">SESSION: Atmospheres, Scent, and Liveliness<\/h2>\n\n        \n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812809\">Composing Informational Atmospheres: A Research-Through-Design Method Using Reduced\n               Perceptual Cues<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Carlos Garcia Fernandez<\/li>\n            <li class=\"nameList\">Laura Sch\u00fctz<\/li>\n            <li class=\"nameList\">Takatoshi Yoshida<\/li>\n            <li class=\"nameList Last\">Kouta Minamizawa<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Contemporary interactive systems often center design around discrete user actions\n                  and interface responses. While effective for tasks, this focus can overlook how experience\n                  is shaped through perceptual conditions such as light, sound, airflow, temperature,\n                  and material presence. This pictorial presents Reduced Perceptual Cues (RPC) as a\n                  research-through-design method that shifts attention from interaction events toward\n                  the deliberate selection and composition of perceptual cues.<\/p>\n\n               <p>We introduce a compositional approach supported by a card-based design process, computational\n                  workflows for perceptual distillation, and simple modular sensory elements. Through\n                  a series of workshops, we show how this approach supports diverse experiential configurations\n                  across contexts. By foregrounding perceptual cues as design material, this work contributes\n                  a transferable method for interaction design beyond event- and interface-centric paradigms.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813007\">Modulating Olfactory Perception through Localized Nasal Thermal Stimulation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Rui Zhang<\/li>\n            <li class=\"nameList\">Yitian Ding<\/li>\n            <li class=\"nameList\">Ningchang Xiong<\/li>\n            <li class=\"nameList Last\">Shaoyu Cai<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Smell and temperature are tightly intertwined in everyday experience, yet interactive\n                  systems often treat them as independent sensory channels. While thermohaptics and\n                  olfactory interfaces have been studied separately, it remains unclear how <em>localized nasal thermal stimulation<\/em> can modulate olfactory perception without changing chemical concentration. We introduce\n                  a nose-mounted thermohaptic interface that delivers precise, closed-loop heating and\n                  cooling stimuli to the nasal skin area (nasal sidewalls) to modulate olfactory perception.\n                  We evaluate our system in two user studies. In the first psychophysical study, we\n                  estimate perceptual thresholds (just-noticeable differences, JNDs) for thermally induced\n                  changes in perceived odor intensity across three odors, revealing intensity biasing\n                  and asymmetric sensitivity between cooling and heating (mean JND: 4.33\u00b0C for cooling;\n                  6.15\u00b0C for heating). In the second study, we profile odor quality in a structured\n                  multidimensional descriptor space, revealing odor-dependent, dimension-specific semantic\n                  shifts rather than uniform changes. Together, these findings suggest that nasal thermal\n                  modulation can serve as a rapid, reversible, and non-chemical approach for shaping\n                  olfactory experience, expanding the design space for perceptually driven olfactory\n                  interfaces in multisensory Human-Computer Interaction (HCI). <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812963\">PlayScent: Exploring Olfactory Texture Across Scent Delivery Methods<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Chih-Hung Lee<\/li>\n            <li class=\"nameList\">Yu Zhang<\/li>\n            <li class=\"nameList\">Suhang Wei<\/li>\n            <li class=\"nameList\">Yuling Yang<\/li>\n            <li class=\"nameList\">Siqi Zheng<\/li>\n            <li class=\"nameList Last\">Qi Lu<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Different scent delivery methods may influence how scents are perceived in interactive\n                  systems. This study presents PlayScent, a custom-built research prototype comprising\n                  our in-house multi-module driver (UniODriver) and an integrated 3D-printed apparatus.\n                  Using a single-outlet design, PlayScent enables controlled comparison of atomizer,\n                  air pump, heater, and fan-based delivery methods under shared spatial conditions.\n                  Through a mixed-methods study, we develop a preliminary perceptual mapping and an\n                  initial perception vocabulary for scent delivery methods, relating user descriptions\n                  to measured physical parameters and identifying distinct perceptual tendencies across\n                  methods. Exploratory expert feedback further reflects on the possible relevance of\n                  these findings for design practice. Building on the empirical results, we outline\n                  illustrative design scenarios for future exploration. Together, this work offers an\n                  early design-oriented account of how delivery methods may be considered alongside\n                  scent selection in olfactory interaction design.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812977\">Harnessing the Aesthetic Potential of Bio-based eTextiles: An Empirical Study with\n               Artefacts<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sof\u00eda Guridi<\/li>\n            <li class=\"nameList\">Emmi Pouta<\/li>\n            <li class=\"nameList Last\">Sanna Lehtinen<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Electronic textiles are an expanding field, yet their sustainability challenges demand\n                  urgent attention. Recent research highlights the broader inclusion of biomaterials\n                  to reduce their environmental impact. This has opened up new functionalities by combining\n                  biomaterial properties, textile techniques, and electronics. Nevertheless, an underexplored\n                  aspect is their aesthetic dimension, which plays a critical role in the user\u2019s experience\n                  with them. To address this gap, we created a collection of five bio-based eTextiles\n                  artefacts and introduced them to participants in an aesthetics-focused user study.\n               <\/p>\n               <p>Our contribution lies in empirically expanding initial observations by surfacing their\n                  aesthetic particularities and proposing design recommendations. We argue that the\n                  potential of using biomaterials in eTextiles extends beyond their circular benefits,\n                  as they can create multisensory experiences aligned with care, trust, and beauty,\n                  while supporting tangible imagination. These qualities could foster meaningful aesthetic\n                  interactions with eTextiles, thereby enhancing the use and appreciation of more sustainable\n                  eTextile systems. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812883\">Biophilic Interaction in Indoor Environments: A Design Framework<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Shruti Rao<\/li>\n            <li class=\"nameList\">Judith Good<\/li>\n            <li class=\"nameList Last\">Hamed Alavi<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As interactive technologies shape indoor environments, dominant design approaches\n                  prioritise optimisation, efficiency, and instrumental forms of socialisation. In contrast,\n                  architectural traditions of biophilic design show how interaction with nature supports\n                  emotions, attentional restoration, and physical health. Yet these insights are often\n                  overlooked in interactive indoor environments. In this paper, we advance biophilic\n                  design as an interaction design lens for technologically mediated indoor environments.\n                  Drawing on design sessions with architects, we examine how qualities of natural phenomena,\n                  beyond visual greenery, are translated into biophilic interaction indoors. We contribute\n                  a biophilic interaction design framework for indoor environments structured through:\n                  (1) seven biophilic dimensions that characterise the design space; (2) seven design\n                  values that articulate the experiential priorities shaping this space; and (3) six\n                  interaction forms that illustrate novel ways occupants interact with indoor environments.\n                  Our framework positions biophilic interaction as a multisensory process shaped through\n                  relations between people, technologies, and built environments.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812982\">What Makes Technology Feel `Alive&#8217;: The Precursors of Perceived Consciousness in Interactive\n               Systems Scale<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Pawe\u0142 W. Wo\u017aniak<\/li>\n            <li class=\"nameList\">Jasmin Niess<\/li>\n            <li class=\"nameList\">Julia Dominiak<\/li>\n            <li class=\"nameList\">Ava Elizabeth Scott<\/li>\n            <li class=\"nameList\">Barbara Sienkiewicz<\/li>\n            <li class=\"nameList\">Konstantin R. Str\u00f6mel<\/li>\n            <li class=\"nameList\">Anna Walczak<\/li>\n            <li class=\"nameList Last\">Miko\u0142aj P. Wo\u017aniak<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>The science and technology world is stuck in an unresolved debate: can technologies\n                  ever be conscious? While this question dominates discussions in neuropsychology and\n                  cognitive science, it is ultimately unproductive for Human-Computer Interaction (HCI).\n                  As users perceive a level of consciousness in commercially available systems, there\n                  is a need to understand the factors that lead to a perception of consciousness so\n                  that we account for consciousness in designing interactive systems. To that end, we\n                  systematically develop the <em>Precursors of Perceived Consciousness in Interactive Systems Scale<\/em>\u2014a validated instrument for quantifying the design qualities that contribute to perceived\n                  consciousness in a technology. Through reporting on a structured scale development\n                  process, we show how the <em>PreCoS<\/em> enables studies of technologies potentially perceived as conscious. <em>PreCoS<\/em> is the first step towards the systematic study and design of systems which responsibly\n                  integrate perceived consciousness: fostering positive, engaging experiences while\n                  recognising and mitigating ethical risks such as overtrust, bias, or psychological\n                  discomfort.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Learning_with\">SESSION: Learning with (and About) Technology<\/h2>\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813071\">RoboBlockly Studio: Conversational Block Programming with Embodied Robot Feedback\n               for Computational Thinking<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Leyi Li<\/li>\n            <li class=\"nameList\">Chenyu Du<\/li>\n            <li class=\"nameList\">Jiafei Sun<\/li>\n            <li class=\"nameList\">Erick Purwanto<\/li>\n            <li class=\"nameList Last\">Qing Zhang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Computational thinking (CT) is increasingly promoted as a core literacy, yet learners\n                  and teachers face challenges in connecting abstract program logic to meaningful outcomes.\n                  We design and evaluate RoboBlockly Studio, an integrated interactive system that combines\n                  block-based programming, a conversational AI teaching agent, and embodied robot execution.\n                  RoboBlockly Studio creates a tight iterative loop of authoring, running, observing,\n                  and revising. Informed by interviews with five programming teachers, the system was\n                  designed to support four goals: (1) preserving learner agency in computational thinking,\n                  (2) making program behavior transparent and interpretable, (3) grounding programming\n                  in embodied, classroom-aligned tasks, and (4) scaffolding reflection through pedagogically\n                  grounded AI dialogue. We deployed RoboBlockly Studio with 32 high school students,\n                  observing how robot and AI feedback influenced students\u2019 interactions with code, reflections\n                  on problem-solving strategies, and understanding of CT concepts. We discuss design\n                  insights and implications for creating interactive, embodied learning environments\n                  that integrate AI and robotics to support CT learning in computing education.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813026\">Edularps in Computer Science Education and Digital Literacy Education? Exploring the\n               Potential of a Novel Educational Method through a Mixed-Methods Approach including\n               Co-Design Research<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Olivia Fischer<\/li>\n            <li class=\"nameList\">Ren\u00e9 R\u00f6pke<\/li>\n            <li class=\"nameList\">Hilda Tellio\u011flu<\/li>\n            <li class=\"nameList Last\">Wolfgang Weinlich<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Edularp (educational live-action role play) has been used as an educational method\n                  in several subjects but not in formal computer science education (CSE) and formal\n                  digital literacy education (DLE). This paper answers the question \u201cHow can edularp\n                  be used in CSE and DLE?\u201d on the basis of a unique mixed-methods approach. We report\n                  on, first, our online survey and, second, on our approach of research through co-design,\n                  which we carried out together with eleven in-service and pre-service teachers of CSE\n                  and DLE. We identified several potential topics and skills that could be worked on\n                  through edularps in CSE or DLE. With this we deliver insights for future edularp designers,\n                  as well as for education specialists. Furthermore, we describe six edularp prototypes\n                  which were one of the results of our research through the co-design process. We also\n                  reflect on our research through co-design in regard of empowerment, its benefits and\n                  its challenges.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812865\">Conceptualizing How to Design for AI Literacy through Game Artifacts<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Joseph Tu<\/li>\n            <li class=\"nameList\">Geneva M. Smith<\/li>\n            <li class=\"nameList\">Simone Bassanelli<\/li>\n            <li class=\"nameList\">Annapaola Marconi<\/li>\n            <li class=\"nameList Last\">Lennart E. Nacke<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>AI literacy is an emerging research area that increasingly incorporates new forms\n                  of computational intelligence, creating opportunities to enrich human learning and\n                  interactive experiences. Our scoping review examines design interventions and discourses\n                  within AI literacy and games to identify and characterize the learning experiences\n                  that prior research has sought to support. Drawing from 45 papers, we identified and\n                  analyzed 48 unique design artifacts, including game\u2011based learning prototypes and\n                  gamified systems. We constructed a comprehensive matrix charting each artifact\u2019s game\n                  or gamification approach, platform, AI literacy focus, game design elements, player\n                  requirements, modality, and open\u2011source availability, providing a detailed view of\n                  how AI literacy is represented across these systems. Building on this matrix, we identify\n                  nine design suggestions that illustrate how specific design choices shape learners\u2019\n                  knowledge, skills, and experiences with AI. Our work clarifies game\u2011based AI literacy\n                  interventions and offers actionable suggestions for designing future systems that\n                  effectively leverage games and gamification to support AI learning.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812911\">The Future of Creative Education: What We Can Learn About Technology from Art Teachers\n               and Their Classrooms<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Isabel Li<\/li>\n            <li class=\"nameList\">Ace S. Chen<\/li>\n            <li class=\"nameList\">Shm Garanganao Almeda<\/li>\n            <li class=\"nameList\">Katie Chung<\/li>\n            <li class=\"nameList Last\">Jingyi Li<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Art educators are on the front lines of designing a rising generation\u2019s relationship\n                  with creativity and media. While public access to generative AI tools has sparked\n                  new discussions and practices in creative communities, industries, and higher academia,\n                  secondary education art teachers often lack the digital literacy and resources to\n                  align emergent technology trends with classroom goals. We interviewed 19 art educators\n                  across the United States, surfacing 1) constraints around technological access, guidance,\n                  and agency; 2) five core values for art education; and 3) the social-emotional labour\n                  educators perform to create classroom communities. Lensed by educator needs and the\n                  sociotechnical contexts they teach within, we call for researchers to critically consider\n                  how art education technology can motivate creative thinking, enable peer teaching\n                  among students, complement analogue art-making, and prioritise joy over results to\n                  better attend to classroom needs. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813036\">Everyday Design Knowledge: A Knowledge-in-Pieces Perspective on HCI Learning<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alexandros Lotsos<\/li>\n            <li class=\"nameList\">Amartya Banerjee<\/li>\n            <li class=\"nameList\">Yizhu Wang<\/li>\n            <li class=\"nameList Last\">Michael Horn<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Learning sciences research shows that intuitive physics knowledge productively supports\n                  disciplinary learning through the Knowledge in Pieces (KiP) framework, which treats\n                  learners\u2019 everyday intuitions as productive resources. We argue that similar parallels\n                  exist in HCI education, where students\u2019 intuitive design knowledge can ground the\n                  development of interaction design expertise. Students live in a world saturated with\n                  professionally designed artifacts and routinely engage in \u201ceveryday design\u201d, cultivating\n                  tacit knowledge about interfaces long before formal HCI instruction. This mirrors\n                  how intuitive physics knowledge develops through daily physical experience. To support\n                  this argument, we analyze first-week assignment submissions from an introductory HCI\n                  course in which students critiqued interactive systems. Our findings show that students\n                  enter HCI instruction with rich, nuanced intuitions about interface evaluation. We\n                  therefore suggest that (1) students\u2019 prior intuitive knowledge is a valuable pedagogical\n                  resource for HCI educators, and (2) operationalizing a KiP approach can advance future\n                  HCI education research.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812892\">The HMD Simulator: A Design Probe for Learning Complex Hardware-Software Phenomena\n               in VR Optics<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Chek Tien Tan<\/li>\n            <li class=\"nameList Last\">Songjia Shen<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>A solid understanding of VR optics is highly valuable for designing usable and innovative\n                  immersive experiences, yet the underlying principles remain challenging for students\n                  due to their abstract, interdisciplinary nature. Conventional lecture materials often\n                  struggle to convey how parameters such as focal length and lens placement influence\n                  image perception. We built an accessible web-based HMD Simulator that lets users manipulate\n                  parameters and observe real-time effects on stereo image formation and frustum geometry.\n                  Using the simulator as a design probe, we conducted an exploratory study (<em>n<\/em> = 16) with staff and students to compare experiences against conventional learning\n                  materials. Thematic analysis revealed that participants perceived interactivity as\n                  stimulating curiosity to tinker, while real-time feedback was reported to reduce perceived\n                  cognitive effort, facilitating deeper inquiry. Participants further emphasized how\n                  the simulator complemented rather than replaced conventional instruction, highlighting\n                  guided integration features as priority. These findings inform initial design considerations\n                  for interactive tools in VR optics and other domains with complex hardware-software\n                  interactions.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Agency_Explanation\">SESSION: Agency and Explanation in AI Systems<\/h2>\n\n      \n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812981\">Who Did What? Designing Avatars for Explainable Multi-Agent Systems in Knowledge Work<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Simon Rapp<\/li>\n            <li class=\"nameList\">Martin Feick<\/li>\n            <li class=\"nameList\">Marcus Jainta<\/li>\n            <li class=\"nameList Last\">Alexander Maedche<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Knowledge workers increasingly rely on multi-agent systems to solve complex problems.\n                  While these systems offer valuable support, they often obscure which agents contributed\n                  to a response, leading to a lack of transparency that may result in errors and reduced\n                  trust. To address this, we propose avatars that make agents\u2019 expertise and contributions\n                  transparent. We iteratively co-designed avatars representing distinct expertise areas\n                  and validated them in an experiment (N=100). Building on this, we developed four multi-agent\n                  prototypes varying in explanation modality (text vs. avatars) and resolution (low\n                  vs. high). We then conducted a mixed-methods evaluation with an online experiment\n                  (N=124) and follow-up interviews (N=20). Qualitative results suggest that avatars\n                  foster clearer mental models, improve perceived explainability, and support users\u2019\n                  trust calibration without increasing cognitive load, although no significant quantitative\n                  differences were found. Our research contributes validated avatar designs, insights\n                  into explanation strategies, and design implications for explainable multi-agent systems.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812974\">When Do Users (Not) Want Explanations? Understanding Explanation Demand in Human-AI\n               Interaction<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Eveline Ingesson<\/li>\n            <li class=\"nameList Last\">Maria Riveiro<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Explanations are often expected to support decision-making in human\u2013AI interaction,\n                  yet most research evaluates their effectiveness through performance-oriented outcomes\n                  such as accuracy and reliance. These evaluations implicitly assume that users will\n                  engage with explanations once they are available. However, little is known about when\n                  users actually want explanations. To address this, we investigate explanation demand\n                  through a mixed-methods study in which 280 participants completed an AI-supported\n                  decision-making task under varying explanation availability and incentive conditions.\n               <\/p>\n               <p>Results show that explanation demand increases with higher perceived task difficulty\n                  and lower decision confidence, while monetary incentives reduce users\u2019 tendency to\n                  request explanations. Qualitative findings reveal diverse motivations for wanting\n                  explanations, including learning, uncertainty, and curiosity. Across conditions, explanation\n                  availability did not meaningfully affect decision accuracy or reliance. These findings\n                  indicate that explanation demand is selective and goal-driven, with direct implications\n                  for the design and evaluation of explanations in human\u2013AI interaction. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813082\">Exploring Fairy Cursor as a Form of AI Agent for In-the-Flow Assistance: Design Opportunities\n               and Challenges<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yining Cao<\/li>\n            <li class=\"nameList\">James D. Hollan<\/li>\n            <li class=\"nameList Last\">Haijun Xia<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>What would it mean for a digital assistant to stay with our cursor, rather than as\n                  a chatbot in a separate window? By staying near the user\u2019s actions, such assistance\n                  promises lightweight, continuous, in-the-flow help, but also introduces unique risks\n                  of intrusion. However, little is known about the tasks it is suited for, and the design\n                  considerations it entails. This study offers an initial investigation of this space\n                  through a multi-stage design inquiry. First, a retrospective think-aloud study with\n                  nine participants reveals common inefficiencies in everyday information work where\n                  cursor-centric support may be valuable. Building on these observations, we proposed\n                  the Fairy Cursor as a design probe and developed a proof-of-concept environment to\n                  examine users\u2019 interpretations, preferences and concerns around it. Our findings surfaced\n                  key challenges and opportunities in designing cursor-centric assistants, including\n                  how users tolerate presence, interpret initiatives, and balance assistance with ongoing\n                  engagement. We conclude with design implications for in-the-flow human\u2013AI collaboration\n                  and outline directions for future systems. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812906\">When Systems Take Initiative: A Design Framework for Adaptive, Mixed-initiative Database\n               Querying<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Longfei Chen<\/li>\n            <li class=\"nameList\">Shenghan Gao<\/li>\n            <li class=\"nameList\">Shiwei Wang<\/li>\n            <li class=\"nameList\">Ken Lin<\/li>\n            <li class=\"nameList\">Yun Wang<\/li>\n            <li class=\"nameList\">Yan Lu<\/li>\n            <li class=\"nameList Last\">Quan Li<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Exploring databases remains cognitively demanding for non-experts. While natural language\n                  interfaces offer flexibility, they place the full burden of articulation and refinement\n                  on the user, hindering exploratory discovery. We identify a core interaction design\n                  problem: how to dynamically support users\u2019 evolving understanding during query formulation.\n                  We propose and implement a paradigm of adaptive mixed-initiative interaction, where\n                  the system interprets user behavioral cues (e.g., tentativeness, focus shifts) to\n                  infer intent and dynamically adapts its support strategies. This involves switching\n                  between responsive and proactive modes, and integrating textual responses with graphical\n                  previews to scaffold the query-building process. We instantiate this paradigm in a\n                  functional prototype. A controlled user study demonstrates that this adaptive approach\n                  not only improves task efficiency and usability but, more importantly, reduces cognitive\n                  load and fosters a more exploratory, less formulaic query-building process compared\n                  to traditional reactive interfaces.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812956\">Compass vs Railway Tracks: Unpacking User Mental Models for Communicating Long-Horizon\n               Work to Humans vs. AI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Savvas Petridis<\/li>\n            <li class=\"nameList\">Michael Xieyang Liu<\/li>\n            <li class=\"nameList\">Alexander J. Fiannaca<\/li>\n            <li class=\"nameList\">Carrie J. Cai<\/li>\n            <li class=\"nameList Last\">Michael Terry<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p><span style=\"color:#000000\">As agentic AI systems grow increasingly capable of operating for hours or days at\n                     a time, users\u2019 prompts are transforming into highly elaborate<\/span>\n                  <em>\n                     <span style=\"color:#000000\">specifications<\/span>\n                  <\/em>\n                  <span style=\"color:#000000\"> for the AI to autonomously work on. While prompting for bounded, single-turn tasks\n                     has been extensively studied, less is known about how people communicate specifications\n                     for<\/span>\n                  <em>\n                     <span style=\"color:#000000\">long-horizon<\/span>\n                  <\/em>\n                  <span style=\"color:#000000\"> tasks. In this work, we conducted a qualitative study in which 16 professionals drafted\n                     specifications for both a human colleague and an AI, revealing a core divergence:\n                     participants treated human delegation as a \u201ccompass,\u201d offering high-level intent to\n                     encourage flexible exploration. In contrast, communication with AI resembled painstakingly\n                     laying down \u201crailway tracks\u201d: rigid, exhaustive instructions to minimize ambiguity\n                     and deviation. This reflected a perception that current AI struggles to infer intent,\n                     prioritize, and make judgments on its own. When envisioning an<\/span>\n                  <em>\n                     <span style=\"color:#000000\">ideal<\/span>\n                  <\/em>\n                  <span style=\"color:#000000\"> AI collaborator, users expressed a desire for a<\/span>\n                  <em>\n                     <span style=\"color:#000000\">hybrid<\/span>\n                  <\/em>\n                  <span style=\"color:#000000\">: a collaborator blending AI\u2019s efficiency and large context window with the critical\n                     thinking and agency of a human colleague. We discuss design implications for future\n                     AI systems, proposing that they align on outcomes through generated rough drafts,\n                     verify feasibility via end-to-end \u201ctest runs,\u201d and monitor execution through intelligent\n                     check-ins\u2014ultimately transforming AI from a passive instruction-follower into a reliable\n                     collaborator for ambiguous, long-horizon tasks.<\/span>\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813061\">Design for Cognitive Outcomes First: Countering Instrumental Drift in Generative AI\n               for Knowledge Work<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Aeneas Stankowski<\/li>\n            <li class=\"nameList\">Daniel Varab<\/li>\n            <li class=\"nameList\">Morgan Clarke<\/li>\n            <li class=\"nameList\">Philipp Gschwendtner<\/li>\n            <li class=\"nameList Last\">Eleftherios Avramidis<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative AI systems optimized for efficient artifact production can inadvertently\n                  bypass the cognitive labor that gives knowledge work its value. Through a Research\n                  through Design study in corporate goal-setting\u2014a reflective practice increasingly\n                  hollowed by bureaucratic pressures\u2014we propose and evaluate a design principle: cognitive\n                  outcomes first, material artifacts second. We operationalize this through a prototype\n                  using cognitive scaffolds that require users to articulate contextual nuances, constraints,\n                  and strategic realities before generating artifacts. Evaluation with 16 employees\n                  revealed that 75% recognized persistent questioning as productive rigor yielding \u201ccognitive\n                  delta\u201d (new insight). A five-month follow-up confirmed durability of cognitive outcomes\n                  beyond the study context. We contribute: (1) Cognitive outcomes first, a principle\n                  establishing cognitive labor as the primary product and artifacts as proof of work;\n                  (2) Instrumental drift, an analytic lens revealing how efficiency-optimized AI decouples\n                  instruments from purposes; and (3) empirical demonstration that persistent inquiry\n                  succeeds when designed for cognitive engagement, with users recognizing epistemic\n                  value despite interaction costs.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"AI_Civic Participation\">SESSION: AI, Civic Participation, and Journalism<\/h2>\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813043\">&#8220;There Were Too Many to Check, So I Just Added One&#8221;: Using an LLM-Powered Agent to\n               Reduce Redundant Reports in Crowdsourced Reporting<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yen-Chun Lin<\/li>\n            <li class=\"nameList\">Pei-Hua Tsai<\/li>\n            <li class=\"nameList\">Yu-Hao Weng<\/li>\n            <li class=\"nameList\">Hsin-Lun Chiu<\/li>\n            <li class=\"nameList\">Chu-Yun Ma<\/li>\n            <li class=\"nameList Last\">Yung-Ju Chang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Volunteered geographic information (VGI) platforms often suffer from redundant submissions,\n                  as contributors tend to create new reports rather than update existing ones\u2014partly\n                  due to the effort required to locate and examine relevant prior entries. This study\n                  introduces <em>Tell2Find<\/em>, a large language model (LLM)-powered agent designed to support report retrieval\n                  and reuse during mobile crowdsourcing tasks. We conducted a study comparing Tell2Find\n                  with a traditional filter-based tool and a hybrid version combining both. Users with\n                  access to Tell2Find were more likely to examine existing reports before acting, resulting\n                  in more updates to prior reports and lower redundancy. Qualitatively, participants\n                  highlighted Tell2Find\u2019s advantages in reducing the effort of matching reports, improving\n                  convenience in mobile contexts, and encouraging engagement with prior data due to\n                  more relevant suggestions. However, we also observed friction points: user trust around\n                  the system\u2019s opaque matching logic and uncertainty about input phrasing occasionally\n                  led to disengagement with Tell2Find.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813044\">&#8220;I Don\u2019t Need to Know Everything\u2014Just Tell Me What Happened&#8221;: Perceived Quality and\n               Reader Expectations for LLM-Generated News Event Digests<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Feng-Yi Hsu<\/li>\n            <li class=\"nameList\">Shuo-Chan Liu<\/li>\n            <li class=\"nameList\">Ko-Qin Mei<\/li>\n            <li class=\"nameList Last\">Yung-Ju Chang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>News events often generate fragmented coverage across a flood of articles, making\n                  it difficult for readers to discern what happened, what issues are at stake, and how\n                  different stakeholders are responding. While large language models (LLMs) are widely\n                  used to summarize articles, their use in synthesizing coherent digests from multiple\n                  sources about the same event remains underexplored. We present a study examining how\n                  different LLM prompting strategies\u2014core issue, standpoints, and sub-events\u2014shape readers\u2019\n                  perceptions of credibility, readability, and completeness. Based on a user evaluation\n                  (n=80) and follow-up interviews, we find that while standpoint digests improve perceived\n                  credibility, trust extends beyond structure. Sub-event digests support understanding\n                  of event development, and core-issue digests are often seen as vague. Readers also\n                  preferred timeline-based framing for ongoing events and concise, outcome-focused summaries\n                  for concluded ones. Consequently, we propose design principles emphasizing source\n                  transparency, verifiable evidence, visual scaffolding, and epistemic humility to foster\n                  trust.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812938\">Towards Real-World Validity in Generative AI Benchmarks: Understanding and Designing\n               Domain-Centered Evaluations for Journalism Practitioners<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Charlotte Li<\/li>\n            <li class=\"nameList\">Nick Hagar<\/li>\n            <li class=\"nameList\">Sachita Nishal<\/li>\n            <li class=\"nameList\">Jeremy Gilbert<\/li>\n            <li class=\"nameList Last\">Nicholas Diakopoulos<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Benchmarks play a significant role in how technology companies communicate about model\n                  capabilities and how researchers and the public understand generative AI systems.\n                  However, existing benchmarks have been criticized for their failure to adequately\n                  capture real-world usages (i.e. ecological validity) or to measure underlying concepts\n                  (i.e. construct validity). Building on approaches in HCI, we adopt a human-centered\n                  design process to address such critiques. Working within the journalism domain we\n                  engaged 23 professionals in a workshop which informed the design of a domain-oriented\n                  evaluation \u201ccookbook\u201d. Our workshop findings surface domain-specific challenges and\n                  tensions faced by designers in translating specific tasks to evaluation constructs,\n                  aligning metrics with domain-specific values, and balancing needs among different\n                  stakeholders when constructing evaluations. Through an instantiation of design-based\n                  approaches for benchmark creation in the journalism domain, this work not only produces\n                  an evaluation structure for journalism practitioners to experiment with, but also\n                  lays out design requirements for AI evaluations that are contextualized, value-aligned,\n                  and cultivate evaluative literacy for domain end-users. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812829\">Designing a Citizen-Empowered Model for Local Journalism Participation through Situated\n               Civic Knowledge and AI-Assisted Workflow<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sangyun Lee<\/li>\n            <li class=\"nameList Last\">Kyungho Lee<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Local journalism plays a vital role in community life by connecting citizens to local\n                  news and supporting public discussion. However, the global spread of Local News Desertification\u2014the\n                  decline of reliable local media\u2014has weakened civic deliberation, shared knowledge,\n                  and community attachment. Citizen-Participatory Journalism enables citizens to discover\n                  and share local news. Still, their participatory agency in reporting local news that\n                  matters to their lives is controlled by the journalists\u2019 normative authority. This\n                  pictorial frames this tension as a Participatory Design (PD) problem. Through a multi-stage\n                  PD process, we propose a citizen\u2013AI participatory journalism platform that enables\n                  citizens to actively report local news. The platform combines AI-assisted news article\n                  creation with a multi-actor review structure to support responsible reporting. Based\n                  on this platform and its underlying model, this pictorial contributes a framework\n                  for Community News Resilience, which aims to democratize local information ecosystems\n                  through human\u2013AI collaboration in future participatory journalism.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812955\">Bonik Somiti: A Social-market Tool for Safe, Accountable, and Harmonious Informal\n               E-Market Ecosystem in Bangladesh<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">A.T.M Mizanur Rahman<\/li>\n            <li class=\"nameList Last\">Sharifa Sultana<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>People in informal e-markets often try to deal with fraud and financial harm by sharing\n                  posts, screenshots, and warnings in social media groups. However, buyers and sellers\n                  frequently face further problems because these reports are scattered, hard to verify,\n                  and rarely lead to resolution. We studied these issues through a survey with 124 participants\n                  and interviews with 36 buyers, sellers, and related stakeholders from Bangladesh and\n                  designed Bonik Somiti, a socio-technical system that supports structured reporting,\n                  admin-led mediation, and accountability in informal e-markets. Our evaluation with\n                  32 participants revealed several challenges in managing fraud, resolving disputes,\n                  and building trust within existing informal practices and the assumptions behind them.\n                  Based on these findings, we further discuss how community-centered technologies can\n                  be designed to support safer and more accountable informal e-markets in the Global\n                  South. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812936\">Designing Worker-Led Documentation Practices: How Unionized Cleaners Articulate Harm\n               Beyond Reporting<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Franchesca Spektor<\/li>\n            <li class=\"nameList\">Shivani Kapania<\/li>\n            <li class=\"nameList\">Minjung Park<\/li>\n            <li class=\"nameList\">Olivia Terry<\/li>\n            <li class=\"nameList\">Jodi Forlizzi<\/li>\n            <li class=\"nameList Last\">Sarah E Fox<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Formal regulation designed to protect workers is often opaque, with narrow definitions\n                  of injury. This means that even when workers report harm, regulators fail to intervene\n                  on cumulative, chronic, and collective experiences. Through interviews and co-design\n                  workshops with unionized cleaning workers, we explore alternative forms of documentation\n                  that support collective action rather than institutional proof. Our study illuminates\n                  four interlocking worker-led documentation practices: (1) Surfacing experiences of\n                  working conditions, (2) Collectively making sense of existing reporting avenues, (3)\n                  Negotiating with management and publics, and (4) Building trust and solidarity within\n                  the union. For each of these practices, we offer concrete design concepts developed\n                  in collaboration with workers. Finally, we contribute conceptual knowledge on how\n                  engaging in the process of documentation functions as an engine of solidarity-building,\n                  a prerequisite for addressing workplace harms beyond disparate data points.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"AI_Aging\">SESSION: AI for Aging and Care<\/h2>\n\n   \n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813040\">Embodied AI in the Wild: Comparing Older Adults\u2019 Interactions with an Avatar and a\n               Humanoid Robot in a Public Space<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Eva Theresa Jahn<\/li>\n            <li class=\"nameList\">Ashita Ashok<\/li>\n            <li class=\"nameList\">Mea-Sophie Edelmann<\/li>\n            <li class=\"nameList\">Nora Anna Luise Hille<\/li>\n            <li class=\"nameList\">Mehrbod Manavi<\/li>\n            <li class=\"nameList\">Nadezhda Kushina<\/li>\n            <li class=\"nameList\">Rainer Wieching<\/li>\n            <li class=\"nameList\">Dave Randall<\/li>\n            <li class=\"nameList\">Karsten Berns<\/li>\n            <li class=\"nameList Last\">Volker Wulf<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Although embodied AI systems are increasingly developed and tested in public environments,\n                  their influence on the design of products for older adults remains underexplored.\n                  We examine how different types of embodiment, or form factor, shape initial encounters\n                  between humans and AI when conversational abilities are comparable. Building on prior\n                  work, we conducted a two-day field study at a senior citizens\u2019 fair in Germany (n\n                  = 25, age 24\u201390), where participants interacted with the screen-based avatar Ann-Sophie\n                  and the humanoid robot Ameca. Both used LLM-based dialogue systems, enabling a focus\n                  on embodied interaction rather than linguistic performance. Qualitative results show\n                  contrasting affective and social responses: Ameca\u2019s physical presence and gaze dynamics\n                  were described as both fascinating and unsettling, while Ann-Sophie was perceived\n                  as warm but socially limited. These findings highlight the role of embodiment in shaping\n                  comfort, expectations, and ethical awareness in public human\u2013AI interaction.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812927\">Affective Explanations for Autonomous Vehicles: From Framework to Scenario-Based Design\n               Guidelines<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Shuting Jin<\/li>\n            <li class=\"nameList\">Yujie Zhu<\/li>\n            <li class=\"nameList\">Xingtong Chen<\/li>\n            <li class=\"nameList\">Meichen Liu<\/li>\n            <li class=\"nameList Last\">Stephen Jia Wang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Explanations play a central role in shaping users\u2019 trust and acceptance of autonomous\n                  vehicles (AVs). While existing AV explanation research has emphasized cognitive elements\n                  such as content, timing, and presentation fidelity, it offers limited guidance on\n                  how explanations might incorporate affective elements or adjust to varying driving\n                  contexts. To address this gap, we introduce a stance-strategy-tone framework for designing\n                  affective explanations, supported by scenario-specific guidelines and illustrative\n                  example utterances. Through interviews with seven domain experts and six co-design\n                  workshops involving 27 prospective AV users, we identified the components that influence\n                  how affective explanations are constructed and mapped them onto key driving scenarios.\n                  Our findings reveal design opportunities such as tailoring emotional framing to situational\n                  demands, combining empathy with informational clarity, and calibrating tone to balance\n                  warmth with directive precision. The study provides practical guidance for creating\n                  emotionally responsive explanation systems for AVs.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812949\">Exploring Older Adults&#8217; Interaction with a Conversational AI Agent in Autonomous Vehicles<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ashratuz Zavin Asha<\/li>\n            <li class=\"nameList\">Novia Nurain<\/li>\n            <li class=\"nameList\">Sharifa Sultana<\/li>\n            <li class=\"nameList Last\">Ehud Sharlin<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Autonomous vehicles (AVs) can enhance older adults\u2019 mobility and independence, but\n                  also present significant safety and usability challenges. In a two-phase formative\n                  study, we examine older adults\u2019 (aged 60+) unique design requirements in AVs and the\n                  potential of a conversational AI agent inside AVs to support as digital chauffeurs.\n                  Phase 1 focus group (N=10) findings present physical AV design with accessible interfaces.\n                  We conducted an interview study (N=18) in phase 2 using a virtual reality (VR) simulator\n                  and a large-language model (LLM)-powered chatbot. Findings reveal that older adults\n                  value conversational agents that could assist during emergencies, initiate social\n                  conversations and provide a sense of control and agency. Informed by the outcome,\n                  we discuss design implications, emphasizing the need for transparency, clear communication,\n                  and chauffeur-like interaction norms in AI agents with appropriate anthropomorphic\n                  characteristics (i.e., pacing, tone, and frequency) to ensure a comfortable riding\n                  experience for older adults.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812935\">\u201cWe are caregivers of caregivers\u201d: Designing AI to Support the Human Infrastructure\n               of Dementia Support Groups<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yuanhui Huang<\/li>\n            <li class=\"nameList Last\">Anne Marie Piper<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Caring for a loved one with dementia is emotionally and physically demanding. As such,\n                  extensive HCI scholarship has focused on designing technologies to support caregivers\n                  directly. Far less attention, however, has been given to the human infrastructure\n                  that helps support dementia caregivers as they navigate ongoing changes associated\n                  with the disease. This study reveals the work of dementia support group facilitators,\n                  who position themselves as \u201ccaregivers of caregivers\u201d. Through interviews and focus\n                  groups with 15 facilitators, we identify four roles facilitators embody and thus constitute\n                  critical human infrastructure within the dementia care ecosystem. Our analysis opens\n                  up the design space for dementia caregiving by taking a broader view of how technology\n                  could better support those who care for caregivers. We highlight design opportunities\n                  and boundaries for AI technologies, that may alleviate administrative and informational\n                  burdens while preserving the relational care central to facilitation. We argue that\n                  designing for facilitators can support safety, continuity, and emotional support throughout\n                  the caregiving journey.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812902\">Designing with Tensions: Older Adults&#8217; Emotional Support-Seeking Under System-Level\n               Constraints in Conversational AI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Mengqi Shi<\/li>\n            <li class=\"nameList\">Tianqi Song<\/li>\n            <li class=\"nameList\">Zicheng Zhu<\/li>\n            <li class=\"nameList Last\">Yi-Chieh Lee<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Older adults have increasingly turned to conversational AI as a source of emotional\n                  support. However, little is known about how emotionally supportive interactions are\n                  experienced in everyday use, particularly when AI systems limit, redirect, or intervene\n                  during these interactions. We interviewed 18 older adults about their experiences\n                  using conversational AI for emotional support, examining when they turn to AI, how\n                  they engage during emotionally vulnerable moments, and how they respond when support\n                  feels disrupted. Our findings show that older adults often rely on AI when other forms\n                  of social support feel inaccessible. However, current safety-related interventions\n                  can redirect interactions in ways that participants experience as interruptions to\n                  emotional engagement or as shifts in control away from them. Such disruptions can\n                  undermine older adults\u2019 ability to remain emotionally engaged and, in some cases,\n                  contribute to emotional distress. We discussed design implications for emotionally\n                  supportive conversational AI, emphasizing the need for safety interventions that are\n                  enacted within older adults\u2019 social contexts, align with users\u2019 emotional pacing,\n                  and preserve their sense of agency. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812871\">Tuning the Face: Modulating Facial Expressions for Realistic Self-Avatars in Virtual\n               Reality<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yang Lu<\/li>\n            <li class=\"nameList\">Jiamu Tang<\/li>\n            <li class=\"nameList\">Jiankun Yang<\/li>\n            <li class=\"nameList\">Shijian Luo<\/li>\n            <li class=\"nameList\">Chenliang Xu<\/li>\n            <li class=\"nameList Last\">Yukang Yan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Photorealistic self-avatars with facial tracking bring VR communication closer to\n                  face-to-face interaction, but also expose a fundamental limitation: people often lack\n                  accurate awareness and control of their own facial expressions. As a result, directly\n                  mirroring facial movements may not reliably convey users\u2019 intended expressions in\n                  social VR. We propose modulating rendered expressions on avatars to improve social\n                  interaction in VR (e.g., exaggerating positive ones). To design effective modulation\n                  strategies and understand how modulation impacts user behavior and perception, we\n                  invited 18 participants to perform emotional expressions under varying modulation\n                  levels. We collected their self-reported ratings on accuracy and social appropriateness,\n                  as well as naturalness ratings and emotion recognition results from 18 additional\n                  observers who viewed the expressions. Results show that suppressing rendered expressions\n                  amplified participants\u2019 actual facial movements, with effects differing by expression\n                  type. Based on our findings, we calculated the modulation ranges for different expressions\n                  and developed a real-time modulation system that exaggerates users\u2019 facial expressions\n                  with a mild amplitude. We evaluated the system through a VR speech task where 12 participants\n                  delivered speeches with and without modulation. Results showed that the applied modulation\n                  improved emotional expressiveness and performance. Finally, we developed three application\n                  prototypes to illustrate the broader practical implications of our findings. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Walking_Mobility\">SESSION: Walking, Mobility, and Noticing<\/h2>\n\n     \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812810\">Landscape, Tactile Me: How We Belonged?<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ivana Chaloska<\/li>\n            <li class=\"nameList Last\">Junichi Yamaoka<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>We devote little to designing that resonates with our capacity for sensing in all\n                  the manners known and yet to be known \u2013 a capacity that allows us to perceive beyond\n                  the self. In this research, we approach tactility as liminality in which we notice\n                  our entanglement with the landscape. To this end, we conducted field research with\n                  rocks across Lake Ohrid and Galichica Mountain in North Macedonia. The gathered experience\n                  was assessed in a post-field autoethnography, yielding insights that inform the prospective\n                  design of an interactive book on the tactile knowledge of entangled existences. Across\n                  tactile interactions, drawings, notes, and reflexivity, we traced situated and local\n                  ways of knowing-with, which led us to recall belonging with the landscape as kinship,\n                  as accountability for anthropocentrism, and as co-crafting with rocks, water, lichen,\n                  moss, fish, shell, algae, and the matter of all possible others.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812833\">Hike Your Own Hike: Noticing Through Iterative Physical Disorientation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yuxi Wu<\/li>\n            <li class=\"nameList Last\">Alexandra To<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>In recent years, interest in outdoor recreation activities has ballooned in popularity.\n                  In parallel, online discourse around how to \u201cprepare\u201d to enter the outdoors\u2014e.g.,\n                  buying the \u201ccorrect\u201d gear, finding scenic trails to hike, etiquette on the trail itself\u2014has\n                  also proliferated. Dominant in this discourse is a view of nature as something wholly\n                  separate from humans. Building on interest in \u201cdisorientation\u201d as a methodological\n                  strategy, we examine, through retrospective autoethnography, how hiking and backpacking\n                  trigger extreme oscillations between the human-centered and more-than-human. We found\n                  that while many aspects of hiking have been molded into a human-centered framing\u2014including\n                  not only technology and information, but also human-built waymarks and the trail itself\u2014the\n                  vastness of landscapes, intense forces of weather, and fragility of our bodies force\n                  us to notice the more-than-human. We reflect on how consecutive hikes can represent\n                  a practice of <em>iterative physical disorientation<\/em>, continually revealing new ways to embrace the more-than-human.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812818\">Awareness-Attention-Connection: Designing Perceptual Rhythm for Safe, Low-load Micro-mobility\n               Placemaking<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ting Han Daniel Chen<\/li>\n            <li class=\"nameList\">Peng-Kai Hung<\/li>\n            <li class=\"nameList\">Zoey Jung-Yu Liu<\/li>\n            <li class=\"nameList\">Yuan-Yuan Chou<\/li>\n            <li class=\"nameList Last\">Rung-Huei Liang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>We propose Awareness-Attention-Connection (AAC) as a design framework for turning\n                  micro-mobility guidance into placemaking-in-motion, balancing narrative engagement\n                  with rider safety. Rather than treating e-bike routes as neutral corridors between\n                  landmarks, AAC choreographs when riders are gently alerted to a place, when their\n                  attention is drawn in, and when deeper connection is invited. This pictorial presents\n                  two deployments using audio-first, visually lightweight guidance to surface hidden\n                  histories, ecological transformations, and everyday atmospheres along urban and waterfront\n                  paths. Key contributions include: (1) a three-stage framework (AAC) with corresponding\n                  design strategies for structuring in-motion encounters with place; (2) empirical insights\n                  on how riders experience AAC in practice; and (3) a Perceptual Rhythm Model describing\n                  how distance, timing, and narrative depth can be co-designed as an experiential rhythm\n                  to reframe place impressions for mobility-first interaction design.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813022\">HeartSway: Exploring Biodata as Poetic Traces in Public Space<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Zeyu Huang<\/li>\n            <li class=\"nameList\">Zhifan Guo<\/li>\n            <li class=\"nameList\">Xingyu Li<\/li>\n            <li class=\"nameList\">Xiaojuan Ma<\/li>\n            <li class=\"nameList Last\">Noura Howell<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Human traces scattered across urban landscapes can signify our everyday lives and\n                  societal vibrancy in subtle and poetic forms. In this paper, we explore how designed\n                  technology can engage biodata as evocative traces. To this end, we present the design,\n                  implementation, and evaluation of HeartSway , an interactive hammock that captures\n                  a user\u2019s heart rate and micro-movements as traces and replays them as an embodied\n                  experience for the next visitor. Through a qualitative field study (N=10), we find\n                  that HeartSway evokes feelings of connection, curiosity about prior users, and appreciation\n                  for shared human vitality. Our work contributes to understanding anonymous archival\n                  biodata as a design material for experiential urban traces. We offer design considerations\n                  for intimate asynchronous encounters between strangers in public spaces and for reimagining\n                  public amenities.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812882\">Slowing Down and Pushing Boundaries: What Space Bicycles Can Teach Us About Data,\n               Interaction, and Active Mobility.<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Karly J. Ross<\/li>\n            <li class=\"nameList Last\">Wesley Willett<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>We examine portrayals of active and bicycle mobility in speculative fiction\u2014highlighting\n                  the diverse ways in which authors have envisioned the intersection of interactive\n                  technologies and mobility tools, as well as how they diverge from contemporary bikeHCI\n                  research. The adoption of active mobility has deep health and sustainability implications,\n                  however the integration of novel interactive systems with both new and existing transportation\n                  modalities raises complex social and technical concerns. Speculative fiction provides\n                  rich and contrasting visions of the future of active mobility, while also capturing\n                  the zeitgeist around the collision of digital technologies with traditionally-analog\n                  forms of transport. We analyzed 106 text-based fictions, coding their key mobility-related\n                  technologies, data, interactions, and themes. We also examine how speculative futures\n                  in our corpus (which tend to center feminist and queer perspectives) relate to current\n                  trends in bikeHCI research and discuss potential new directions for active mobility\n                  tech. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812879\">The Fl\u00e2neur and Turtle on-a-leash: Exploring Fl\u00e2nerie as a Metaphorical Approach to\n               Harmonizing Human-AI Interaction for Playful Placemaking<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Peng-Kai Hung<\/li>\n            <li class=\"nameList\">Janet Yi-Ching Huang<\/li>\n            <li class=\"nameList\">Rung-Huei Liang<\/li>\n            <li class=\"nameList Last\">Stephan Wensveen<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative AI (GAI) is increasingly applied in playful placemaking to connect people\n                  with urban spaces. However, lacking a situated understanding of places, GAI could\n                  act as a tourist who introduces bias, misinformation, and cultural insensitivity.\n                  Addressing this challenge, we introduce fl\u00e2nerie as a metaphor that inspires creative\n                  yet critical design practice. We distill fl\u00e2nerie features, including <em>embracing curiosity and serendipity<\/em>, <em>tracing<\/em>, <em>merging fragments<\/em>, <em>plunging and detaching<\/em>, and <em>(de)familiarizing<\/em>, and translate them into design course activities implemented in the Netherlands\n                  and Taiwan, involving in-situ exploration with AI and design proposal development.\n                  Findings show how the fl\u00e2nerie approach supports students in recognizing GAI\u2019s tourist-like\n                  playfulness and offensiveness situated in city spaces, alongside fostering more responsible\n                  designs and attitudes. This work contributes a metaphorical approach to harmonizing\n                  human-AI interaction for placemaking that balances creativity and reflectivity. We\n                  also offer new perspectives on human-AI-place relationships through the lens of fl\u00e2neur\n                  and turtle-on-a-leash. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Queer_Futures\">SESSION: Queer Futures and Speculative Design<\/h2>\n\n  \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813072\">Exit Strategies: Consequences of Standardization in Designing for Escape and Freedom<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList Last\">Anne Jonas<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>In schools, students are expected to perform obedience through routines which many\n                  find arbitrary and oppressive. Some students have sought an escape from these demands\n                  via virtual and hybrid schools. Drawing on ethnographic research, this work contributes\n                  understanding of how design can minimize control of diverse embodied experiences through\n                  emphasis on standardized outputs. Such a strategy lessens demands for assimilation,\n                  increasing a sense of freedom experienced by those who fall outside normative social\n                  categories. Yet, it also fails to fundamentally challenge underlying oppressive dynamics.\n                  This article weighs the harms and benefits of this translational approach for those\n                  seeking to navigate hostile institutions, arguing for designs that preserve autonomy\n                  but also actively offer support.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812884\">Dream the Dream: Futuring Communication between LGBTQ+ and Cisgender Groups in the\n               Metaverse<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Anqi Wang<\/li>\n            <li class=\"nameList\">Lei Han<\/li>\n            <li class=\"nameList\">Jiahua Dong<\/li>\n            <li class=\"nameList\">Muzhi Zhou<\/li>\n            <li class=\"nameList\">David Yip<\/li>\n            <li class=\"nameList\">Yuyang Wang<\/li>\n            <li class=\"nameList Last\">Pan Hui<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Digital platforms frequently reproduce heteronormative norms and structural biases,\n                  limiting inclusive communication between LGBTQ+ and cisgender individuals. The Metaverse,\n                  with its affordances for identity fluidity, presence, and community governance, offers\n                  a promising site for reimagining such interactions. To investigate this potential,\n                  we conducted participatory design workshops involving LGBTQ+ and cisgender participants,\n                  situating them in speculative Metaverse contexts to surface barriers and co-create\n                  alternative futures. The workshops followed a three-phase process\u2014identifying challenges,\n                  speculative problem-solving, and visualizing futures\u2014yielding socio-spatial-technical\n                  solutions across four layers: embodied interaction, negotiated visibility, community\n                  formation, and reconfigured norms. These findings highlight the importance of spatial\n                  cues and power dynamics in shaping digital encounters. We contribute by (1) articulating\n                  challenges of cross-group communication in virtual environments, (2) proposing inclusive\n                  design opportunities for the Metaverse, and (3) advancing principles for addressing\n                  power geometry in digital space. This work demonstrates futuring as a critical strategy\n                  for designing equitable, transformative communication infrastructures. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812834\">Queer Zineographies: Materializing Tactics for Resisting AI and Data Systems<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alexandra Teixeira Riggs<\/li>\n            <li class=\"nameList\">Louie S\u00f8s Meyer<\/li>\n            <li class=\"nameList\">Molly O&#8217;Reilly-Kime<\/li>\n            <li class=\"nameList\">Tommaso Armstrong<\/li>\n            <li class=\"nameList\">Kay Kender<\/li>\n            <li class=\"nameList\">Ekat Osipova<\/li>\n            <li class=\"nameList\">Anh-Ton Tran<\/li>\n            <li class=\"nameList\">Jordan Taylor<\/li>\n            <li class=\"nameList\">Annabel Rothschild<\/li>\n            <li class=\"nameList\">Imke Grabe<\/li>\n            <li class=\"nameList\">Irene Kaklopoulou<\/li>\n            <li class=\"nameList\">Caitlin Lustig<\/li>\n            <li class=\"nameList\">Sonja Rattay<\/li>\n            <li class=\"nameList\">Liza Shkirando<\/li>\n            <li class=\"nameList\">Fe Simeoni<\/li>\n            <li class=\"nameList\">Grace Leonora Turtle<\/li>\n            <li class=\"nameList\">Ann Light<\/li>\n            <li class=\"nameList\">Carl DiSalvo<\/li>\n            <li class=\"nameList Last\">Oliver L. Haimson<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>CSS Concepts<\/p>\n\n               <p>As AI and data systems often falter when encountering queer identities and knowledge,\n                  reinforcing existing oppressions, queer people have resisted such systems and their\n                  normalizing tendencies. This pictorial explores tactics of queering AI through a collaborative\n                  zine-making project (i.e. zineography) that challenges generative AI and data systems.\n                  We share how we workshopped and materialized queering tactics in zine spreads; analyzed\n                  these spreads according to materials, content, and tone; and visualized our analysis\n                  as thematic collages. We contribute: (1) tangible characteristics of queering AI and\n                  data systems (i.e. materials, tones, and aesthetics); and (2) design opportunities\n                  for using zineographies as a radical method for building and collectively sharing\n                  knowledge about a marginalized community, including recommendations for enacting queer\n                  zineographies. By materializing queering tactics through zine-making, we invite embodied,\n                  action-oriented critiques that question dominant techno-solutionist movements and\n                  trace queer possibilities outside of their normalizing narratives.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812792\">\u201cYou Are the Visuals, Baby\u201d: Sonic Speculation and Interactive Afrofutures in Black\n               Femme Musical Performance<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Angela D. R. Smith<\/li>\n            <li class=\"nameList\">Gabriella Thompson<\/li>\n            <li class=\"nameList\">Bethany Miatta Turay<\/li>\n            <li class=\"nameList Last\">Alexandra To<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>This pictorial examines Beyonc\u00e9\u2019s Renaissance World Tour and Janelle Mon\u00e1e&#8217;s <em>Dirty Computer<\/em> as sites of sonic speculation\u2014designed futures centering Blackness, technology, joy,\n                  and resistance through multisensory orchestration. We introduce sonic speculation\n                  as a holistic approach where sound, visual design, embodied performance, and technological\n                  intervention constitute experiential futures. Through close analysis, we trace how\n                  these performances integrate five design dimensions: sonic architectures, visual metaphors\n                  of transformation, interactivity and collective embodiment, fashion as technology,\n                  and futurist aesthetics. These dimensions address three Afrofuturist concerns: political\n                  resistance, Black embodiment, and technology&#8217;s relationship to Black existence. For\n                  interaction designers and HCI scholars, these performances offer insights into multisensory,\n                  culturally-grounded speculative design. We demonstrate how large-scale performance\n                  design can model interactive systems honoring marginalized communities\u2019 histories\n                  while imagining liberatory futures, challenging the field to learn from Black femme\n                  artists as design theorists whose practices reveal possibilities current scholarship\n                  has yet to theorize.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812828\">Seeing Each Other at Work: Speculative Artifacts and Exegesis for Algorithmic Visibility<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Mahan Mehrvarz<\/li>\n            <li class=\"nameList\">Dave Murray-Rust<\/li>\n            <li class=\"nameList Last\">Himanshu Verma<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Algorithmic systems embedded in everyday collaboration platforms increasingly shape\n                  the way workers form impressions about each other. As they infer, evaluate, and act\n                  upon workers\u2019 traces, professional visibility becomes entangled with surveillance,\n                  recognition, and new forms of agency and reappropriation. This pictorial examines\n                  how such entanglements are materialized and negotiated when algorithmic systems and\n                  AI agents enter workplace visibility practices. We present a set of speculative artifacts\n                  situated within a shared regime of algorithmic workplace visibility, including organizational\n                  performance dashboards, predictive interfaces, Agentic AI, third-party optimization\n                  tools, and critical reactions around such socio-technical constellations. The pictorial\n                  pairs these artifacts with marginal annotations that operate as exegesis\u2014critical,\n                  analytical, or elaborative commentary\u2014positioning and interpreting the situated material\n                  work of design in relation to critical HCI scholarship. Our contribution lies in the\n                  insights about algorithmic visibility made possible through the indexical ties between\n                  speculative artifacts and exegetic annotation.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812784\">Mapping Imaginaries: A Futures Workshop for Creative Practices with Generative AI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Pushpi Bagchi<\/li>\n            <li class=\"nameList\">Caterina Moruzzi<\/li>\n            <li class=\"nameList\">Charlotte Bird<\/li>\n            <li class=\"nameList\">Kam Chan<\/li>\n            <li class=\"nameList\">Billy Dixon<\/li>\n            <li class=\"nameList\">Laura Mariah Herman<\/li>\n            <li class=\"nameList\">Kyle Morrison<\/li>\n            <li class=\"nameList\">Aulia Ardista Wiradarmo<\/li>\n            <li class=\"nameList Last\">Yu Wang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Techno-positivist narratives of efficiency, productivity, and \u201cdemocratised\u201d creativity\n                  risk obscuring the material, situated realities of creative work; narrowing how HCI\n                  can imagine and enable alternative futures. This pictorial presents four futures workshops\n                  with seventy creative professionals that surfaced nuanced visions of creative practice\n                  with AI in 2030 through structured exploration of three temporal forces: the weight\n                  of history, the push of the present, and the pull of the future. We contribute to\n                  HCI and DIS by offering a visually-documented framework for futures workshops with\n                  creative communities, extending futures-oriented design methods with a structured,\n                  dialogic approach that makes ambivalent attitudes toward technology visible rather\n                  than reducing them to simple polarities. By translating these discussions into visual\n                  vignettes, created in collaboration with an illustrator, we show how pictorials can\n                  surface and compare nuances across cohorts, making the work accessible to researchers,\n                  educators, and the creative communities that this research is intended to support.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"AI_Healthcare\">SESSION: AI in Healthcare Communication<\/h2>\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812864\">Representational Design for Clinical AI: Embedding Secondary Stakeholder Needs in\n               Large Language Models<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Hubert D. Zaj\u0105c<\/li>\n            <li class=\"nameList\">Katrine Bear<\/li>\n            <li class=\"nameList\">Cille Wehlast Nielsen<\/li>\n            <li class=\"nameList\">Anette Bygum<\/li>\n            <li class=\"nameList\">\u00c5sa Ingvar<\/li>\n            <li class=\"nameList\">Jakob T. Madsen<\/li>\n            <li class=\"nameList\">Kari Nielsen<\/li>\n            <li class=\"nameList\">Elizabeth V. Seiverling<\/li>\n            <li class=\"nameList\">Robert R. Stavert<\/li>\n            <li class=\"nameList\">Tine Vestergaard<\/li>\n            <li class=\"nameList\">Fei-Shiuann Clarissa Yang<\/li>\n            <li class=\"nameList\">Rebecca Yanovsky Dufner<\/li>\n            <li class=\"nameList\">Claus O.C. Zachariae<\/li>\n            <li class=\"nameList\">Niels Kvorning Ternov<\/li>\n            <li class=\"nameList Last\">Tariq O. Andersen<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Large Language Models (LLMs) are increasingly used to generate clinical documentation,\n                  yet most systems focus on easing individual users\u2019 clerical burdens rather than supporting\n                  multi-stakeholder work. We explore how LLMs expand the design space of clinical multi-stakeholder\n                  systems. Through a research-through-design study with 10 dermatologists using a teledermatology\n                  prototype, we explore how designing for secondary stakeholders opens new design opportunities\n                  and reshapes primary users\u2019 work. Applying the distributed cognition lens to our findings,\n                  we conceptualised representational design, i.e., the process of encoding secondary\n                  stakeholder perspectives (representations) in LLMs through, among others, prompts,\n                  templates, and constraints, while attending to LLMs\u2019 latent knowledge. We envision\n                  representational design as supplemental to data- and interaction-level approaches\n                  to designing multi-stakeholder artificial intelligence (AI) systems. We demonstrate\n                  how LLM-mediated representations cause misalignments between generated outputs and\n                  primary users\u2019 notions of acceptability, and how attending to these misalignments\n                  sets requirements for human-AI interaction techniques. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812891\">MediMate: Co-Crafting Patient-Centered Medical Explanations Using LLMs as a Rehearsal\n               Partner<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yifan Jin<\/li>\n            <li class=\"nameList\">Shizhen Zhang<\/li>\n            <li class=\"nameList\">Dongjun Chen<\/li>\n            <li class=\"nameList\">Yang Ouyang<\/li>\n            <li class=\"nameList\">Yuheng Shao<\/li>\n            <li class=\"nameList\">Chang Jiang<\/li>\n            <li class=\"nameList\">Hanlu Li<\/li>\n            <li class=\"nameList Last\">Quan Li<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Effective patient-provider communication is often hindered by disparities in medical\n                  knowledge and the use of technical jargon. Although analogies and metaphors can help\n                  bridge this gap, physicians struggle to generate them under clinical time pressure,\n                  highlighting a need for supportive design. Through formative interviews with patients\n                  and physicians, we identified requirements for explanatory tools that are clear, accurate,\n                  and context-sensitive. In response, we designed <em>MediMate<\/em>, an interactive system that allows physicians to rehearse and iteratively refine\n                  patient-friendly explanations using LLM-generated analogies in a low-stakes setting.\n                  The interface of <em>MediMate<\/em> is designed to scaffold the creative process, helping physicians balance clarity\n                  with medical accuracy. In a user study involving both physicians and patients, we\n                  found that explanations developed with <em>MediMate<\/em> enhanced communication efficiency by providing such scaffolding. Physicians reported\n                  increased self-efficacy and perceived value in using the system as a practice tool\n                  for developing their communication skills. Our work demonstrates how interactive AI-powered\n                  tools can support clinical communication rehearsal and offers insights for the design\n                  of future clinical decision-support and educational tools.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813100\">Surfacing Design Tensions and Opportunities for AI-Mediated Pre-diagnostic Risk Communication\n               for Breast Cancer Care<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Seyun Kim<\/li>\n            <li class=\"nameList\">Katelyn Morrison<\/li>\n            <li class=\"nameList\">Nina Tan<\/li>\n            <li class=\"nameList\">Kimberly Turner<\/li>\n            <li class=\"nameList\">Haiyi Zhu<\/li>\n            <li class=\"nameList Last\">Motahhare Eslami<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>AI development for healthcare aims to enhance medical decision-making through risk\n                  evaluation. Scholars have focused on improving the accuracy of Breast Cancer AI Risk\n                  Assessment Tools (BC-AIRAT), yet these tools remain underutilized in clinical practices.\n                  This provides an opportunity to explore how these tools are used and how they may\n                  support risk communications. We conducted a three-phase study, with clinicians and\n                  patients, in the context of the United States healthcare system, including formative\n                  interviews that surface the challenges of BC-AIRAT practices, design probe re-purposing\n                  BC-AIRAT as supporting risk communications, and design probe-driven interviews with\n                  diverse stakeholders. Our findings surface the gap and opportunity for designing AI-mediated\n                  risk communication tool, highlighting the participants\u2019 reflections on AI for managing\n                  risk assessment workflows, mediating fragmented breast health guidelines, and delivering\n                  information to patients for proactive decision making. We conclude with design implications\n                  for using AI as a mediator in breast cancer risk communication.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812943\">The Trials of Designing Communication Aids for Clinical Trials: Challenges and Recommendations\n               from Practicing Co-Design in the Domain of Medical Research<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sarah Dunn<\/li>\n            <li class=\"nameList\">Bettina Weber<\/li>\n            <li class=\"nameList\">David Studer<\/li>\n            <li class=\"nameList\">Areti Manataki<\/li>\n            <li class=\"nameList\">Lia Bally<\/li>\n            <li class=\"nameList\">Benjamin Bach<\/li>\n            <li class=\"nameList Last\">Tara Capel<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>This paper reports on the co-design of data comics for participants in clinical research\n                  trials and reflects on the specific challenges encountered when working in this design\n                  space. The data comics aimed to aid the communication of medical test results collected\n                  during the trial to individual study participants in a simple and understandable way.\n                  However, navigating the complexities, uncertainties and constraints associated with\n                  the clinical trial environment required adaptation to the co-design process. Over\n                  14 months we co-designed a set of comics, overcoming a unique combination of challenges\n                  associated with designing in the context of a clinical research trial, such as strict\n                  ethical and legal frameworks, complex data and ongoing uncertainty. Reflecting upon\n                  the process, we identify several recurring challenges. Based on these challenges we\n                  give guidance on negotiating the constrained and uncertain design space of a clinical\n                  trial, with design method considerations that apply beyond this domain.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813068\">Bridging Trans Community Knowledge with Verified Information: Design Considerations\n               for Patient-Surgeon Digital Communication Platforms for Gender-Affirming Surgery<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Aloe DeGuia<\/li>\n            <li class=\"nameList\">Mary Byrnes<\/li>\n            <li class=\"nameList\">Tee Chuanromanee<\/li>\n            <li class=\"nameList\">Gaines Blasdel<\/li>\n            <li class=\"nameList\">Jules Madzia<\/li>\n            <li class=\"nameList\">Megan Lane<\/li>\n            <li class=\"nameList Last\">Oliver L. Haimson<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>For trans people seeking gender-affirming surgery, there are barriers to accessing\n                  trustworthy information about procedures, surgeons, and the postoperative process.\n                  Trans-led online information sharing communities are essential tools for trans people\n                  seeking surgery, however, they rely on community knowledge that may not always be\n                  accessible, complete, or accurate. To understand how an online communication platform\n                  might support both surgeons and trans people seeking surgery, we conducted asynchronous\n                  online focus groups with 14 participants (ten trans community members and four gender-affirming\n                  surgeons). We found that <span style=\"color:#000000\">gender-affirming surgeons and trans community members hold<\/span> <span style=\"color:#000000\"><em>values in tension<\/em> <em>values in alignment<\/em> such as shared desires for information accuracy, transparency, and communication\n                     efficiency to support the surgical process.<\/span>\n                  We contribute design implications for future online information sharing platforms\n                  that balance the needs of both trans patients and gender-affirming surgeons, including\n                  surgeon-verified information, surgeon anonymity, credential verification, searchable\n                  FAQs, and integrated community knowledge.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812813\">Care in Pieces: Unpacking Experiences of Using LLMs for Self-management of Endometriosis\n               and PCOS<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ariane Lucchini<\/li>\n            <li class=\"nameList\">Catalina Lagos Rojas<\/li>\n            <li class=\"nameList\">Alessandro Bozzon<\/li>\n            <li class=\"nameList Last\">Sara Colombo<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Women with endometriosis and Polycystic Ovary Syndrome (PCOS) require individualized,\n                  long-term, holistic care, yet systemic healthcare barriers leave many managing independently.\n                  Increasingly, women are turning to Large Language Models (LLMs), such as ChatGPT,\n                  for support in self-management. However, little is understood about how people use\n                  and experience LLMs in this context. We employed a feminist participatory approach\n                  to collective knowledge production and situated expertise to explore participants\u2019\n                  motivations and expectations in using LLMs for self-management. We engaged in co-annotation\n                  of personal ChatGPT conversations and collage-making sessions with 8 women living\n                  with endometriosis and\/or PCOS, centering their lived experiences. We surfaced the\n                  layered experiences of self-managing endometriosis and\/or PCOS with LLMs and how these\n                  compare and contrast with their ideal visions of care. We contribute empirical insights\n                  and design considerations for LLM systems providing support in this context.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Haptics_Sensory\">SESSION: Haptics and Sensory Interaction<\/h2>\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812822\">Designing &#8220;FeltSight&#8221;: Feeling the World Like a Star-Nosed Mole<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Danlin Huang<\/li>\n            <li class=\"nameList\">Botao Amber Hu<\/li>\n            <li class=\"nameList\">Dong Zhang<\/li>\n            <li class=\"nameList\">Yifei Liu<\/li>\n            <li class=\"nameList\">Takatoshi Yoshida<\/li>\n            <li class=\"nameList Last\">Rem RunGu Lin<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>More-than-human design asks us to attend to non-human lifeworlds, yet human perception\n                  is overwhelmingly visual, making it difficult to engage with sensory realities unlike\n                  our own. Inspired by the star-nosed mole\u2014a creature that navigates entirely through\n                  touch\u2014we designed FeltSight, a mixed-reality wearable system that shifts the user&#8217;s\n                  perceptual priority from vision to touch. The system pairs a visually-reduced MR headset\n                  with custom vibrotactile haptic gloves, suppressing visual dominance while extending\n                  tactile sensitivity beyond the skin, so that users encounter their surroundings through\n                  active, pre-contact probing rather than passive observation. This sensory inversion\n                  induces somatic defamiliarization, drawing on Haraway&#8217;s \u201ctentacular thinking\u201d to invite\n                  users to approximate a tactile-first umwelt. We conceptualize this novel form of interaction\n                  as Touch Beyond Reach. Previously exhibited as an interactive artwork, this pictorial\n                  details the design process and implementation of the system.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813055\">Co-designing Haptics for Deaf and Hard-of-Hearing Music Education with a Reconfigurable\n               Prototyping System<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sungyong Shin<\/li>\n            <li class=\"nameList\">HyeonBeom Yi<\/li>\n            <li class=\"nameList\">Dasom Choi<\/li>\n            <li class=\"nameList\">Yoonji Lee<\/li>\n            <li class=\"nameList\">Chi Yoon Jeong<\/li>\n            <li class=\"nameList\">Chang Hee Lee<\/li>\n            <li class=\"nameList Last\">Woohun Lee<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Music education for Deaf and hard-of-hearing (DHH) learners remains challenging because\n                  access to auditory cues is constrained and instruction is often shaped by hearing-centered\n                  pedagogical and communication structures. Prior work has explored haptics for music,\n                  yet offers limited situated knowledge of how haptic cues should be designed and negotiated\n                  within authentic instruction. We address this gap through a co-design method centered\n                  on reconfigurable haptic prototyping. Using modular tactors that can be rapidly repositioned\n                  and retuned, we conducted four co-design workshops with educator\u2013learner dyads in\n                  South Korea. The workshops involved hands-on trials, bodystorming, and mock teaching\n                  enactment to explore music-to-haptic cues within realistic instructional interaction.\n                  We show that haptics can support pedagogical fit, make musical concepts tangible as\n                  formative in-the-moment support, and function as a shared reference in instruction.\n                  We contribute a co-design method, empirical insights into haptics in music instruction,\n                  and design implications for DHH music education.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813002\">Ambient Material-Embodied Sensing: A Theoretical Framework for Interaction Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Tian Min<\/li>\n            <li class=\"nameList\">Ken-Tye Yong<\/li>\n            <li class=\"nameList Last\">Yuta Sugiura<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Research and design in Human-Computer Interaction (HCI) have increasingly engaged\n                  with embodied, situated, and material-mediated forms of interaction. <span style=\"color:#000000\">Across many such systems, sensing is not performed solely by embedded, off-the-shelf\n                     components, but arises through material properties and transformations. Yet HCI still<\/span> lacks a coherent framework for articulating how materials themselves participate\n                  in sensing beyond serving as passive substrates. This paper introduces Ambient Material-Embodied\n                  Sensing (AMES), a generative theoretical framework that reframes sensing by foregrounding\n                  materials as the sensing <span style=\"color:#000000\">medium<\/span> in their own right. AMES conceptualizes <span style=\"color:#000000\">it<\/span> as an emergent property of <span style=\"color:#000000\">material transduction, material-body coupling, and ambient computational inference.<\/span> We articulate three core mechanisms and demonstrate how AMES can reinterpret existing\n                  systems <span style=\"color:#000000\">while informing<\/span> future design and research on material-mediated sensing in interaction design.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813060\">Transforcers: Exploring Information Communication through Surface-based Force Interactions<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Kim Sauv\u00e9<\/li>\n            <li class=\"nameList\">James Nash<\/li>\n            <li class=\"nameList\">Sunmi Lawal<\/li>\n            <li class=\"nameList\">Owen Chow<\/li>\n            <li class=\"nameList\">Alvaro Favaratto Santos<\/li>\n            <li class=\"nameList Last\">Jason Alexander<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>In the physical world, the force required to interact with an object provides rich\n                  information about its material properties and intended use: some objects deform easily\n                  when force is applied (e.g. a pillow) while others resist our attempts (e.g. a spring).\n                  Recent advances in haptic technology support integrating force modalities into interactive\n                  surfaces, presenting novel ways to convey material properties and create engaging\n                  experiences. However, little is known about how people perceive and interpret surface-based\n                  force interactions. To address this, we designed the Transforcer, a device generating\n                  normal, shear, and rotational forces, and studied user perceptions in different scenarios.\n                  Our findings show that force is experienced as a multi-layered interaction: bodily\n                  perception grounds interpretation, material qualities convey intent and control, and\n                  meaningful interactions emerge when body, task, and system align. We contribute (i)\n                  a design space of surface-based force interactions; (ii) the design and implementation\n                  of the Transforcer; (iii) findings from a semi-structured interview study; and (iv)\n                  design recommendations.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812913\">Exploring One-Handed Thumb-to-Finger Text Composition Systems for Head Mounted Displays<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Rishav Banerjee<\/li>\n            <li class=\"nameList\">Shariff Am Faleel<\/li>\n            <li class=\"nameList Last\">Pourang Irani<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Head-mounted displays increasingly require text entry that goes beyond character input\n                  to support real-world writing and editing. Existing HMD text entry research and systems\n                  focus primarily on entry speed and accuracy, while offering limited support for cursor\n                  control, navigation, and command execution. Midair and voice-based techniques address\n                  some needs but suffer from fatigue, limited affordances, and poor discoverability\n                  of editing functions. This work investigates one-handed thumb-to-finger text composition\n                  for HMDs, combining on-body input with hand-proximate visual interfaces that provide\n                  tactile feedback and spatial guidance. We map the design space of such systems across\n                  input, editing, command invocation, and visualization. Through participatory design\n                  workshops with 18 designers, we elicit concrete concepts for one-handed text composition\n                  on HMDs. From these artifacts, we derive five implementable design guidelines focused\n                  on discoverability and complex text composition.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812937\">Ethereal Virtual Touch for Embodied Telepresent Connection: Applying Pseudo-haptics\n               in Social Virtual Reality<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ekaterina R. Stepanova<\/li>\n            <li class=\"nameList\">John Desnoyers-Stewart<\/li>\n            <li class=\"nameList\">Kristina H\u00f6\u00f6k<\/li>\n            <li class=\"nameList Last\">Bernhard E. Riecke<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Touch is a powerful way of connecting with others, yet remains elusive in mediated\n                  interaction. <em>Embodied Telepresent Connection<\/em> (ETC), a VR artwork, offers a unique experience of virtual touch through pseudo-haptics,\n                  ethereal aesthetics and subtle biosignals. Unlike approaches that strive to mimic\n                  physical tactility, ETC explores touch as an ephemeral and socially meaningful phenomenon.\n                  Through soma design-inspired workshops with 14 HCI experts and public exhibitions\n                  with 300+ participants, we observed a palette of experiences ranging from play to\n                  intimacy, shaped by illusions of pseudo-haptic touch and their embedded social meaning.\n                  We contribute: (1) the design material of ethereal virtual touch, expanding the design\n                  space of mediated touch, and (2) design insights for cultivating embodied social connection\n                  in VR through attention to bodies, aesthetics, and emergent ethics. ETC demonstrates\n                  how even ethereal forms of social touch in virtual reality can evoke experiences reminiscent\n                  of the real-world analogue, yet form a distinct felt phenomenon offering novel opportunities\n                  for supporting genuine human connection.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"AI_Education\">SESSION: AI in Education and Reflection<\/h2>\n\n \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812953\">Co-Creating Educational Futures: How Speculative Prompting Shapes AI-Generated Design\n               Fiction<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Florence Lehnert<\/li>\n            <li class=\"nameList\">Leo Oelscher<\/li>\n            <li class=\"nameList Last\">Maka Eradze<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Design fiction uses narratives to make possible futures tangible and open to reflection,\n                  while large language models (LLMs) introduce new opportunities for human-AI co-creation\n                  in speculative design. This paper examines how different forms of human\u2013AI interaction\n                  shape narrative qualities and thematic patterns of design fictions in the domain of\n                  education. We co-created eighteen design fiction narratives about AI in education\n                  with GPT-4, guided by six speculative prompting approaches, and analyzed them through\n                  a heuristic-based evaluation complemented by an inductive thematic analysis. Our findings\n                  suggest that the qualities of these narratives do not emerge from the model alone,\n                  but from the interplay between human framing, prompting strategies and model behavior.\n                  Different forms of interaction foreground different concerns, narrative perspectives,\n                  and speculative tensions, shaping how educational futures are imagined and contested.\n                  Building on these insights, we present the Speculative Design Fictionist, a prompt-based\n                  design instantiation that externalizes selected strategies and evaluates considerations\n                  as a scaffold for reflective human\u2013AI co-creation. Rather than automating speculative\n                  design, the instantiation illustrates how generative AI can support collaborative\n                  inquiry into educational futures through structured yet open-ended interaction.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812859\">Augmentiary: Exploring How LLM-Generated Interpretive Feedback Supports Meaning-Making\n               in Reflective Journaling<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Seoyeong Hwang<\/li>\n            <li class=\"nameList\">Soohyun Hwang<\/li>\n            <li class=\"nameList\">Soohwan Lee<\/li>\n            <li class=\"nameList\">Dajung Kim<\/li>\n            <li class=\"nameList Last\">Kyungho Lee<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Journaling is a well-established practice for reflecting on life events and constructing\n                  meaning; yet, finding concrete meaning from them remains challenging. Recent advances\n                  in generative AI demonstrate the potential to generate materials that support reflection,\n                  suggesting opportunities to assist meaning-making in journaling. However, prior approaches\n                  often center on ambiguous outputs and reflections of a single experience, leaving\n                  unexplored how concrete interpretations from AI can help self-reflection in journaling.\n                  In this study, we designed Augmentiary, an LLM-based journaling system that suggests\n                  candidate interpretations of experiences with concrete meaning while preserving users\u2019\n                  agency and voice, based on insights from a formative study with eight journal writers.\n                  We then conducted a four-week deployment study with 25 participants. Our findings\n                  show that AI\u2019s interpretive feedback helped connect fragmented experiences and supported\n                  self-understanding through comparison with their own thoughts. Moreover, tensions\n                  between user agency and constructive reflection were revealed. We conclude by discussing\n                  design implications for AI-supported systems for fostering meaning-making without\n                  replacing users\u2019 thinking.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812863\">PromptMirror: Visualizing LLM Use to Support STEM Student Reflection<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ka Hei Carrie Lau<\/li>\n            <li class=\"nameList\">Na\u0111a Terzimehi\u0107<\/li>\n            <li class=\"nameList Last\">Enkelejda Kasneci<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Large language models (LLMs) are increasingly embedded in students\u2019 academic work,\n                  yet the increasing reliance can undermine learning depth and raise integrity concerns.\n                  While reflection has long been studied in HCI to foster awareness and behavior change,\n                  little is known about how to support students in reflecting on everyday LLM use. We\n                  present <em>PromptMirror<\/em>, a student-facing dashboard that processes LLM conversation logs and visualizes four\n                  perspectives, temporal, sentiment, intent, and thematic, to encourage reflection.\n                  We informed the design of PromptMirror with two focus groups (one expert and one student\n                  with four participants each) and subsequently conducted an online think-aloud with\n                  20 university students who uploaded their own LLM use data. Findings provide preliminary\n                  evidence that PromptMirror may support students in recognizing their LLM use estimation\n                  gap and engaging in deeper reflection on LLM reliance. Our contributions are twofold:\n                  (1) a student-centric reflection system; (2) empirical insights into reflective analytics\n                  for everyday LLM tools.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812972\">LearnMate\u00b2: Design and Evaluation of an LLM-powered Personalized and Adaptive Support\n               System for Online Learning<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Xinyu Jessica Wang<\/li>\n            <li class=\"nameList\">Christine P. Lee<\/li>\n            <li class=\"nameList Last\">Bilge Mutlu<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Personalization is crucial for effective learning, yet online learning, designed for\n                  widespread availability and open access, lacks personalized guidance. Recent advancements\n                  in large language models (LLMs) offer opportunities to bridge this gap. We explore\n                  how LLM-driven tools may be designed to support personalized and adaptive learning\n                  and examine how they shape user experience and learning outcomes. We iteratively designed\n                  LearnMate<sup>2<\/sup> to support online learning by providing personalized study plans, real-time contextual\n                  assistance, and adaptive learning activities. A preliminary study (<em>n<\/em> = 24) assessed the effectiveness and usability of LearnMate<sup>2<\/sup> and informed refinements in our system, which we then evaluated (<em>n<\/em> = 16) against a combination of a state-of-the-art online learning platform and an\n                  LLM for learning support. Results indicate that LearnMate<sup>2<\/sup> advances AI pedagogy by improving both learning outcomes and user experience compared\n                  to existing online learning and support tools. This work advances our understanding\n                  of the design space of personalized, AI-driven educational tools and their potential\n                  impact on user experience. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813073\">Narrative Plasticity and State Stickiness: Designing Hybrid AI Systems for High-Stakes\n               Communication<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Daniel T Kessler<\/li>\n            <li class=\"nameList\">Cassandra Overney<\/li>\n            <li class=\"nameList\">Jocelyn J Shen<\/li>\n            <li class=\"nameList Last\">Deb Roy<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>How can AI systems support high-stakes self-advocacy without automating away a user\u2019s\n                  voice? As people turn to chatbots for consequential communication, risks include misalignment,\n                  over-coaching, and loss of narrative authority. We present Sage, a task-oriented hybrid\n                  conversational system that operationalizes practices from narrative mediation and\n                  conflict resolution through structured interaction flows and persistent, user-visible\n                  state to support strategic storytelling. In a formative evaluation as a research probe\n                  (<em>N<\/em> = 21 domain experts across negotiation, communications, and HCI), we observed a recurring\n                  interaction pattern: participants frequently attempted to revise how the system understood\n                  their situation after it had already stabilized and reused earlier narrative interpretations\n                  to shape subsequent prompts, notes, and drafts. To account for this pattern, we introduce\n                  Narrative Plasticity (the user-facing capacity to revise a system\u2019s standing narrative\n                  interpretation once it begins shaping interaction) and State Stickiness (the interactional\n                  resistance that arises when persistent interpretations are operationalized across\n                  multiple system surfaces). We identify four mechanisms of State Stickiness (consolidation,\n                  replication, operationalization, accumulation) and synthesize design considerations\n                  for governing interpretive state in AI systems mediating consequential communication.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813052\">Equity by Design: A New HCI Method for Surfacing Inclusivity Issues in Remote Collaboration\n               Software<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Shandler A. Mason<\/li>\n            <li class=\"nameList Last\">Sandeep Kaur Kuttal<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Remote collaboration software mediates modern knowledge work, yet existing inspection\n                  methods often overlook inequities in remote teamwork. We introduce RemoteCollabEval,\n                  a new HCI inspection method for systematically surfacing inclusivity issues in synchronous\n                  remote collaboration software. RemoteCollabEval consists of: (1) six novel research-based\n                  facets illustrated by two personas grounded in social identity theory to capture the\n                  interdependent nature of teamwork for dominant and under-served users, and (2) a specialized\n                  walkthrough to help practitioners identify inclusivity issues and actionable interface\n                  design fixes. We evaluated RemoteCollabEval against the standard Groupware Walkthrough\n                  in a controlled study with 29 HCI students across 10 teams. Participants inspected\n                  Zoom and Replit, followed by a survey and semi-structured group discussion. RemoteCollabEval\n                  surfaced about six times more inclusivity issues than the standard approach and was\n                  perceived as comprehensive and well-designed. Our contributions include: (1) a validated\n                  method for identifying inclusivity issues in collaboration software and (2) teamwork-specific\n                  facets that provide a foundation for more equitable design practices in distributed\n                  teams. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Digital_Material\">SESSION: Digital and Material Craft<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812821\">The 3D Printer as a Sewing Machine: Untaming Fabrication Narratives for Material Exploration<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sheryl Teng<\/li>\n            <li class=\"nameList Last\">Clement Zheng<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Desktop 3D printers are celebrated as \u201cmaker technology,\u201d yet their proliferation\n                  is often bound up with a sociotechnical imaginary that privileges linear automation\n                  over material engagement. As designer-makers, we found conventional systems limiting\n                  our interaction with the materials at hand. In this work, we explore reframing 3D\n                  printing through untaming: a critical framework that treats the machine as a situated\n                  tool involving makers and materials in its operations. Specifically, we investigated\n                  how printers work with textiles, developing a new controller that enables the rhythmic\n                  coupling of maker, machine, and material movements. We detail our journey through\n                  autoethnography, documenting our design decisions and situated practices, alongside\n                  a swatchbook that captures these \u201cuntamed\u201d actions and resulting artefacts. This pictorial\n                  offers untaming as a provocation for Making-HCI scholarship, and demonstrates an instance\n                  of how we might question our agencies with materials in digital fabrication.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812820\">Handmade Digital Jacquard: Weaving New Ideas on Low-Cost Computational Looms<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alice Gielen<\/li>\n            <li class=\"nameList\">Joana Coronel Soler<\/li>\n            <li class=\"nameList\">Andreas Savvas Deivekis<\/li>\n            <li class=\"nameList\">Kristina Andersen<\/li>\n            <li class=\"nameList\">Loe Feijs<\/li>\n            <li class=\"nameList Last\">Troy Nachtigall<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Computational weaving is an old form of HCI, where hand Jacquard machine weaving embodies\n                  rich interaction and digital computation. Low-cost Jacquard looms are becoming common\n                  in HCI, but they come with limitations due to technology standardization. Jacquard\n                  weaving looms are often customized to create different textile structures; in our\n                  case, 3D weaves. This research uses speculative itineration to investigate the iterative\n                  re-engineering of a low-cost computational Jacquard handloom. We rebuild and enhance\n                  an existing designed loom by co-constructing stories and conducting semi-structured\n                  interviews with novices and experts, allowing imaginaries to change the loom. Our\n                  findings reveal innovation potential across the spectrum of looms. Both novice and\n                  expert weavers seek looms that allow modification, driven by the potential for new\n                  weaving designs and design spaces of looms within digital craftsmanship. Itinerative\n                  co-constructive speculation allows for customized looms across skill levels, challenging\n                  prevailing paradigms where expertise level often dictates technology choice.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812790\">Simulating Resist Slip Casting<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Clement Zheng<\/li>\n            <li class=\"nameList Last\">Bo Han<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>In this pictorial, we present our development of a simulator for resist slip-casting:\n                  a technique for crafting textured ceramics by masking regions of a water-absorbent\n                  mold. While actual slip-casting hides material transformations under opaque liquid\n                  clay, our simulator uses 3D cellular automata to visualize the deposition process\n                  in real-time. We detail our iterative algorithmic development, from simple proximity-based\n                  accumulation to a more complex model of diffusion and slumping. Through a research-through-design\n                  lens, we further reflect on the fractured flows between virtual and real materials.\n                  We annotate the distinct materialities and temporalities the simulator embodies, considering\n                  how its departures from the \u201cground truth&#8221; actually heighten our sensitivity to the\n                  physical craft. We propose that such making-simulators serve as a form of intermediate-level\n                  knowledge, acting as both a design tool, and a mirror for critical reflection on the\n                  agency of makers and materials.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812941\">ClayScape: A GenAI-Supported Workflow for Designing Chinese Style Ceramics with Clay\n               3D Printing<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sijia Liu<\/li>\n            <li class=\"nameList\">Hoi Ching Silvester Mok<\/li>\n            <li class=\"nameList\">Long Ling<\/li>\n            <li class=\"nameList\">Tobias Klein<\/li>\n            <li class=\"nameList Last\">RAY LC<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Chinese ceramic-making involves complex and interdependent steps, making it technically\n                  demanding. Digital fabrication methods attempt to make the process more accessible,\n                  but for craft-creators, technical challenges such as CAD and CAM skills remain major\n                  obstacles. To address this, we designed a hybrid workflow that integrates Generative\n                  AI with clay 3D printing to support new creative possibilities. We evaluated the workflow\n                  through ClayScape, a design tool that operationalizes this approach, with four ceramic\n                  creators. Our findings show that the workflow supports accessible ceramic creation\n                  while revealing both expanded opportunities for creative exploration and challenges\n                  in balancing agency and control. This work demonstrates how hybrid workflows can lower\n                  barriers to digital fabrication while supporting creative possibilities in culturally\n                  grounded ceramic practices.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813028\">MakeAloud: Think-Aloud to Bridge Design-Fabrication Workflows<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ritik Batra<\/li>\n            <li class=\"nameList\">Kendra Wannamaker<\/li>\n            <li class=\"nameList\">George Fitzmaurice<\/li>\n            <li class=\"nameList Last\">Justin Matejka<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Translating Computer-Aided Design (CAD) models into physical objects requires expertise\n                  and adjustments to navigate fabrication constraints. Makers develop this tacit knowledge\n                  by understanding materials, techniques, and practical requirements. Adjustments are\n                  typically shared with designer collaborators through sketches and text. However, this\n                  documentation lacks situated knowledge gained during fabrication and remains disconnected\n                  from the model. <\/p>\n               <p>To explore how computational tools could address these limitations, we developed <em>MakeAloud<\/em>, a design probe leveraging AI to capture makers\u2019 in-situ knowledge with hand-tracking\n                  hardware and think-aloud computing and then generate design insights within collaborators\u2019\n                  CAD tools. Through a study with woodworkers and designers, we identify three design\n                  considerations for designer-maker collaboration tools: surfacing fabrication constraints\n                  in CAD to preserve designer intent, supporting asymmetrical domain expertise through\n                  AI-mediated communication, and building collective fabrication knowledge archives.\n                  This work contributes empirical insights into how AI can bridge design and fabrication\n                  workflows, offering pathways for cross-disciplinary collaboration. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813084\">Artistic Practice Opportunities in CST Evaluations: A Longitudinal Group Deployment\n               of ArtKrit<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Catherine Liu<\/li>\n            <li class=\"nameList\">Tao Long<\/li>\n            <li class=\"nameList\">Asya Lyubavina<\/li>\n            <li class=\"nameList\">Chau Vu<\/li>\n            <li class=\"nameList\">Jiaju Ma<\/li>\n            <li class=\"nameList Last\">Jingyi Li<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Creativity support tools (CSTs) aim to elevate the quality of artists\u2019 creative processes\n                  and artifacts. Yet most current CST evaluations overlook temporal and social aspects\n                  of tool use. To address this gap, we present a longitudinal, group-based CST evaluation\n                  through a three-week deployment of ArtKrit, a computational drawing tool that supports\n                  disciplined drawing. Nine digital artists, organized into three communities of practice,\n                  completed weekly \u201cmaster studies\u201d alongside a researcher-artist. Our results show\n                  users\u2019 evolving relationships with ArtKrit over time\u2014from early experimentation to\n                  selective incorporation or misuse\u2014alongside changes in their ways of artistic seeing.\n                  These changes unfolded within artist support networks that fostered confidence and\n                  creative safety, and validated individual expression. Overall, our findings suggest\n                  that CST evaluations can\u2014and should\u2014be designed as opportunities for meaningful artistic\n                  engagement rather than purely extractive measurement exercises. We contribute this\n                  longitudinal, group-based approach as one CST evaluation method.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Museums\">SESSION: Museums, Archives, and Civic Engagement<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813103\">Translating Card Play to Tangible Tabletops: Opportunities and Challenges in Intergenerational\n               Museum Play<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Timothy Merritt<\/li>\n            <li class=\"nameList\">Rasmus Brandt S\u00f8rensen<\/li>\n            <li class=\"nameList\">Rasmus Kokholm M\u00f8ller<\/li>\n            <li class=\"nameList\">Maria-Theresa Bahodi<\/li>\n            <li class=\"nameList\">Nicolai Brodersen Hansen<\/li>\n            <li class=\"nameList\">Florian Echtler<\/li>\n            <li class=\"nameList Last\">Ilhan Aslan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Translating physical games to digital tabletops is a promising way to engage museum\n                  visitors in open-ended museum experiences, but the process is poorly understood. How\n                  can the mechanics and social dynamics of physical games be translated into this new\n                  material form? This paper presents an empirical account of translating a physical,\n                  history-themed card game to a tangible tabletop for museum play. Through a year-long\n                  Research through Design study, we developed and deployed three comparative prototypes,\n                  each investigating a key dimension of translation: (1) the shift from turn-based to\n                  real-time event placement, (2) the introduction of time pressure, and (3) the adaptation\n                  of game difficulty. Drawing on in-situ playtests with families and workshops with\n                  expert designers, our findings reveal a central tension between fidelity to the source\n                  material\u2019s social strengths and the transformative affordances of the digital medium.\n                  We contribute actionable design implications for translation and an open-source toolkit\n                  to support future work.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812966\">Co-Designing Playful Technology to Promote Audience Participation in Museums: The\n               Case Study of Museu del Cinema<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Shuxin Zhang<\/li>\n            <li class=\"nameList\">Ramon Fabregat<\/li>\n            <li class=\"nameList Last\">Ferran Altarriba Bertran<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>There is growing interest in making museums more participatory, creating opportunities\n                  for HCI to support audience involvement. We approach them from the perspective of\n                  play and playfulness, looking at how playful technology might promote audience participation\n                  in museums. To explore this design space, we conducted a case study at <em>Museu del Cinema<\/em>, engaging diverse stakeholders to co-design playful technologies. From a reflexive\n                  analysis of our design process and its results, we contribute: (1) a catalog featuring\n                  three design ideas showcasing different ways of active audience participation; (2)\n                  a set of design insights for creating such technologies. Examining these contributions\n                  through the lens of literature on participatory museums allows us to position their\n                  scope and potential impact, and to envision exciting avenues for future research.\n                  Overall, our work offers an exploratory case study that contributes to research on\n                  playful technology and museum participation.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812791\">Plasmatic Visualization: Visceral Attunement to Environmental Data<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ploypilin Pruekcharoen<\/li>\n            <li class=\"nameList\">Sylvia Janicki<\/li>\n            <li class=\"nameList\">Mohsin Y. K. Yousufi<\/li>\n            <li class=\"nameList\">Miles Appleton<\/li>\n            <li class=\"nameList\">Emily G. Weigel<\/li>\n            <li class=\"nameList Last\">Yanni Alexander Loukissas<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>In this pictorial, we introduce the conceptual framework of \u201cplasmatic visualization,\u201d\n                  an interactive form of data visualization that incorporates the image of the observer\n                  to provoke critical reflection on how data, bodies, and environments are mutually\n                  constituted. Drawing on the concept of plasmaticness from cel animation theory, we\n                  extend environmental data visualization beyond stable, objective representations toward\n                  affective, mutable experiences. We present \u201cPlasmatic Mirror,\u201d a design prototype\n                  using a real-time video camera co-located with an architectural-scale display to illustrate\n                  the principles of plasmatic visualization and engage participants in a reality-bending\n                  encounter with data on microplastics in the news. Through this work, we articulate\n                  three defining aesthetic qualities of plasmatic visualization\u2014shifting from representational\n                  to visceral experience; from separate to entangled forms of visualization; and from\n                  exploring to attuning to environmental data\u2014to support HCI designers in creating interactive\n                  data visualizations that prompt audiences to reflect on their relationship to environmental\n                  issues.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813762\">Designing Vibes in a Science Museum: from @Science to @:hugging_face:<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Derya Akbaba<\/li>\n            <li class=\"nameList\">Daniela Paz Moyano-D\u00e1vila<\/li>\n            <li class=\"nameList\">M\u00e5ns Gezelius<\/li>\n            <li class=\"nameList\">Yin He<\/li>\n            <li class=\"nameList Last\">Miriah Meyer<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>While feminist and critical data theories have long critiqued the use of data to uphold\n                  a positivist-informed view about science, few examples offer alternative methods to\n                  display scientific constructs. In response, we present <em>Data &amp; Me<\/em>: an exhibit informed by feminist and critical data theories, which we designed and\n                  launched at a local science museum. <em>Data &amp; Me<\/em> introduces museum visitors to data using a @ vibe \u2013 a vibe that signals that data\n                  can be #slow, #handmade, and #personal. We designed this vibe to be noticeably different\n                  than the @Science vibe in the rest of the museum. Throughout our design process, we adapted\n                  visualization vibes as an analytic and generative tool in the context of a science\n                  museum. We present four design choices that enable the design of a vibe: visual, topical,\n                  material, and crediting. We discuss how our exhibit aligns with ongoing discussions\n                  about alternative research outcomes and calls for plurality in HCI.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812795\">Speculating the Archive: Research through Design with Incomplete Histories<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Catherine Wieczorek<\/li>\n            <li class=\"nameList\">Sylvia Janicki<\/li>\n            <li class=\"nameList\">Annabel Rothschild<\/li>\n            <li class=\"nameList\">Carl DiSalvo<\/li>\n            <li class=\"nameList Last\">Shaowen Bardzell<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>This pictorial examines how Research through Design (RtD) can engage uncertainty,\n                  omission, and silence in historical datasets. Using an incomplete archive of shipwrecks\n                  in the Great Lakes region of North America, the project addresses gaps in archival\n                  records as well as forms of knowledge that are structurally excluded or held outside\n                  Western archival systems, particularly Indigenous watercraft used long before colonialism.\n                  We adopt a two-part RtD process that uses speculative data practices and temporal\n                  design: first, we construct a dataset that combines archival records with speculative\n                  and AI-generated images and text\u2014not to recover missing histories or reconstruct data\n                  on behalf of communities, but to critically surface how such absences are produced,\n                  mediated, and what is at stake when they persist; second, we translate this hybrid\n                  dataset into two map-based artifacts that are designed to explore multiple, non-linear\n                  temporalities. These maps deliberately blur distinctions between archival and generated\n                  data, encouraging viewers to question what they are looking at. In doing so, they\n                  produce uncertainty and doubt as experiential qualities of artifacts often assumed\n                  to be factual and authoritative. We contribute to HCI by demonstrating how speculative\n                  data practices\u2014treating archival silences as generative rather than corrective\u2014can\n                  function as a form of temporal design by showing how multi-temporal maps can explore\n                  contingency, relationality, and contested historical knowledge.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812928\">Building A Civic Tool for Community-Police Engagement to Adapt Neighborhood Policing<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ravinithesh Reddy Annapureddy<\/li>\n            <li class=\"nameList\">Sta\u0146islavs \u0160eiko<\/li>\n            <li class=\"nameList\">Natalie Higham-James<\/li>\n            <li class=\"nameList\">William Droz<\/li>\n            <li class=\"nameList\">Alessandro Fornaroli<\/li>\n            <li class=\"nameList\">Sarah Vollmer<\/li>\n            <li class=\"nameList\">Britta Elena Hecking<\/li>\n            <li class=\"nameList Last\">Daniel Gatica-Perez<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Data-driven policing often prioritizes incident records over residents\u2019 lived experiences.\n                  In the Baltic city of Riga, with a history of distrust and limited community-police\n                  engagement, this can further alienate the public. To bridge this gap, we propose a\n                  Research through Design (RtD) inquiry into the development of <em>Par dro\u0161u R\u012bgu<\/em>, a civic tool for community-data-integrated policing. With municipal police, NGOs,\n                  and city staff, we ask how RtD enables stakeholder negotiation and which interaction\n                  qualities support trust and the use of combined community and incident data. The co-design\n                  process included workshops that surfaced divergent notions of safety; material probes\n                  designed as boundary objects to negotiate among stakeholders; and a pilot deployment\n                  showing how combining quantitative and qualitative data reshapes engagement and trust.\n                  Mixed-methods evaluation suggests increased officer-citizen interaction, but frictions\n                  in sustaining stakeholder collaboration. We contribute (i) an empirical RtD inquiry\n                  with public institutions, (ii) an artifact combining physical and dashboard interactions,\n                  and (iii) reflections on interaction design as a boundary-spanning practice for trust\n                  and infrastructuring. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Self-Tracking\">SESSION: Self-Tracking and Personal Informatics<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812954\">&#8220;It became a self-fulfilling prophecy\u201d: How Lived Experiences are Entangled with AI\n               Predictions in Menstrual Cycle Tracking Apps<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Wendy Zhou<\/li>\n            <li class=\"nameList\">Pelin Karaturhan<\/li>\n            <li class=\"nameList\">Alexandra Weilenmann<\/li>\n            <li class=\"nameList Last\">Jichen Zhu<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>In menstrual cycle tracking apps (MCTAs), AI-based predictions and insights have become\n                  increasingly popular. These features enable users to receive personalized information\n                  about their bodies and mental states. However, there is currently little research\n                  on how these predictive AI features and explanations affect users\u2019 lived experiences.\n                  This paper examines human-AI entanglement in MCTAs through 14 semi-structured user\n                  interviews and a group autoethnography. These methods uncover the processes leading\n                  to this phenomenon. Our results reveal that: (1) users understand their lived experiences\n                  in light of AI predictions, although these predictions can be faulty due to imperfect\n                  logging practices, (2) the user interface features and AI explanations do not support\n                  awareness or critical engagement with this entanglement and meaning-making, and (3)\n                  non-normative MCTA users report a sense of isolation in this entangled interaction.\n                  Based on our findings, we propose design implications for predictive AI features and\n                  explanations. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812922\">Who Gets to Interpret the Workout? User Tensions With AI-Generated Fitness Feedback<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sujay Shalawadi<\/li>\n            <li class=\"nameList\">Joel Wester<\/li>\n            <li class=\"nameList\">Samuel Rhys Cox<\/li>\n            <li class=\"nameList Last\">Niels van Berkel<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Fitness tracking platforms increasingly integrate generative AI to interpret activity\n                  data, such as Strava\u2019s Athlete Intelligence. These integrations raise questions about\n                  how athletes engage with AI-supported fitness self-tracking. We analyzed 297 Reddit\n                  threads and 5,692 comments from r\/Strava following the company\u2019s launch of AI features to examine user reactions to AI-generated\n                  fitness feedback. Our findings revealed four recurring tensions: (1) numerical evaluation\n                  versus contextual understanding; (2) isolated session summaries versus ongoing training\n                  narratives; (3) a fixed AI tone versus diverse emotional states; and (4) a single\n                  AI voice versus different athletic types. Across these tensions, users resisted AI\n                  feedback that constrained interpretations of their own lived experiences. These findings\n                  shed light on the implicit challenges of integrating AI into self-tracking platforms.\n                  We conclude with implications for the design of AI-supported self-tracking systems\n                  that preserve interpretive openness and user agency.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813011\">Co-designing an Intervention Protocol and Web-based Interface for Identifying and\n               Setting Qualitative Goals<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sruzan Lolla<\/li>\n            <li class=\"nameList Last\">Corina Sas<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Personal informatics research has predominantly explored the setting and tracking\n                  of quantitative goals, with less focus on qualitative goals. To address this gap,\n                  we report staged participatory design sessions with 26 stakeholders, including goal-oriented\n                  work practitioners, self-trackers, and designers. Leveraging practitioners\u2019 expertise,\n                  we co-designed a novel multi-session, 4-week intervention for goal identifying and\n                  goal setting, consisting of sequentially scheduled tools from goal-oriented work.\n                  We also explored the intervention\u2019s pre-use acceptability, the perception of user\n                  interaction, and usability of the digital format. Our findings informed four design\n                  implications to support identification of ambitious yet realistic goals, structured\n                  and customizable support for goal identification and setting, iterative goal revision,\n                  and reduced reliance on quantitative tools. We also reflect on the value of engaging\n                  multiple stakeholders in participatory design.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813059\">\u201cHow Do I Want to Live with Type 1 Diabetes?\u201d: Understanding Self-Management Styles\n               to Inform the Design of T1D Technologies<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Clara-Maria Barth<\/li>\n            <li class=\"nameList\">Anton Fedosov<\/li>\n            <li class=\"nameList\">Chat Wacharamanotham<\/li>\n            <li class=\"nameList\">J\u00fcrgen Bernard<\/li>\n            <li class=\"nameList Last\">Elaine M. Huang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Although HCI research indicates that lived experiences should be considered in technologies\n                  for type 1 diabetes (T1D) management, technologies and prevailing concepts for \u201csuccessful\u201d\n                  management continue to focus narrowly on metrics for improving blood glucose, rather\n                  than a holistic understanding of life with T1D. T1D shapes every aspect of life, including\n                  personal priorities, values, and needs, making it highly personal and manifesting\n                  in different practices. We conducted semi-structured interviews, a 5-day diary study,\n                  and a workshop with 10 individuals with T1D to elicit and reflect on different ways\n                  of living with T1D. Based on these accounts, we conceptualize self-management styles\n                  as a multidimensional construct spanning seven dimensions: values and prioritization,\n                  planning, risk-taking, rhythm of care, openness to experiment and learn, engagement\n                  in tracking, and success definitions. We contribute an account of these dimensions\n                  that designers can use as a lens for developing T1D technologies that support personal\n                  ways of living with T1D, foregrounding lived experience and outlining implications\n                  for HCI research.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813047\">MindSeed: Designing a Self-tracking System for Fidgeting to Promote the Qualified\n               Self<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Xiyao Jin<\/li>\n            <li class=\"nameList\">Haian Xue<\/li>\n            <li class=\"nameList Last\">Xueliang Li<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>While the Quantified Self movement emphasizes the informed self through self-tracking\n                  and data representation, limited research has explored how to foster reflective engagement\n                  with personal data to cultivate a higher qualified self. To address this gap, we extend\n                  the focus onto fidgeting behavior, which is often considered subconscious with its\n                  qualitative meaning relatively less explored. We design MindSeed, an interactive system\n                  that enables users to track, co-create and reflect on their fidgeting data. We deployed\n                  MindSeed in a seven-day field study with eight participants who carried and interacted\n                  with it across different daily contexts. Analysis of the logged data and the interviews\n                  provides preliminary insights into how people adopt MindSeed into their daily lives,\n                  and how it may support meaningful reflection on daily subjective experiences that\n                  might otherwise go unnoticed. Building on these exploratory findings, we discuss how\n                  our works might inform future research agenda and design practices related to the\n                  qualified self. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813037\">From Information to Experience: Exploring Users&#8217; Engagement with Different Stress\n               Displays<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Weiyun Wang<\/li>\n            <li class=\"nameList\">Scot Gilmour<\/li>\n            <li class=\"nameList\">Naral Chalermchaikosol<\/li>\n            <li class=\"nameList\">Ilyena Hirskyj-Douglas<\/li>\n            <li class=\"nameList\">Jiaqi Wang<\/li>\n            <li class=\"nameList Last\">Xianghua(Sharon) Ding<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>With stress-tracking technologies becoming pervasive, a range of feedback displays\n                  has been explored to support engagement with stress data. However, most displays are\n                  studied in isolation, leaving limited understanding of how different forms of feedback\n                  shape engagement differently. This study compares three real-time stress feedback\n                  displays: screen-based quantitative, screen-based expressive, and physical expressive.\n                  Twenty-one participants took part in stress induction and recovery tasks to gain direct\n                  experience with each display, with data collected through surveys and semi-structured\n                  interviews. We found that different displays became associated with different modes\n                  of engagement: quantitative displays supported mobile, analytical use; screen-based\n                  expressive displays encouraged active monitoring; and physical expressive displays\n                  enabled peripheral awareness. We highlight the importance of balancing awareness with\n                  emotional experience, shaped by data representation and materiality. We challenge\n                  the assumption in personal informatics that more information or a more intuitive understanding\n                  is always beneficial, and offer a design framework for experiencing sensitive bio-signal\n                  feedback.<\/p>\n            <\/div>\n         <\/div>\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Social_XR\">SESSION: Social XR and Virtual Companionship<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813006\">Youth Perspectives and Design Opportunities for Emotion Regulation in Social Virtual\n               Reality<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alexandra Kitson<\/li>\n            <li class=\"nameList\">Alissa N. Antle<\/li>\n            <li class=\"nameList\">Ashu Adhikari<\/li>\n            <li class=\"nameList\">Kenneth Karthik<\/li>\n            <li class=\"nameList\">Petr Slovak<\/li>\n            <li class=\"nameList Last\">Katherine Isbister<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Youth are increasingly turning to social virtual reality for connection. Yet, while\n                  the embodied and social nature of these spaces may offer new opportunities for emotional\n                  expression and regulation, little is known about how youth leverage these capabilities\n                  in practice. To design VR interventions that better support youth, we collected and\n                  analyzed 64 surveys and 21 go-along interviews with youth in VRChat. Our findings\n                  suggest that youth engage with their emotions in social VR using multiple strategies\n                  in both adaptive and maladaptive ways, primarily distraction and venting. Youth noticed\n                  how practicing emotion regulation in VRChat translated to their daily lives and were\n                  curious to learn more about how to emotionally regulate themselves and help others.\n                  We generated four design opportunities: realistic practice of underdeveloped emotion\n                  regulation strategies, increased access to community support and resources, motivation\n                  through identity exploration and acceptance, and IRL transferability and integration.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812856\">E.A.T.: Towards Understanding the Design of Social XR Restaurant Experiences for Diners\n               With and Without Headsets<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yuchen Zheng<\/li>\n            <li class=\"nameList\">Hongyue Wang<\/li>\n            <li class=\"nameList\">Kenath Perera<\/li>\n            <li class=\"nameList\">Henryaldi Matio<\/li>\n            <li class=\"nameList Last\">Florian \u2018Floyd\u2019 Mueller<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Dining is a social activity, yet human\u2013computer interaction (HCI) research has rarely\n                  examined how extended reality (XR) headsets shape shared restaurant experiences. Although\n                  XR can augment taste perception, headsets also obscure facial expressions \u2013 particularly\n                  pertinent when only some diners wear them. We identify an opportunity to make a wearer\u2019s\n                  biodata socially visible via an outward-facing display on the headset to facilitate\n                  novel social dining experiences with XR. To explore this, we designed <em>E.A.T.<\/em> (Expressive Augmented Togetherness), a novel XR dining system that combines food\n                  augmentation with external displays depicting physiological arousal and pupil movement\n                  to facilitate social interactions. Through interviews following a restaurant field\n                  study with five groups of three diners, we examined how the system influenced taste\n                  perception and social interactions. We identify six design considerations for socially\n                  legible XR systems for dining, ultimately, aiming to inform how HCI can better support\n                  social dining experiences.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813079\">Designing Character-Bound In-Public Companions: Interactional Insights from ACG Practices<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yijie Guo<\/li>\n            <li class=\"nameList\">Ruhan Wang<\/li>\n            <li class=\"nameList\">Yuan-Ling Feng<\/li>\n            <li class=\"nameList\">Jini Tao<\/li>\n            <li class=\"nameList\">Zhiling Xu<\/li>\n            <li class=\"nameList\">Yaowen Shen<\/li>\n            <li class=\"nameList\">Qifei Zhou<\/li>\n            <li class=\"nameList\">Xin Fu<\/li>\n            <li class=\"nameList\">Zhihao Yao<\/li>\n            <li class=\"nameList\">Zhenhan Huang<\/li>\n            <li class=\"nameList Last\">Haipeng Mi<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>The central challenge for in-public companion devices is not only what to perceive,\n                  but when and how to become socially present. We study this question through the ACG\n                  (anime, comics, and games) community, where people already carry and display character\n                  goods in public as materially mediated forms of companionship. We present Goobo, a\n                  character-bound in-public companion embedded in an ita-bag that combines periodic\n                  visual sensing with in-character speech. We first conducted a formative online workshop\n                  with 17 ACG participants to scope desired capabilities and interaction boundaries,\n                  which led us to focus the probe on visual perception and character-consistent expression.\n                  We then carried out in-situ city walks with 20 companionship-oriented ACG participants\n                  using Goobo in everyday public settings. Through think-aloud data and post-walk interviews,\n                  we identify four user needs, three interaction preferences, and a set of forward-looking\n                  expectations for future companions. We synthesize these findings into a design framing\n                  of in-public companionship shaped by context factors, user factors, and device factors.\n                  Beyond the ACG case, the paper contributes interactional insights for designing publicly\n                  visible companions whose value depends on timing, selectivity, and socially legible\n                  presence. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812857\">ComiXR: Exploring Comic Layouts in eXtended Reality<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ammar Al-Taie<\/li>\n            <li class=\"nameList\">Hyunyoung Han<\/li>\n            <li class=\"nameList Last\">Ian Oakley<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Comic layouts are increasingly shaped by the interaction affordances of reading devices,\n                  such as scrollable smartphone comics. eXtended Reality (XR) headsets are emerging\n                  media consumption devices, offering spatial affordances for new comic layouts. We\n                  investigated how XR could enhance comic experiences through participatory design with\n                  comic creators, readers, and HCI experts. Participants used ComiXR, our novel XR comic\n                  platform, to adapt a print comic for XR while thinking aloud. Participants preferred\n                  spatially placed panels that use depth to separate characters from backgrounds. Ambient\n                  sound and haptics enhanced immersion, while eye-tracking addressed limitations, e.g.\n                  hiding spoilers. However, comic creators expressed potential difficulty in authoring\n                  these non-visual elements. Participants explained that XR comic layouts could change\n                  between stationary and public mobile settings, where social acceptability and situational\n                  awareness become prominent challenges. Our findings support the continued cultural\n                  and artistic significance of comics and identify new use cases for XR. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812788\">Shared Ownership in Tangible Narratives: Exploring Collaborative Storytelling with Physical Avatars<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList Last\">Daniel Echeverri<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>This pictorial presents <em>Searching for Us<\/em>, a pervasive tangible narrative exploring collaborative storytelling with physical\n                  avatars. Through a mixed-methods study across six sessions with 24 participants organised\n                  in pairs, the pictorial illustrates how asymmetric roles (interactor\/listener) foster\n                  shared story ownership, the collective narrative agency players develop through embodied,\n                  performative engagement, despite unequal physical control. This work contributes design\n                  principles for the design of tangible narratives: embracing external control perspectives,\n                  designing asymmetric collaboration, structuring convergence moments in the experience,\n                  and supporting multiple engagement modalities. It advances understanding of social\n                  dynamics in interactive storytelling.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"LLM_Learning\">SESSION: LLMs for Learning and Neurodiversity<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812894\">Understanding Down Syndrome Stereotypes in LLM-Based Personas<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Chantelle Wu<\/li>\n            <li class=\"nameList\">Mengxu Pan<\/li>\n            <li class=\"nameList\">Peinan Wang<\/li>\n            <li class=\"nameList\">Nafi Nibras<\/li>\n            <li class=\"nameList\">Meida Li<\/li>\n            <li class=\"nameList\">Dajun Yuan<\/li>\n            <li class=\"nameList\">Zhixiao Wang<\/li>\n            <li class=\"nameList\">Jiahuan He<\/li>\n            <li class=\"nameList\">Mona Ali<\/li>\n            <li class=\"nameList Last\">Mirjana Prpa<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>We present a case study of Persona-L, a system that leverages large language models\n                  (LLMs) and retrieval-augmented generation (RAG) to model personas of people with Down\n                  syndrome. Existing approaches to persona creation can often lead to oversimplified\n                  or stereotypical profiles of people with Down syndrome. To that end, we built stereotype\n                  detection capabilities into Persona-L as a design probe to open conversations. We\n                  then conducted interviews with caregivers and healthcare professionals (N=10) to examine\n                  how Down syndrome stereotypes could manifest in the content and delivery of LLM outputs,\n                  and interface design. Our findings show the challenges in defining stereotypes, and\n                  reveal potential pathways where stereotypes could emerge, including the training data,\n                  LLM outputs and interface design. This highlights the need for participatory methods\n                  that capture the heterogeneity of lived experiences of people with Down syndrome.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812968\">When Special Education Meets LLMs: Investigating the use of LLM-based Conversational\n               AI by Special Education Teachers for Autism in China<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jiazhou Wu<\/li>\n            <li class=\"nameList\">Dasom Choi<\/li>\n            <li class=\"nameList\">Bogoan Kim<\/li>\n            <li class=\"nameList Last\">Hwajung Hong<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>In China, special education teachers (SETs) for autistic children continuously coordinate\n                  complex demands, from intervention planning to behavior interpretation and parent\n                  communication. While SETs bear heavy responsibility for these decisions, they often\n                  lack the professional feedback loops needed to validate their judgments. Recently,\n                  Large Language Model (LLM)\u2013based conversational AI (CAI) has emerged as tools that\n                  provide on-demand conversational scaffolding to support teachers\u2019 educational practices.\n                  This study examines SETs\u2019 opportunities and challenges in using CAI through a two-week\n                  diary study and follow-up interviews with 12 SETs. We found that SETs used CAI as\n                  scaffolding tools for interpreting children\u2019s autistic traits, preparing parent communication,\n                  and seeking emotional support. Their strategies shifted from task-specific queries\n                  to open-ended, experience-driven dialogues that supported reflective sensemaking.\n                  However, the need for contextualized guidance often clashed with privacy concerns,\n                  making SETs hesitant to share the specific child data required for advice. We conclude\n                  with design implications for supporting reflective, responsive, and adaptive trust\n                  calibration in the use of CAI.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813015\">PsyMooc: Empowering Simulation-Based Educational Systems with LLM Agents to Train\n               Clinical Interviewing Skills<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Haoyuan Che<\/li>\n            <li class=\"nameList\">Fangyuan Ye<\/li>\n            <li class=\"nameList\">Xiangfei Hu<\/li>\n            <li class=\"nameList Last\">Yunzhan Zhou<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Psychiatric clinical interviewing is a core yet challenging skill for psychiatric\n                  residents, requiring clinicians to navigate open-ended dialogue, interpret emotional\n                  cues, and manage diagnostic uncertainty. However, existing simulation-based education\n                  (SBE) tools often fail to provide sufficient opportunities for realistic and autonomous\n                  interview practice, largely due to their reliance on scripted and rigid interactions.\n                  In this paper, we explore how large language model (LLM) agents can be leveraged to\n                  support SBE systems for psychiatric clinical interview training. We first conducted\n                  a formative study to identify the psychiatry-specific learning needs and interactional\n                  challenges that should shape system design. Based on these insights, we developed\n                  PsyMooc, an LLM-enhanced SBE system designed to support open-ended interview interactions\n                  and deliver context-aware, competency-oriented feedback through LLM-driven agents.\n                  We then evaluated PsyMooc through a small-scale between-subjects user study to examine\n                  usability and learning-related outcomes. The results provide preliminary evidence\n                  that PsyMooc was perceived as usable and engaging, and was associated with improvements\n                  in residents\u2019 clinical confidence, interview performance proxies, and patient-centered\n                  communication behaviors.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813049\">ConSearcher: Supporting Conversational Information Seeking in Online Communities with\n               Member Personas<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Shiwei Wu<\/li>\n            <li class=\"nameList\">Xinyue Chen<\/li>\n            <li class=\"nameList\">Yuheng Liu<\/li>\n            <li class=\"nameList\">Xingbo Wang<\/li>\n            <li class=\"nameList\">Qingyu Guo<\/li>\n            <li class=\"nameList\">Longfei Chen<\/li>\n            <li class=\"nameList\">Chuhan Shi<\/li>\n            <li class=\"nameList Last\">Zhenhui Peng<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Many people browse online communities to learn from others\u2019 experiences and opinions,\n                  <em>e.g.,<\/em> for constructing travel plans. Conversational search powered by large language models\n                  (LLMs) could ease this information-seeking task, but it remains under-investigated\n                  within the online community. In this paper, we first conducted an exploratory study\n                  (N=10) that indicated the helpfulness of a classic conversational search tool and\n                  identified room for improvement. Then, we proposed <em>ConSearcher<\/em>, an LLM-powered tool with dynamically generated member personas based on user queries\n                  to facilitate conversational search in the community. In <em>ConSearcher<\/em>, users can clarify their interests by checking what a simulated member similar to\n                  them may ask and get responses from diverse members\u2019 perspectives. A within-subjects\n                  study (N=27) showed that compared to two conversational search baselines, <em>ConSearcher<\/em> led to significantly higher information-seeking outcome and user engagement but raised\n                  concerns about over-personalization. We discuss implications for supporting conversational\n                  information seeking in online communities.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812916\">GamifiedLM: Co-Designing an LLM-Driven Gamified Learning App with University Students\n               to Mitigate Learning Difficulties<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Kaiyuan Tang<\/li>\n            <li class=\"nameList\">Kerui Chen<\/li>\n            <li class=\"nameList\">Shreya Gopi<\/li>\n            <li class=\"nameList\">Li Xie<\/li>\n            <li class=\"nameList\">Mark Quinlan<\/li>\n            <li class=\"nameList Last\">Youngjun Cho<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Large language models (LLMs) have become popular learning aids, yet research into\n                  their truly beneficial uses remains in its early stages. This paper presents the design,\n                  development, and evaluation of an LLM-driven gamified learning prototype, GamifiedLM, which explores the novel integration of LLMs with gamified learning theories. GamifiedLM\n                  aims to assist students in overcoming learning challenges. Unlike the most prevalent\n                  chat-based LLM apps, GamifiedLM integrates multi-agent systems and generative user\n                  interface (UI) technologies, rendering the output of LLMs into a richer, interactive\n                  learning flow. We conducted two co-design sessions with 10 UK university students\n                  experiencing mild learning difficulties, and identified key design goals and system\n                  components for GamifiedLM that closely align with their needs. After iterating the\n                  prototype, we evaluated it with a broader group of UK university students. The results\n                  indicate that by delivering an engaging gamified learning experience, GamifiedLM can\n                  better maintain learners\u2019 motivation and focus compared to existing tools. By enhancing\n                  the learning experience, users could master the given reading materials more effectively.\n                  This work contributes to exploring how LLMs can be designed in line with beneficial\n                  learning theories and accessible educational practices.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813102\">Guidelines for Designing AI Technologies to Support Adult Learning<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jennifer Reddig<\/li>\n            <li class=\"nameList\">Glen R Smith<\/li>\n            <li class=\"nameList\">Sanaz Ahmadzadeh Siyahrood<\/li>\n            <li class=\"nameList\">Wesley G Morris<\/li>\n            <li class=\"nameList\">Yoojin Bae<\/li>\n            <li class=\"nameList\">Kaitlyn Crutcher<\/li>\n            <li class=\"nameList\">John Kos<\/li>\n            <li class=\"nameList\">Rahul K Dass<\/li>\n            <li class=\"nameList\">Jinho Kim<\/li>\n            <li class=\"nameList\">Momin Naushad Siddiqui<\/li>\n            <li class=\"nameList\">Daniel Weitekamp<\/li>\n            <li class=\"nameList\">Ploy Thajchayapong<\/li>\n            <li class=\"nameList\">Sandeep Kakar<\/li>\n            <li class=\"nameList\">Alex Endert<\/li>\n            <li class=\"nameList\">Scott Crossley<\/li>\n            <li class=\"nameList\">Min Kyu Kim<\/li>\n            <li class=\"nameList\">Chris Dede<\/li>\n            <li class=\"nameList\">Ashok K. Goel<\/li>\n            <li class=\"nameList Last\">Christopher J. MacLellan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>AI-powered educational technologies have demonstrated measurable benefits for learners,\n                  but their design and evaluation have largely centered on K-12 contexts. As a result,\n                  many AI-supported learning systems remain poorly aligned with the needs, constraints,\n                  and goals of adult learners. To better understand how AI systems function in adult\n                  education, this paper examines the deployment of several AI learning technologies\n                  developed within a multidisciplinary, national research institute in the United States\n                  focused on adult learning and online education. Drawing on longitudinal deployment\n                  data, we conducted a reflexive thematic analysis to identify recurring challenges\n                  and design considerations across systems. These insights were synthesized into a set\n                  of 19 design guidelines intended to inform future AI-supported adult learning technologies.\n                  We demonstrate the utility of these guidelines through a heuristic evaluation of the\n                  deployed systems. Lastly, we present a guideline exploration tool that aids in the\n                  ideation of technologies by connecting the guidelines to stakeholder statements surfaced\n                  in the analysis process.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Mediated_Presence\">SESSION: Mediated Presence and Emotional Connection<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812973\">Async Party: Designing Online Asynchronous Video Sharing of Individual Cheers to Facilitate\n               Spontaneous Offline Encounters<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yuji Hatada<\/li>\n            <li class=\"nameList\">Chi-Lan Yang<\/li>\n            <li class=\"nameList\">Hideaki Kuzuoka<\/li>\n            <li class=\"nameList Last\">Takuji Narumi<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Maintaining social connections via informal gathering and communication in physical\n                  workspaces is challenging. To maintain connections without causing mental strain,\n                  we propose <em>\u201cAsync Party,\u201d<\/em> an activity that reconfigures drinking rituals through asynchronicity by combining\n                  physical triggers with digital sharing. In this activity, participants record short\n                  videos of individual toasts, ask a nearby colleague to record their \u201ccheers\u201d moment,\n                  and upload the short video to the dedicated Slack channel. A three-month field deployment\n                  revealed that while the filming rule was designed to spark face-to-face interaction\n                  at the moment of recording, the encounters it produced were experienced not as procedural\n                  steps but as socially meaningful moments in their own right \u2013 a social quality that\n                  extended beyond our anticipation. Members derived a sense of community vitality not\n                  by watching every video, but by peripherally perceiving the accumulation of ritualistic\n                  content. Drawing on Research through Design, this study articulates a novel design\n                  space for &#8220;asynchronous rituals&#8221; \u2013 configurations in which synchrony and asynchrony\n                  are intentionally composed into a recurring temporal cycle \u2013 and derives three transferable\n                  design strategies for sustaining low-burden belonging in hybrid environments.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812945\">SOTATE: Visualizing Personal Social Battery Levels and Recharging States in Open-Plan\n               Offices<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Nari Kim<\/li>\n            <li class=\"nameList\">Jin-young Moon<\/li>\n            <li class=\"nameList Last\">Young-Woo Park<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Managing social batteries is crucial in highly interactive environments such as open-plan\n                  offices. To support both the internal self-management of one&#8217;s own social battery\n                  and the external coordination of interactions with others, we designed Sotate, a device\n                  that visualizes social batteries. Sotate uses a gauge-style LED display to represent\n                  a user&#8217;s social battery level and physical placement to indicate when the user is\n                  engaged in recharging activities. Our three-week field study with four groups revealed\n                  that participants used social battery representations not only to reflect their internal\n                  states, but also to intentionally express non-literal states to manage external communication.\n                  We also found that explicitly marking the beginning and end of recharging made recharging\n                  activities more deliberate and reflective, and that colleagues relied on simple, immediately\n                  interpretable cues rather than precise numerical values when coordinating interactions.\n                  These results highlight design considerations for systems that support the management\n                  of internal states associated with social interaction.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812944\">Reelee: Physicalizing Song Durations to Convey the Presence of Music Shared by a Remote\n               Partner<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jaha Lim<\/li>\n            <li class=\"nameList\">Nari Kim<\/li>\n            <li class=\"nameList\">Geonho Lee<\/li>\n            <li class=\"nameList Last\">Young-Woo Park<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Sharing music with a remote partner can help maintain affective connections by fostering\n                  bonding and supporting lightweight interpersonal interaction across distances. However,\n                  asynchronous remote music sharing often fails to sustain engagement when recommended\n                  songs remain unlistened to, or when listening status remains unclear. To support sustained\n                  music sharing and listening over distances, we designed Reelee, a bidirectional music\n                  recommendation system that physicalizes song duration. Our four-week field study with\n                  four dyads revealed that participants were reminded of their remote partners in their\n                  daily lives and experienced music sharing through Reelee as a form of indirect, asynchronous\n                  communication. Our findings suggest design considerations for creating meaningful\n                  and sustained remote media sharing by physicalizing shared media information and carefully\n                  structuring interaction within such systems.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813018\">Design and Field Trial of Adilet: Physical Sensing of Message Creation, Transmission,\n               and Receipt for Emotional Engagement<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jin-young Moon<\/li>\n            <li class=\"nameList\">Nanum Kim<\/li>\n            <li class=\"nameList\">Nari Kim<\/li>\n            <li class=\"nameList\">Geonho Lee<\/li>\n            <li class=\"nameList Last\">Young-Woo Park<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>While the rapid exchange of messages in instant messaging (IM) is useful for maintaining\n                  convenient and continuous communication, it can simultaneously diminish recipients\u2019\n                  opportunities to reflect on and emotionally engage with individual messages. This\n                  paper introduces Adilet, a system that represents the process of composing and receiving\n                  delayed messages through a physical device, designed to enhance message awareness,\n                  perceived value, and reflective engagement. Adilet allows users to ensure the status\n                  of writing, sending, and receiving messages and approximate total writing time. A\n                  field study with four groups of two close partners demonstrated that Adilet improved\n                  message quality by increasing participants&#8217; awareness on both writing and reception.\n                  Furthermore, consistent awareness of message presence and clues about message content\n                  enhanced anticipation. Our findings suggest further implications for designing communication\n                  systems that support deeper and more valuable emotional exchange by improving message\n                  value and recognition in close relationships.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812960\">Designing for Emotion Regulation in Popular Music Apps: Evaluation of MoodDJ, a Novel\n               Spotify Plugin<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Xanthe Lowe-Brown<\/li>\n            <li class=\"nameList\">Peter Koval<\/li>\n            <li class=\"nameList\">Solange Glasser<\/li>\n            <li class=\"nameList Last\">Greg Wadley<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Emotional distress is rising globally. Widely-used music streaming apps, if suitably\n                  configured, may offer a scalable intervention to help millions of people manage their\n                  emotions more effectively. Services like Spotify already offer mood-based playlists.\n                  However, such features are not tailored to individual users\u2019 emotional needs, reducing\n                  their effectiveness. We introduce <em>MoodDJ<\/em>, a Spotify plugin that creates playlists that take users on personalised emotion\n                  journeys from current to desired emotion. In a 14-day in-the-wild user study, we explored\n                  22 participants&#8217; experiences of using <em>MoodDJ<\/em> through usage logs, surveys, and interviews. Findings reveal diverse patterns of\n                  use in a range of contexts, with participants often using <em>MoodDJ<\/em> to up- or down-regulate arousal or to feel more pleasant. Qualitative data suggest\n                  improvements in emotional awareness. We contribute evidence for the feasibility of\n                  embedding emotion-regulation interventions within popular music apps, and present\n                  design implications for tools of this kind.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813078\">Exploring the Needs of Preschool-aged Children, Parents, and Grandparents for Communicating\n               Over Distance<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Denise Y. Geiskkovitch<\/li>\n            <li class=\"nameList\">Carman Neustaedter<\/li>\n            <li class=\"nameList\">Ying Lei<\/li>\n            <li class=\"nameList Last\">Azadeh Forghani<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>The relationship between children and extended family members (such as grandparents)\n                  is extremely important, providing meaning, knowledge, and enjoyment. However, the\n                  distributed nature of our modern society has made it difficult for young children\n                  to remain connected with extended family. We conducted a study with young children\n                  and their parents, as well as grandparents of young children, to explore their needs\n                  and preferences when communicating remotely. Through the use of video prototypes,\n                  we found a number of themes related to the types of interactions that devices should\n                  afford for young children and grandparents. These include tensions between children\u2019s\n                  independence and parental control, the need for child-led bursts of interaction, and\n                  considerations on device lifetime and the link to remote family members. In this paper,\n                  we detail our methodology and findings to arrive at design values for this particular\n                  user group.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Community\">SESSION: Community, Justice, and Design<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813042\">The Misalignment of Technology, Democracy, and Design: A Scoping Review<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alma Leora Cul\u00e9n<\/li>\n            <li class=\"nameList\">Jasmin Niess<\/li>\n            <li class=\"nameList\">Aparecido Fabiano Pinatti de Carvalho<\/li>\n            <li class=\"nameList\">Aki Axel Caspersen<\/li>\n            <li class=\"nameList\">Tora Jarsve<\/li>\n            <li class=\"nameList\">Suhas Govind Joshi<\/li>\n            <li class=\"nameList\">Nicholas Sebastian Stevens<\/li>\n            <li class=\"nameList\">Konstantin R. Str\u00f6mel<\/li>\n            <li class=\"nameList\">Nadine Wagener<\/li>\n            <li class=\"nameList\">Anna Walczak<\/li>\n            <li class=\"nameList Last\">Pawe\u0142 W. Wo\u017aniak<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>This scoping review examines the past decade of research at the intersection of democracy,\n                  technology and design. Analysing 170 articles across Scopus, the ACM Digital Library,\n                  and the DRS Digital Library, we investigate how this research relates to democracy\n                  and how democratic values are conceptualised and enacted through interactive systems.\n                  We identify four dominant orientations: technology as democratic repair, as risk,\n                  as co-constitutive of democratic practices, and as embedded in everyday collective\n                  action and lived practices. Across these, we reveal a persistent misalignment: while\n                  democratic values are frequently invoked, much of the work reduces democracy to technical\n                  or procedural problems, prioritising optimisation over power, relationality, and lived\n                  practice. As a result, key dimensions such as collective agency, structural inequalities,\n                  and infrastructural conditions remain under-addressed, offering novel opportunities\n                  for HCI research. We argue that democratic technology design should advance better\n                  alignment fostering responsibility, participation, equity, and transparency in sociotechnical\n                  systems.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812881\">Practicing Community-Led Design Justice: Rethinking Participation with At-Risk Communities<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Nimra Ahmed<\/li>\n            <li class=\"nameList\">Mirjam Alexandra Weibel<\/li>\n            <li class=\"nameList\">Vishal Sharma<\/li>\n            <li class=\"nameList\">Adrian Petterson<\/li>\n            <li class=\"nameList\">Jasmine C Foriest<\/li>\n            <li class=\"nameList Last\">Elaine M. Huang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Participation is important to Human\u2013Computer Interaction; yet, there are few empirical\n                  accounts of how it can be enacted in practice when working with at-risk communities\n                  under safety and precarity concerns. This paper offers an account of a six-year, community-led\n                  collaboration with an organization supporting individuals affected by forced marriage\n                  in Switzerland, centered on the design, development, and handover of a digital self-help\n                  tool. Rather than centering the artifact, we use its creation as an analytic lens\n                  to examine how design justice principles were enacted and negotiated through concrete\n                  decisions, boundaries, and compromises within a highly sensitive, care-centered context.\n                  Our account illustrates how justice-oriented participation can be sustained through\n                  rights-based and trust-negotiated forms of engagement, even when participation is\n                  necessarily uneven, selective, unsafe, or time-limited. This paper contributes process-level\n                  insights for HCI researchers and practitioners designing with at-risk communities,\n                  foregrounding shared decision-making, community ownership, and responsible handover\n                  within existing ecologies of care.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812970\">Speaking for Animals: Design Opportunities through Tensions in Multispecies Activism<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sena Cucumak<\/li>\n            <li class=\"nameList Last\">Ozge Subasi<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Design research increasingly engages with diverse forms of justice, care, and activism.\n                  Yet, the implications for interactive technologies that benefit beyond human-centric\n                  interactions remain limited. This paper examines community animal rights activism\n                  in T\u00fcrkiye against silencing during a period of systematic removal of community animals\n                  from public space, forced by the introduction of a new national law. Our contribution\n                  is the rationale for participants\u2019 activism, driven by their collective and individual\n                  struggles against the silencing of multispecies neighbourhoods. The Turkish context\n                  provides a critical case for HCI and design, while animals in T\u00fcrkiye are naturally\n                  accepted as urban co-inhabitants, and the everyday practices of multispecies care,\n                  negotiation, and coexistence have been core to neighbourhood life. Through twelve\n                  interviews, we examined how rights advocacy and collective action are practised for\n                  community animals in urban neighbourhoods and proposed an agenda to translate these\n                  learnings into tech-driven design intervention practices through co-creative potentials.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813021\">Making Space for Joy in Community-Engaged Equity-Oriented Work in HCI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ricarose Roque<\/li>\n            <li class=\"nameList\">Jaleesa Trapp<\/li>\n            <li class=\"nameList Last\">Alexis Hope<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Within the HCI community, there has been increasing attention to address issues of\n                  injustice through participatory and community-engaged approaches. In addition, researchers\n                  who conduct this collaborative work with marginalized groups are sharing the institutional\n                  vulnerabilities, challenges, and harms that can impact their well-being and their\n                  work. In this paper, we argue how the HCI community can learn from the knowledge and\n                  strategies of activists who engage in collective action and movement work. In particular,\n                  we discuss the role of joy in participatory, community-engaged, and equity-oriented\n                  work. Through testimonial authority, we present stories to describe the importance\n                  of cultivating joy, how we design for joy, what joy looks like in our work, and how\n                  joy can be a sustaining force for researchers and collaborators alike. We end with\n                  implications for HCI design and research work with marginalized communities.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812984\">Praxis Guides: Community Approaches to Resistance Efforts through Mutual Aid Zineing<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alesandra Baca-V\u00e1zquez<\/li>\n            <li class=\"nameList\">Kiara (Sunny) Dailey<\/li>\n            <li class=\"nameList\">Lynn Dombrowski<\/li>\n            <li class=\"nameList Last\">Angela D. R. Smith<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Zines\u2013small, niche, and often handmade publications\u2013have historically served as vehicles\n                  for community and activist organizing. In this work, we explore zine-making, or <em>zineing<\/em>, as an avenue for mutual aid sensemaking and praxis. We partnered with mutual aid\n                  organization Austin Mutual Aid to host six discussion and zine-making workshops with\n                  a cohort of eight participants over three months. Through their zine spreads, participants\n                  visualized pathways from mutual aid theory to practice, exploring how their lived\n                  identities shape community engagement, navigating tensions between organizing aspirations\n                  and systemic barriers, and centering joy and restoration as resistance strategies.\n                  Five months post-workshop, follow-up interviews revealed how the structured zineing\n                  process helped participants sustain involvement while avoiding burnout. We contribute\n                  to HCI literature by positioning zines as mutual aid community technology, demonstrating\n                  how collaborative zine-making facilitates the transition from theory to sustained\n                  praxis, and extending community-based participatory design partnerships with grassroots\n                  organizations.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812866\">Consentful Lights: Designing for Consent when Sharing Intimate Fertility Data<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alejandra G\u00f3mez Ortega<\/li>\n            <li class=\"nameList\">Joo Young Park<\/li>\n            <li class=\"nameList\">Anna St\u00e5hl<\/li>\n            <li class=\"nameList\">Marianela Ciolfi Felice<\/li>\n            <li class=\"nameList\">Nadia Campo Woytuk<\/li>\n            <li class=\"nameList\">Shradha Shivaji Retharekar<\/li>\n            <li class=\"nameList\">Airi Lampinen<\/li>\n            <li class=\"nameList Last\">Madeline Balaam<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p><span style=\"color:#000000\">How should we design for consent? Consent is commonly integrated into products and\n                     interactions as binary, static, transactional, and something that should be recorded\n                     rather than discussed. Through a Research through Design process, we respond to a\n                     call to translate conceptual framings of consent into concrete artifacts and interactions\n                     in the context of digital contraception. We contribute with the Consentful Lights,\n                     a set of artifacts that enable partners to access intimate fertility data in a co-located\n                     setting through play and touch; inviting them to participate in a consentful interaction\n                     that is embodied, dynamic, explicit, and shared. Through an in-the-lab exploration\n                     of the Consentful Lights, we find that they have the potential to nurture a consentful\n                     moment and allow for deterring non-consensual access to intimate data. We conclude\n                     with a discussion on the need to pluralize the design of consentful interactions and\n                     a reflection on embedding feminist values into design artifacts.<\/span>\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Conversational\">SESSION: Conversational Agents in Everyday Life<\/h2>\n\n   \n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813050\">Ethical Sensemaking in AI Mental Health Chatbots: An Analysis of User Reviews<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Mohammad Masudur Rahman<\/li>\n            <li class=\"nameList Last\">Beenish Moalla Chaudhry<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As Artificial Intelligence (AI) adoption expands, mental health chatbots are increasingly\n                  used for emotional support and self-management, yet their roles and responsibilities\n                  remain ethically ambiguous in everyday use. Prior research often treats these boundaries\n                  as externally defined, overlooking how users interpret and negotiate them in practice.\n                  We analyzed a large set of app store reviews from four mental health chatbots using\n                  topic modeling and qualitative analysis. We identify three recurring processes: how\n                  users infer roles through interaction, how they negotiate ethical tensions during\n                  use and breakdown, and how they collectively define boundaries through reviews. These\n                  processes indicate that users infer roles from how the chatbot communicates and extend\n                  trust cautiously, setting boundaries on what they rely on it for. Breakdowns prompt\n                  reassessment, while reviews serve as sites where users define acceptable behavior.\n                  These findings suggest that ethical boundaries are actively constructed through interaction\n                  and platform participation, indicating the need for designs that better support how\n                  users interpret, negotiate and share judgments about AI behavior over time.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813010\">\u201cGrandpa, Can You Speak Nicer?\u201d: Envisioned Chatbot Roles and Design Tensions in Intergenerational\n               Communication Conflicts<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Tianyi Zhang<\/li>\n            <li class=\"nameList\">Emran Poh<\/li>\n            <li class=\"nameList\">Yueyue Hou<\/li>\n            <li class=\"nameList\">Yi-Chieh Lee<\/li>\n            <li class=\"nameList\">Renwen Zhang<\/li>\n            <li class=\"nameList\">Jiannan Li<\/li>\n            <li class=\"nameList Last\">Anthony Tang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Intergenerational conversations often break down when differences in tone, language,\n                  or expectations lead participants to feel dismissed or misunderstood. In this work,\n                  we explore how people envision AI-driven chatbot interventions for addressing communication\n                  problems in text-based intergenerational family chat. We conducted a scenario-based\n                  design interview with 10 pairs of family members from different generations, in which\n                  participants designed chatbot interventions that varied in intervention target and\n                  timing. Our findings show that participants expect chatbots to perform multiple themes\n                  of intervention, including mediating understanding, providing emotional support, offering\n                  evaluative commentary, and guiding interaction through behavioral suggestions. These\n                  expectations varied systematically across intervention contexts, giving rise to distinct\n                  chatbot roles such as neutral mediators, message coaches, repair facilitators, and\n                  emotion regulators. Across these roles, participants positioned chatbots as moral\n                  advisors that evaluate communicative appropriateness and exercise varying degrees\n                  of moral authority. Rather than prescribing specific system behaviors, this work offers\n                  a conceptual and exploratory account of AI-mediated intervention in intergenerational\n                  communication, and articulates key design tensions that arise when chatbots are imagined\n                  as socially and morally involved actors in intimate family interactions.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812931\">My Reality or Yours? The Role of Chatbots in Reflecting on Reality Disjunction in\n               Dementia Care<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yvon Ruitenburg<\/li>\n            <li class=\"nameList\">Minha Lee<\/li>\n            <li class=\"nameList\">Panos Markopoulos<\/li>\n            <li class=\"nameList Last\">Wijnand IJsselsteijn<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>When a person with dementia asks about a deceased partner\u2019s health, caregivers and\n                  relatives are often unsure how to respond. These interactions involving <em>reality disjunction<\/em> are ethically and emotionally complex, with no universal \u2018right\u2019 answer. Reflecting\n                  on such interactions may help people better understand and navigate these situations.\n                  We explore how chatbots can complement humans in supporting such reflection. We designed\n                  three chatbots that support reflection through role-play, dilemmas, or analysis, and\n                  used them as probes in focus groups with 14 relatives and 10 caregivers of people\n                  with dementia. Findings reveal complementary strengths. Humans provide irreplaceable\n                  reflective support grounded in contextual, emotional, experiential, and relational\n                  involvement. Chatbots\u2019 lack of human qualities offers unconstrained suggestions, evidence-based\n                  feedback, and emotionally distanced dialogue without relational consequences. We offer\n                  empirical insights into reflective support needs in dementia care and provide design\n                  implications for chatbots that complement rather than mimic human reflection.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812975\">&#8216;It literally feeds on data&#8217;: Co-designing Privacy Conscious and Trustworthy LLM Dialogues\n               with End Users<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Adam D G Jenkins<\/li>\n            <li class=\"nameList\">Pushpi Bagchi<\/li>\n            <li class=\"nameList\">Humphrey Curtis<\/li>\n            <li class=\"nameList\">William Seymour<\/li>\n            <li class=\"nameList\">Mark Cot\u00e9<\/li>\n            <li class=\"nameList Last\">Jose Such<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Large Language Models (LLMs) have rapidly become ubiquitous, demonstrating remarkable\n                  proficiency in generating text and responding to prompts. Despite their potential,\n                  concerns about privacy and trust persist, yet methods for engaging end-users in designing\n                  privacy-conscious AI remain limited. This paper presents a replicable co-design methodology\n                  for engaging end-users in privacy-conscious LLM design. Through workshops with 36\n                  participants across three speculative scenarios\u2014mental health applications, travel\n                  assistants, and workplace assistants\u2014we demonstrate how combining speculative scenarios\n                  with established frameworks (Grice\u2019s Maxims, Schaub\u2019s privacy design space) and trained\n                  facilitators enables meaningful participation from users without technical expertise.\n                  The co-designed dialogues reveal that users desire dynamic, context-sensitive privacy\n                  communication that leverages LLMs\u2019 conversational capabilities. We provide practitioners\n                  with a replicable methodology comprising: (1) scenario creation methods, (2) framework\n                  scaffolding approaches, and (3) facilitator training guidance, alongside design implications\n                  for privacy-conscious conversational AI.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812934\">Group Conversational Agents: A Review of Designs that Support and Shape Group Interaction<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">ShunYi Yeo<\/li>\n            <li class=\"nameList\">Tianyi Zhang<\/li>\n            <li class=\"nameList\">Scott Bateman<\/li>\n            <li class=\"nameList\">Gary Hsieh<\/li>\n            <li class=\"nameList\">Young-Ho Kim<\/li>\n            <li class=\"nameList\">Simon Tangi Perrault<\/li>\n            <li class=\"nameList\">Jiannan Li<\/li>\n            <li class=\"nameList Last\">Anthony Tang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Conversational agents that participate in or mediate group interaction introduce challenges\n                  that extend beyond supporting individual users, raising new questions about how agents\n                  participate in and influence groups. To characterise this emerging design space, we\n                  present a systematic review of 53 peer-reviewed studies on group conversational agents\n                  (GCAs). We analyse how GCAs intervene in group-level processes, including participation\n                  regulation, conflict mediation, task alignment, and execution support. Using concepts\n                  from group research as an analytic lens, we organise prior GCA work around recurring\n                  group interactional challenges (orientation, conflict, alignment, and execution),\n                  and examine the roles agents are designed to play in addressing these challenges.\n                  We find that GCAs are predominantly designed as short-term, role-bounded interventions\n                  targeting isolated challenges in bounded interactional contexts. We further identify\n                  recurring structural tensions in GCA design, including tradeoffs between visibility\n                  and discretion, proactivity and group autonomy, and agent authority and group ownership.\n                  Together, these findings clarify how current GCAs are positioned within group interaction,\n                  surface the implicit assumptions embedded in their designs, and outline open questions\n                  for future research on conversational agents as group-level interventions.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813085\">The Open-Ended Suggestion Trap: What Expert\u2013Non-Expert Interactions in Policy Comment\n               Writing Reveal for AI Assistance Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yeonju Jang<\/li>\n            <li class=\"nameList\">Zhuoer Lyu<\/li>\n            <li class=\"nameList\">Amelia C. Arsenault<\/li>\n            <li class=\"nameList\">Sarah Kreps<\/li>\n            <li class=\"nameList Last\">Qian Yang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>AI writing assistants could help non-experts communicate policy opinions more effectively\n                  to policymakers, but risk steering those opinions. Prior work suggests open-ended\n                  questions or suggestions as a promising solution. This work offers an alternative\n                  perspective. Through a study where policy experts assisted non-experts in writing\n                  public comments, we identified the \u201copen-ended suggestion trap\u201d: when experts provided\n                  knowledgeable suggestions, non-experts felt their voices were taken over; when experts\n                  kept suggestions abstract to avoid steering, non-experts couldn\u2019t act on them. This\n                  trap appeared regardless of whether non-experts believed they were interacting with\n                  a human or AI, suggesting these challenges are inherent to knowledge-based power asymmetries\n                  and will likely transfer to AI systems. These findings suggest that open-ended questions\n                  or suggestions, while avoiding bias, can inadvertently disempower non-experts. Drawing\n                  on empowerment theory, we discuss alternative directions for designing AI writing\n                  assistants in this space: scaffolding to enable action without imposing authority,\n                  and linguistic registers that preserve non-experts\u2019 voice. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"AR_Embodied_Skill\">SESSION: AR for Embodied Skill and Motor Learning<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812812\">Augmented Reality Interface for Direct Robotic Welding Path Programming<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Wei Win Loy<\/li>\n            <li class=\"nameList\">Jared W Donovan<\/li>\n            <li class=\"nameList Last\">Markus Rittenbruch<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Robotic welding path programming is commonly framed as a technical problem addressed\n                  through expert-oriented tools. This pictorial presents a Research-through-Design (RtD)\n                  exploration of an Augmented Reality (AR) interface that allows operators to define\n                  seam and tack welding paths directly on physical workpieces using gestural input,\n                  while receiving immediate visual feedback on robotic reachability derived from inverse\n                  kinematics. This pictorial documents a series of design interactions in which system\n                  was progressively refined through deployment and designerly reflection, and examining\n                  how spatial interaction and infrastructural breakdowns can influence human understanding\n                  of robotic constraints during welding path planning. Through annotated images and\n                  reflective accounts of system use, this pictorial contributes (1) an AR-based path\n                  planning workflow that supports both seam and tack welding, and (2) design knowledge\n                  on how computational and visual feedback mediates embodied human-robot negotiation.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812995\">RoboticTerritories: Supporting Varying Levels of Automation Through AR for Large-Scale\n               Human\u2013Robot Assembly<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Joseph Clair Kenny<\/li>\n            <li class=\"nameList\">Samuelle Bourgault<\/li>\n            <li class=\"nameList Last\">Daniela Mitterberger<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Large-scale assembly through human-robot collaboration (HRC) is increasingly explored\n                  in architecture, engineering, and construction. However, prior research in HRC has\n                  primarily examined interaction scenarios for tabletop assembly. As a result, we lack\n                  task-level insight into how different levels of automation and user interaction shape\n                  workflows and user experience in large-scale assembly. To address this gap, we present\n                  <em>RoboticTerritories<\/em>, a phone-based Augmented Reality system for human-robot block assembly that supports\n                  three interaction modes: <em>Inference<\/em>, <em>Mimic<\/em>, and <em>Realtime Mimic<\/em>. Each mode offers distinct automated functionalities and user-defined control across\n                  stages of a pick-and-place assembly process. We evaluate <em>RoboticTerritories<\/em> through a formative study (n = 8) and a within-subject study (n = 12) to identify\n                  the opportunities and limitations of each interaction mode. Our results show that\n                  varying levels of automation provide complementary benefits by supporting different\n                  forms of efficiency across modes, indicating a need for multimodal HRC workflows for\n                  large-scale assembly.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812899\">MyoInteract: A Framework for Fast Prototyping of Biomechanical HCI Tasks using Reinforcement\n               Learning<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ankit Bhattarai<\/li>\n            <li class=\"nameList\">Hannah Selder<\/li>\n            <li class=\"nameList\">Florian Fischer<\/li>\n            <li class=\"nameList\">Arthur Fleig<\/li>\n            <li class=\"nameList Last\">Per Ola Kristensson<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Reinforcement learning (RL)-based biomechanical simulations have the potential to\n                  revolutionize HCI research and interaction design, but currently lack usability and\n                  interpretability. Using the Human Action Cycle as a design lens, we identify key limitations\n                  of biomechanical RL frameworks and develop MyoInteract, a novel framework for fast\n                  prototyping of biomechanical HCI tasks. MyoInteract allows designers to setup tasks,\n                  user models, and training parameters from an easy-to-use GUI within minutes. It trains\n                  and evaluates muscle-actuated simulated users within minutes, reducing training times\n                  by up to 98%. A workshop study with 12 interaction designers revealed that MyoInteract\n                  allowed novices in biomechanical RL to successfully setup, train, and assess goal-directed\n                  user movements within a single session. By transforming biomechanical RL from a days-long\n                  expert task into an accessible hour-long workflow, this work significantly lowers\n                  barriers to entry and accelerates iteration cycles in HCI biomechanics research. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813001\">Supporting Dance Motor Skill Training in Multisensory VR Experience<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sooyeon Choi<\/li>\n            <li class=\"nameList\">Jaewan Lim<\/li>\n            <li class=\"nameList\">Nayoung Lee<\/li>\n            <li class=\"nameList Last\">Yongjae Yoo<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Acquiring motor skills, such as dance, is considered a difficult task, as novice learners\n                  frequently encounter challenges in promptly comprehending and adjusting their movements\n                  in learning contexts. In this study, we present a virtual environment training system\n                  that incorporates haptic feedback and generative AI to support novices\u2019 learning of\n                  body movements in dance. The system guides the user through haptic feedback in VR,\n                  generated from dance sequence data captured from professional choreographers. User\n                  studies with novice participants were conducted to 1) establish effective feedback\n                  for guidance and 2) evaluate the user\u2019s training experiences using the system. We\n                  also conducted comprehensive interviews with participants and experts to confirm the\n                  design strategies and seek insights regarding the perception and utilization of virtual\n                  environments, along with haptic and visual feedback in dance learning processes. Based\n                  on the outcomes, we established the design guidelines for virtual environment training\n                  systems that facilitate learning bodily movement regulation, including in dance education.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812903\">Interpretable Visualization of Expertise-Dependent Motor Skills Toward Supporting\n               Piano Practice<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Kazuki Kawamura<\/li>\n            <li class=\"nameList\">Fujiki Nakamura<\/li>\n            <li class=\"nameList\">Hayato Nishioka<\/li>\n            <li class=\"nameList\">Momoko Shioki<\/li>\n            <li class=\"nameList\">Shinichi Furuya<\/li>\n            <li class=\"nameList Last\">Jun Rekimoto<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>The quality of piano performance depends on nuanced timing, articulation, and dynamic\n                  control, but practice feedback is often summary-based and hard to act on. We introduce\n                  Profy, a weakly supervised system that learns from take-level labels derived from\n                  aggregated listener ratings (expert-labeled vs. amateur-labeled) to produce time-aligned\n                  highlights for review during piano practice. We collected synchronized 1&nbsp;kHz key-motion\n                  and audio from 73 pianists and used 1,083 valid takes for modeling and evaluation.\n                  The model outputs clip-level predictions together with evidence scores on a shared\n                  resampled model time base for visualization. On 20 amateur clips from short technique\n                  studies annotated by 21 expert pianists, the displayed highlight score aligns with\n                  passages that expert pianists marked for review despite training without localized\n                  labels (Pearson <em>r<\/em> = 0.61, ROC-AUC 0.75). Rather than summarizing a take with a single global score,\n                  Profy helps learners decide where to inspect next by supporting scrubbing, looping,\n                  and focused replay of time-localized passages associated with expert\u2013amateur differences.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812858\">Toward Lived Metaphor: Exploring AR-Based Visual Metaphors for Instructing and Learning\n               Embodied Knowledge in Aikido Practice<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yuto Suzuki<\/li>\n            <li class=\"nameList\">Yuji Hatada<\/li>\n            <li class=\"nameList\">Laia Turmo Vidal<\/li>\n            <li class=\"nameList\">Rintaro Fujino<\/li>\n            <li class=\"nameList Last\">Daisuke Sakamoto<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>In this paper, we designed the augmented reality (AR) -based visualization of metaphor\n                  that instructors in an Aikido community of practice use in everyday teaching to explain\n                  techniques. We deployed these AR-based visual metaphors in regular Aikido club training\n                  over a two-month period and examined their use through ethnographic observations and\n                  interviews. Our findings reveal three key points. First, instructors felt AR metaphors\n                  reduced misunderstandings and stress, although using metaphors created by others diminished\n                  agency unless they incorporated their own interpretations. Second, learners grasped\n                  successful techniques more quickly, increasing motivation, yet some felt anxious about\n                  teaching others later because they had not reasoned through the mechanics. Third,\n                  AR metaphors strengthened ties to the originating instructor while weakening connections\n                  with on-site members. Based on these findings, we present three design takeaways for\n                  deploying AR-based visual metaphors into communities of practice in the real-world.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"AI_Support\">SESSION: AI Support for Reflection and Writing<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813003\">From Planning to Revision: How AI Writing Support at Different Stages Alters Ownership<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Katy Ilonka Gero<\/li>\n            <li class=\"nameList\">Tao Long<\/li>\n            <li class=\"nameList\">Carly Schnitzler<\/li>\n            <li class=\"nameList Last\">Paramveer Dhillon<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Although AI assistance can improve writing quality, it can also decrease feelings\n                  of ownership. Ownership in writing has important implications for attribution, rights,\n                  norms, and cognitive engagement, and designers of AI support systems may want to consider\n                  how system features may impact ownership. We investigate how the stage at which AI\n                  support for writing is provided (planning, drafting, or revising) changes ownership.\n                  In a study of short essay writing (between subjects, n = 253) we find that while any\n                  AI assistance decreased ownership, planning support only minimally decreased ownership,\n                  while drafting support saw the largest decrease. This variation maps onto the amount\n                  of text and ideas contributed by AI, where more text and ideas from AI decreased ownership.\n                  Notably, an AI-generated draft based on participants\u2019 own outline resulted in significantly\n                  more AI-contributed ideas than AI support for planning. At the same time, more AI\n                  contributions improved essay quality. We propose that writers, educators, and designers\n                  consider writing stage when introducing AI assistance.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812998\">Spatial Balancing: Designing an LLM-Powered Spatial Externalization Interface for\n               Iterative Science Communication Writing<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Kexue Fu<\/li>\n            <li class=\"nameList\">Jiaye Leng<\/li>\n            <li class=\"nameList\">Yawen Zhang<\/li>\n            <li class=\"nameList\">Jingfei Huang<\/li>\n            <li class=\"nameList\">Yihang Zuo<\/li>\n            <li class=\"nameList\">Runze Cai<\/li>\n            <li class=\"nameList\">Zijian Ding<\/li>\n            <li class=\"nameList\">RAY LC<\/li>\n            <li class=\"nameList\">Shengdong Zhao<\/li>\n            <li class=\"nameList Last\">Qinyuan Lei<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Science communication revision requires writers to dynamically balance scientific\n                  exposition and narrative engagement &#8211; a process where writers often struggle with\n                  competing directions. Existing LLM-assisted tools help with co-writing, but offer\n                  limited support for navigating this iterative, multi-directional revision process.\n                  To address this gap, we designed Spatial Balancing, an exploratory revision environment\n                  that maps rhetorical goals and revision strategies onto a two-dimensional spatial\n                  canvas for experienced science communication creators with domain expertise but lacking\n                  formal professional training. By building a design space of communication strategies\n                  and embedding them into a spatial exploratory canvas, our system treats feedback as\n                  navigational cues rather than prescriptive judgments. Our findings show that this\n                  integrated revision environment helps writers stay focused on writing goals, reason\n                  about revision as trajectories, and explore alternatives, which supports greater metacognitive\n                  control and confidence without increasing workload. This work highlights the value\n                  of spatially externalized revision environments for supporting iterative, reflective\n                  thinking during LLM-assisted writing.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812979\">Metaphors for Memory: Charting a Design Space of AI Memory Tools and Interfaces<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Munyeong Kim<\/li>\n            <li class=\"nameList\">Michalis Famelis<\/li>\n            <li class=\"nameList Last\">Ian Arawjo<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>AI memory is becoming central to AI systems that aim to support personal and professional\n                  work. Yet, designing interfaces for AI memory is not well understood. How should we\n                  design for user interaction with AI memories\u2014for instance, what kinds of operations\n                  might users want to perform on memory, either now or in the future? We survey the\n                  design of tools and interfaces around \u201cAI memory\u201d to chart a design space of common\n                  design patterns, architectures, and operations, and identify dominant metaphors and\n                  gaps in the space. Then, we apply generative metaphorical design to expand the design\n                  space for AI memory, exploring less-dominant metaphors of software version control,\n                  Zettelkasten, requirements, personal diaries, community archives, cultural probes,\n                  and science fiction. Our work offers rich opportunities for gaps and emergent needs\n                  that future interfaces for AI memory might address.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813019\">MIRA: A Human-AI Co-Creation Agent for Self-reflection through Squiggle Game<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yuting Jin<\/li>\n            <li class=\"nameList\">Tingting Wang<\/li>\n            <li class=\"nameList\">Dantong Qin<\/li>\n            <li class=\"nameList\">Zhibin Zhou<\/li>\n            <li class=\"nameList\">Mengkun Bi<\/li>\n            <li class=\"nameList\">Min Hua<\/li>\n            <li class=\"nameList Last\">Pan Wang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>AI agents are increasingly explored for supporting reflection and well-being. However,\n                  we know little about how AI agents participate in reflective practices, particularly\n                  through co-creation. We presented MIRA, a co-creative AI agent that engages users\n                  in transforming abstract squiggles into concrete drawings while offering reflective\n                  feedback. Through a three-group comparative study, we examine how AI-mediated co-creation\n                  shapes reflective experience. We found that MIRA operates as a scaffold that introduces\n                  external reflective perspectives, helping users reinterpret experiences and surface\n                  emotions through visual expression. These findings highlight how AI agents can foster\n                  engaging co-creative experiences that encourage reflection among university students,\n                  while providing insights for designing AI-human co-creation that can extend to broader\n                  populations.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812987\">Supporting Practitioner-Led Adaptive Switch Design: Stories and Speculative Design\n               Opportunities for GenAI Use<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Karen Anne Cochrane<\/li>\n            <li class=\"nameList\">Bryce Arthur Moore<\/li>\n            <li class=\"nameList\">Jesse N Simon<\/li>\n            <li class=\"nameList Last\">Daniel Harley<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Occupational therapists who support students with significant brain-based disorders\n                  are in a unique position to help identify students\u2019 design requirements for custom\n                  adaptive switches, but often lack the technical training and\/or resources to create\n                  these devices. As part of a multi-year collaboration between HCI researchers and an\n                  occupational therapist, we conducted a practitioner-led study to examine how generative\n                  artificial intelligence (GenAI) can support rapid prototyping and fabrication of switches\n                  for students with brain-based disorders in a specialized school setting. With a methodology\n                  that combines narrative inquiry with speculative design, we analyze our reflective\n                  design conversations to identify breakdowns and new opportunities for GenAI to streamline\n                  tasks within this complex design environment. We conclude with guidance and considerations\n                  for future AI tools, emphasizing that although AI use can accelerate fabrication,\n                  ethical and effective design requires contextual judgment, clinical reasoning, and\n                  technical verification.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812920\">Value-Sensitive AI for Prayer: Balancing the Agencies Between Human and AI Agents\n               in Spiritual Context<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Soonho Kwon<\/li>\n            <li class=\"nameList\">Dong Whi Yoo<\/li>\n            <li class=\"nameList\">Shaowen Bardzell<\/li>\n            <li class=\"nameList Last\">Younah Kang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>How could AI enter a deeply value-laden realm of human lives? Drawing on key values\n                  and practices associated with praying identified through a diary study, we presented\n                  our participants with four speculative, conceptual value-sensitive AI systems to \u201cassist\u201d\n                  prayer practices. The conceptual designs served as provocations to co-reflect on how\n                  AI interventions might shape their praying experiences. Our findings suggest that\n                  a sense of authenticity (or a genuine connection to the divine) is a crucial value,\n                  while the mere presence of AI was often perceived as diminishing this authenticity,\n                  particularly when AI assumed too much agency in guiding prayer practices. Based on\n                  our findings, we argue for the importance of AI agent designs that recognize users\u2019\n                  agency in shaping their interaction with AI. We further explore how this may be possible\n                  by leveraging interpretive openness, perhaps through AI\u2019s inexplicability as a resource\n                  for personal meaning-making, and by recognizing non-use of AI as a legitimate design\n                  choice. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Taste\">SESSION: Taste, Texture, and Edible Design<\/h2>\n\n \n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813012\">Exploring the Hidden Layers of Image Synthesis through Material-Driven Design Workshops\n               with Fashion and Textile Practitioners<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Imke Grabe<\/li>\n            <li class=\"nameList\">Anna-Mamusu Wehlitz<\/li>\n            <li class=\"nameList Last\">Tom Jenkins<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Creative work with generative image models is typically mediated through prompts,\n                  often requiring designers to translate visual and material intentions into words.\n                  Such translation can have a constraining effect on creative tasks in visual domains\n                  such as fashion and textile design. To understand how designers make sense of the\n                  material of AI based on its interpretable properties, we let users interact with the\n                  technology by manipulating the neurons that lie in its hidden layers. In two material-driven\n                  design workshops, we introduced fashion and textile practitioners to the technical\n                  material properties of a model trained to generate fashion imagery. We found that\n                  the interaction leads to new forms of material experiences by offering a gateway into\n                  AI\u2019s otherwise implicit functioning and discuss the how thinking hidden layers might\n                  support intuitive rather than interpretative control when designing with AI, leading\n                  to more active material experiences. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812877\">Composing for the Palate: Designing and Investigating Taste-Matching Sounds for Cross-Sensory\n               Interaction<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jialin Deng<\/li>\n            <li class=\"nameList\">Min Susan Li<\/li>\n            <li class=\"nameList\">Zhuzhi Fan<\/li>\n            <li class=\"nameList\">Hongyue Wang<\/li>\n            <li class=\"nameList\">Peter Bennett<\/li>\n            <li class=\"nameList\">Ziqi Fang<\/li>\n            <li class=\"nameList\">Priscilla Y. Lo<\/li>\n            <li class=\"nameList Last\">Oussama Metatla<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Sound has long been used to enhance eating experiences, and increasingly, we know\n                  sound can shape how we perceive taste. Yet intentionally composing sounds to modulate\n                  taste remains underexplored in cross-sensory HCI design. While prior research has\n                  mapped individual auditory parameter (e.g., pitch, timbre, rhythm) to basic taste\n                  perceptions, less is known about how holistic sound compositions combining multiple\n                  parameters can be systematically designed and evaluated. We present a human-in-the-loop\n                  workflow that brings together professional sound designers and generative AI to create\n                  160 sounds with taste intentions informed by established auditory-taste parameters.\n                  In a study with 149 participants on sound-taste correspondences, we identify sounds\n                  that strongly correspond to basic taste words. Our contributions are threefold: (1)\n                  a workflow for designing taste-matching sounds; (2) a curated repository of reusable\n                  sound stimuli for cross-sensory research; and (3) a designerly framework for creating\n                  compositional taste-matching sounds alongside insights into sound-taste word correspondences\n                  and association strategies, offering implications for cross-sensory HCI.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812893\">ChewTect: Designing Temporal Food Texture via Computational Molding<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yamato Miyatake<\/li>\n            <li class=\"nameList\">Aoi Yamada<\/li>\n            <li class=\"nameList\">Huaishu Peng<\/li>\n            <li class=\"nameList Last\">Parinya Punpongsanon<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Food texture plays a crucial role in the overall sensory experience and the functional\n                  properties of food, evolving dynamically from the first bite to the final chew. Traditional\n                  methods for modifying food texture, such as adjusting cooking parameters, often compromise\n                  other key attributes, including appearance and nutritional value, whereas existing\n                  computational approaches largely treat texture as a static, monolithic attribute.\n                  This paper presents a computational method that modulates the internal structure of\n                  food to design temporal food texture experiences. Our method generates a silicone\n                  mold based on the desired food texture experience. This approach decouples textural\n                  properties from visual and amount attributes, enabling independent tuning of sensory\n                  factors during different oral processing stages. We characterize the relationship\n                  between internal structure and temporal texture perception, specifically finding that\n                  infill pattern and shell thickness control the bite and chewing phases, respectively.\n                  We present an interactive design interface that allows users to create food items\n                  tailored to specific temporal food textures.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812978\">Prop-Chromeleon: Adaptive Haptic Props in Mixed Reality through Generative Artificial\n               Intelligence<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Haoyu Wang<\/li>\n            <li class=\"nameList\">Fengyuan Zhu<\/li>\n            <li class=\"nameList\">Bingjian Huang<\/li>\n            <li class=\"nameList\">Zhecheng Wang<\/li>\n            <li class=\"nameList Last\">Ludwig Sidenmark<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Mixed Reality (MR) aims to blend digital and physical worlds, but the absence of haptic\n                  feedback often breaks visual-tactile consistency. We introduce <em>Prop-Chromeleon<\/em>, a MR system based on generative artificial intelligence (AI) that dynamically transforms\n                  everyday objects into adaptive passive haptic props through user-provided text prompts.\n                  Our AI pipeline performs generation and anchoring of virtual assets that align with\n                  the shape of physical props, allowing us to study how virtual content generation behaves\n                  under geometric and prompt-based constraints. We evaluate Prop-Chromeleon\u2019s effectiveness\n                  through a generation study using varied object shapes and user prompts, combining\n                  quantitative shape similarity metrics with qualitative prompt fidelity analysis. Our\n                  user study further showcases Prop-Chromeleon\u2019s improvements in perceived realism,\n                  immersion, and enjoyment compared to static baselines. These results show that shape-aware\n                  generation can support both believable haptic interaction and creative engagement\n                  in MR. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812996\">DietCoach: Design, Development and Evaluation of a Dietitian Decision Support System\n               with Patient Loyalty Card Data<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jing Wu<\/li>\n            <li class=\"nameList\">Philipp John<\/li>\n            <li class=\"nameList\">Simon Mayer<\/li>\n            <li class=\"nameList\">Simeon Pilz<\/li>\n            <li class=\"nameList\">Melanie Stoll<\/li>\n            <li class=\"nameList\">Florian Mathis<\/li>\n            <li class=\"nameList\">Freya Orban<\/li>\n            <li class=\"nameList Last\">Lia Bally<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Dietary counseling (DC) is effective for managing non-communicable diseases but faces\n                  scalability challenges due to reliance on self-reporting. While automated nutrition\n                  assessment has advanced, how to use passively captured dietary data to support dietitians\u2019\n                  decision-making remains underexplored. We use food purchase data (FPD) from loyalty\n                  cards as an example of non-standard dietary data in clinical practice. Building on\n                  multi-year digital nutrition research, we identify key FPD requirements regarding\n                  data availability and nutritional factors through a dietitian workshop (N=7) and survey\n                  (N=18). Based on derived insights, we design and evaluate <em>DietCoach<\/em>, the first dietitian decision support system integrating patient FPD and basic health\n                  data. Using <em>DietCoach<\/em>, 19 dietitians and 6 dietetics students provided dietary recommendations for three\n                  patient profiles with different FPD availability. The recommendation variances highlight\n                  the importance for system flexibility. Participants found <em>DietCoach<\/em> user-friendly and acceptable in their workflow, with no observed differences related\n                  to patient FPD availability in our evaluation. Our findings provide design insights\n                  for integrating opportunistic dietary data into clinical practice. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Speculative_Futures\">SESSION: Speculative Futures and Temporal Reflection<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812814\">Greetings From Creepy Futures: Imagining Creepy Technology as a Resource for Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Argenis Ramirez Gomez<\/li>\n            <li class=\"nameList Last\">Katarzyna Stawarz<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>What if we deliberately designed computers to be creepy? This pictorial explores using\n                  Design Fiction to create a collection of speculative creepy devices that we could\n                  imagine living with. We investigated how leveraging creepiness as a normalised design\n                  attribute could serve as a resource to reflect on what makes good user-centred design.\n                  During a span of nine weeks, we engaged in sharing our personal lived experiences\n                  as a prompt to imagine creepy futures and devices that could address our needs, albeit\n                  designed to be creepy. This approach enabled us to evoke experiences that have not\n                  happened with devices that do not exist, which facilitated a reflection on their impact\n                  on everyday choreographies and tensions on their usability through speculative autoethnographies.\n                  We contribute a set of imaginary devices from creepy futures that illustrate the exploration\n                  and adoption of creepy speculations to facilitate new critical discourses to rethink\n                  designing interactive systems.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812993\">Technology Redux: Revisiting Past, Reflecting Present, Provoking Future<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jiyeon Amy Seo<\/li>\n            <li class=\"nameList\">Soobin Park<\/li>\n            <li class=\"nameList\">EunJeong Cheon<\/li>\n            <li class=\"nameList\">Youn-kyung Lim<\/li>\n            <li class=\"nameList Last\">Hyungjun Cho<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>This paper introduces <em>Technology Redux<\/em>, a new methodological approach in HCI that seeks to reenact past technological experiences\n                  in today\u2019s everyday life, critically reflect on the roles and impacts of present technologies,\n                  and provoke new perspectives on future directions of technological development. Building\n                  on reflections from, <em>BeeperRedux<\/em>, a case study that recreated the 1990s beeper as a smartphone application, we present\n                  four practical strategies for enacting <em>Technology Redux<\/em>: (1) reproducing experiences beyond replicating past technologies, (2) balancing\n                  friction for provocation and everyday integration, (3) integrating personal narratives\n                  as research resources, and (4) surfacing the sociocultural and infrastructural contexts.\n                  We argue that this methodology uniquely integrates the perspectives and strengths\n                  of the historicist approach, speculative design, and research products, introducing\n                  a critical and actionable research practice for HCI.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812957\">Temporal awareness and ethical reflection: Chronopolitical considerations for HCI\n               research<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Marguerite Barry<\/li>\n            <li class=\"nameList\">Fiona McDermott<\/li>\n            <li class=\"nameList\">Daniel Snow<\/li>\n            <li class=\"nameList\">Jacinta Jardine<\/li>\n            <li class=\"nameList\">Maria Murray<\/li>\n            <li class=\"nameList\">Irum Rauf<\/li>\n            <li class=\"nameList\">Shelby Hagemann<\/li>\n            <li class=\"nameList\">Camille Nadal<\/li>\n            <li class=\"nameList Last\">Sarah Robinson<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>HCI increasingly engages with the concept of time, with many studies focusing on how\n                  temporal relations are produced and reconfigured through computing technologies. However,\n                  less attention is paid to the impact of temporality on researchers themselves and\n                  specifically their capacity for ethical reflection and action. This paper explores\n                  the interplay between temporal features and ethical reflection in HCI research projects.\n                  Through a reflective multi-ethnography of nine research projects, we examine how temporal\n                  features can influence ethical capacity across the lifecycle of research. The study\n                  employs infrastructural and chronopolitical analysis (after Star and Sharma) and offers\n                  a range of considerations for researchers to help activate greater temporal awareness\n                  for everyday wisdom, to acknowledge temporal power, mobilise responsibility, counter\n                  isolation in interdisciplinarity, and promote collective action and dynamic methodologies\n                  for temporal research. The study responds to calls for more ethnographic approaches\n                  to temporality that address specific HCI needs and focus on practice.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812901\">Systemic Futures: Integrating Critical Speculation and Systemic Design Pragmatism<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Emily Wong<\/li>\n            <li class=\"nameList\">Fraser Paxton<\/li>\n            <li class=\"nameList\">Henry Pook<\/li>\n            <li class=\"nameList\">John Howe<\/li>\n            <li class=\"nameList\">Jens Emil Sloth Gr\u00f8nb\u00e6k<\/li>\n            <li class=\"nameList\">Wafa Johal<\/li>\n            <li class=\"nameList\">Eduardo Velloso<\/li>\n            <li class=\"nameList Last\">Frank Vetere<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Speculative and systemic design are both used by HCI researchers to engage in complex\n                  sociotechnical change. However, they are rarely integrated in ways that make their\n                  complementary strengths explicit. This paper introduces Systemic Futures Dialogue, a design approach that interleaves speculative and systemic design methods across\n                  micro-macro and present-future dimensions. We report on an 18-month case study with\n                  the Architecture, Engineering, and Construction (AEC) industry, that applied a mixture\n                  of methods used in both design disciplines. These included semi-structured interviews,\n                  systems mapping, future-based scenarios, speculative probes, and participatory reflection.\n                  The resulting design approach generates grounded futures by connecting macro-level\n                  system dynamics with micro-level speculative critique, identifying tensions between\n                  present-day solutions and desired futures. The final Systemic Futures Dialogue contributes\n                  methodological guidance for conducting critical, participatory design work within\n                  a sociotechnical system. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812831\">\u201cHow do I matter as a heritage building?\u201d Exploring Heritage Building Agency in the\n               Technology Era through a More-than-Human Lens<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Berk G\u00f6ksenin Tan<\/li>\n            <li class=\"nameList\">Ya\u011fmur Kocaman<\/li>\n            <li class=\"nameList\">Ceylan Be\u015fevli<\/li>\n            <li class=\"nameList Last\">O\u011fuzhan \u00d6zcan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Heritage buildings are increasingly adapted to contemporary needs through technological\n                  interventions, yet these approaches remain human-centred, leaving limited recognition\n                  of the buildings\u2019 own capacity to shape architectural change. Drawing on critical\n                  heritage and more-than-human perspectives, we investigate how heritage buildings can\n                  be approached as agentic actors in negotiations of spatial and technological adaptation.\n                  Through thing-interviews with ten architects, speaking from the perspective of the\n                  heritage buildings they designed, we examine how buildings express self-value, engage\n                  with social infrastructures, and \u201csense\u201d reshaping through material and functional\n                  transformations. We extended these insights through a design fiction session with\n                  four experts, exploring future scenarios for human-nonhuman connection, fragmented\n                  reconfiguration over time. From this, we propose three implications for designing\n                  more-than-human futures in intelligent built environments with heritage values: (1)\n                  negotiating consent and power asymmetries, (2) framing stewardship through care and\n                  companionship, and (3) rethinking authenticity beyond originality.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812827\">Exploring the Pluralities of More-than-Human Biographies Through Speculative Maps<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ron Wakkary<\/li>\n            <li class=\"nameList\">Lauren Thu<\/li>\n            <li class=\"nameList\">Tiffany Wun<\/li>\n            <li class=\"nameList\">Nazmus Sakib<\/li>\n            <li class=\"nameList\">Mandeep Mangat<\/li>\n            <li class=\"nameList\">Yuqing Lucy Li<\/li>\n            <li class=\"nameList Last\">Abdullah Tarik Celik<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>In the pursuit of more-than-human approaches to designing it is a challenge to understand\n                  the plurality of more-than-human worlds, especially the multiplicity of the more-than-human\n                  lives or biographies of things designed. In this pictorial, we experiment with speculative\n                  mapping as a process to explore pluralities of a thing we designed, called wi-fi-no-wi-fi.\n                  Using the wi-fi-no-wi-fi as a case study, we speculated through workshops, empirical\n                  investigations, and speculation to create speculative maps of different biographies.\n                  This pictorial offers three speculative maps and revealed design insights into materials\n                  as time, forming of assemblages and spaces, and multispecies perspectives of regeneration.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Aging\">SESSION: Aging, Culture, and Domestic Technology<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812832\">Designing Culturally Grounded Reflection Cards That Explore Self-Perception of Aging\n               and Automated Recommendations with Older Adults in India<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Neeta M Khanuja<\/li>\n            <li class=\"nameList\">Valentina Nisi<\/li>\n            <li class=\"nameList\">Yogesh Kumar Meena<\/li>\n            <li class=\"nameList Last\">Jodi Forlizzi<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Technologies for older adults largely focus on monitoring, safety, and functional\n                  support, with less attention to everyday emotional meaning-making. Reflective practices\n                  can support emotional wellbeing in later life, yet reflective tools tailored to older\n                  adults, particularly in India, remain limited. Self-perceptions of aging (SPA) are\n                  strongly linked to emotional wellbeing, but SPA work largely relies on questionnaires\n                  and clinical formats rather than culturally grounded tools for reflection. This pictorial\n                  presents a research-through-design process leading to a culturally grounded reflection\n                  tool for older adults in India. It combines SPA-based reflection cards and prompts\n                  with non-diagnostic reflective guidance drawn from a curated corpus rooted in cultural\n                  understanding. The work co-designed SPA reflection cards grounded in older adults\u2019\n                  metaphors and narratives, and developed the guidance system with older adults and\n                  domain experts. It contributes design knowledge on operationalizing SPA in culturally\n                  attuned, technology-mediated reflective tools for older adults in urban India.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812886\">Who Gets Left Out of Digital Banking in Later Life? Barriers and Opportunities in\n               Hong Kong&#8217;s Silver Population<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Clarence Chi San Cheung<\/li>\n            <li class=\"nameList\">Jianan Liu<\/li>\n            <li class=\"nameList\">Lulin Chen<\/li>\n            <li class=\"nameList\">Qiongyan Chen<\/li>\n            <li class=\"nameList\">Luchen Li<\/li>\n            <li class=\"nameList\">Pan Hui<\/li>\n            <li class=\"nameList\">Lik-Hang Lee<\/li>\n            <li class=\"nameList Last\">Mingming Fan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As digital banking increasingly replaces face-to-face financial services, older adults\n                  face growing challenges in navigating self-service and mobile platforms. This issue\n                  is particularly salient in Hong Kong, where a highly digitalized yet fragmented multi-channel\n                  banking ecosystem combines branches, ATMs, mobile apps, and phone banking. While prior\n                  research has identified general barriers such as usability and trust, less is known\n                  about how banking practices, challenges, and support needs differ across stages of\n                  later life. We address this gap through a mixed-methods study in Hong Kong, combining\n                  an in-person survey with 151 adults aged 60+ and semi-structured interviews with older\n                  adults and frontline bank staff. Participants were grouped into young-old (60\u201369),\n                  old-old (70\u201379), and oldest-old (80+) cohorts. Our findings reveal clear age-related\n                  patterns: young-old adults actively use ATMs and digital banking but report strong\n                  psychological concerns; old-old adults rely on hybrid channel use and face increasing\n                  knowledge-related barriers; and oldest-old adults depend primarily on physical branches\n                  due to compounded physical and cognitive limitations. We conclude with age-specific\n                  design implications for more inclusive digital banking systems.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812925\">MindStock: Investigating How Principle-Anchored Feedback Supports Self-Reflection\n               in Mobile Investment<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sooyohn Nam<\/li>\n            <li class=\"nameList\">Yeohyun Jung<\/li>\n            <li class=\"nameList\">Kyuwon Cho<\/li>\n            <li class=\"nameList\">Hyunseung Lim<\/li>\n            <li class=\"nameList Last\">Hwajung Hong<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Investment decisions are often driven by time pressure and emotion, leaving investors\n                  vulnerable to cognitive biases. Mobile trading apps intensify these tendencies, yet\n                  existing interventions rely on external constraints that fail to foster lasting behavioral\n                  change. We investigate how reflection-centered approaches support mindful decision-making\n                  across a spectrum of investor expertise. We present MindStock, a technology probe\n                  providing principle-anchored feedback by integrating user-defined principles with\n                  behavioral data mirroring trading patterns. In a 6-week field study with 16 investors,\n                  we found that meaningful reflection comes from the tension between principles and\n                  behavioral data. Principles give context to otherwise opaque metrics, while data keeps\n                  principles from drifting into vague self-assurances. This pattern varied by experience:\n                  novices gravitated toward normative rule-setting, while experienced investors used\n                  the system to test and refine their own assumptions. We contribute design implications\n                  for supporting reflection in high-stakes decision-making contexts. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813034\">Cultural Heritage and Resilience in Immigrant Communities: Exploring Interactive Technology\n               Opportunities for Mutual Acculturation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Qinqing Fu<\/li>\n            <li class=\"nameList\">Shichao Zhao<\/li>\n            <li class=\"nameList\">Jo Barnes<\/li>\n            <li class=\"nameList Last\">Lise Jaillant<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>This study explores how British-Chinese immigrants sustain cultural resilience through\n                  heritage practices and the role of interactive technologies in this process. Using\n                  a two-phase mixed-methods approach, it begins with a scoping study (n=150) to map\n                  patterns of heritage engagement, and then employed interviews with 11 immigrants and\n                  scenario-based workshops with 12 stakeholders to investigate technology-mediated dissemination.\n                  Findings show that intangible cultural heritage, particularly foodways, language and\n                  festivals, plays a central role in identity formation and intergenerational cohesion,\n                  with community networks mediating resilience. However, heritage practices and technologies\n                  remain largely internally-focused, while fragmented platforms and linguistic barriers\n                  limit intercultural exchange. To address these gaps, the paper proposes the Community-Centred\n                  Mutual Acculturation (CCMA) framework, emphasising community authorship, plural representation,\n                  and cross-cultural engagement through modular platforms, youth-led co-creation, and\n                  immersive multi-sensory interaction. This research contributes empirical insights\n                  and design-oriented recommendations for interactive systems that support inclusive,\n                  heritage-based engagement and mutual acculturation.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812878\">When Extended Reality Comes Home: Perceptions, Possibilities, and Challenges of Immersive\n               Technology in Domestic Life<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Janghee Cho<\/li>\n            <li class=\"nameList\">Syafiq Rahim<\/li>\n            <li class=\"nameList\">Yibo Wang<\/li>\n            <li class=\"nameList\">Junnan Yu<\/li>\n            <li class=\"nameList\">Minjin (MJ) Rheu<\/li>\n            <li class=\"nameList Last\">Michael J Hoefer<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As Extended Reality (XR) transitions from specialized domains into domestic settings,\n                  industry narratives envision a future of seamless, ubiquitous integration. Yet these\n                  imaginaries, largely shaped by Western contexts, often overlook the complex social\n                  organization and material constraints of diverse households. To address this gap,\n                  we examined how individuals in Singapore interpret XR in everyday life. Using value\n                  scenarios as sociotechnical imaginaries, we conducted a survey (<em>N<\/em> = 206) and interviews (<em>N<\/em> = 22). We identify two layers of mental models: (1) perceived immersion and (2) XR\u2019s\n                  roles in domestic life. Through these models, participants conceptualized XR as a\n                  situational fix for overcoming spatial, temporal, or relational constraints, or as\n                  an enabling medium for connection, expression, and wellbeing. We argue for a shift\n                  from functional optimization to relational maintenance, and propose design considerations\n                  for XR as an episodic, situational utility that supports the home. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812980\">Moving Together: A Co-Design Study on Wearable Materials and Aesthetics for Active\n               Ageing<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Tien-Ying Lu<\/li>\n            <li class=\"nameList\">Seraina Anne Dual<\/li>\n            <li class=\"nameList Last\">Sanna Kuoppam\u00e4ki<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Wearable technologies offer significant potential for promoting active ageing, yet\n                  their design often overlooks the embodied preferences of older adults. This study\n                  employs movement-based co-design to explore how aesthetics and materials serve as\n                  affordances for age-inclusive wearables. Through workshops with older adults (n=23)\n                  and movement experts (n=13), we investigated aesthetic meaning-making and material\n                  preferences for wearables used in physical activity. Older adults prioritised discreet\n                  designs that respect personal style and health histories, valuing materials that support\n                  somatic flow and physical autonomy. Conversely, movement experts emphasised integrating\n                  everyday movements with high-performance, skin-friendly materials to ensure safety\n                  and confidence. By identifying the design tensions between these stakeholders, specifically\n                  regarding visibility, support modalities, and system authority, we propose tangible\n                  design considerations for age-inclusive wearables that aesthetically resonate with\n                  older adults\u2019 identities and sense of agency.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Expressive\">SESSION: Expressive and Soft Robotics<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812880\">Otherness as a Quality in Designing Expressive Robotic Touch<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ran Zhou<\/li>\n            <li class=\"nameList\">Laurens Boer<\/li>\n            <li class=\"nameList\">Daniel Leithinger<\/li>\n            <li class=\"nameList Last\">Madeline Balaam<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Haptic technologies have advanced rapidly, yet exploration of robotic touch remains\n                  dominated by replicating realistic environmental cues or hand gestures, which narrows\n                  the design space and risks social resistance. This paper argues for alternatives:\n                  grounded in the notion of \u201cotherness\u201d from human-robot interaction <span style=\"color:#000000\">(HRI)<\/span>, we propose treating robotic touch\u2019s inherent otherness as a design quality. Instead\n                  of being a limitation in pursuing realism, otherness can be embraced to elicit ambiguity\n                  and provoke alternative interpretations, fostering expressive and evocative robotic\n                  touch design. To develop this perspective, <span style=\"color:#000000\">we analyze inspirational art and design precedents and four design research cases\n                     through a reflective Research through Design (RtD) approach. Through this analysis,\n                     we articulate a set of design languages structured around why otherness matters for\n                     touch meaning-making, how it can be shaped through design strategies, and where it\n                     can be embedded within robotic touch systems. We conclude by reflecting on the tensions\n                     and risks involved in designing robotic touch with otherness in mind.<\/span><\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812918\">From Felt Experience to Robotic Design: Embodied Techniques for Expressive Movement\n               and Shape<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Chang Shu<\/li>\n            <li class=\"nameList\">Joseph Whitmore<\/li>\n            <li class=\"nameList\">Zhining Jiang<\/li>\n            <li class=\"nameList\">Cheng Chang<\/li>\n            <li class=\"nameList Last\">Diana Alina Serbanescu<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>While performing arts expertise plays an important role in social robot design, human\u2013robot\n                  interaction designers often lack concrete guidance on integrating performance-based\n                  techniques into design practice. Drawing on Augusto Boal\u2019s notion of de-mechanisation\n                  from Theatre of the Oppressed, this work uses playful movement exercises to help designers\n                  disrupt habitual bodily patterns and explore imaginative non-anthropomorphic robotic\n                  forms and movement. We propose an embodied ideation method that combines movement\n                  exercises derived from Boal\u2019s practice with a wearable body-extension toolkit, and\n                  test it in a workshop focused on designing an emotionally expressive two-cuboid robot.\n                  Using interpretative phenomenological analysis (IPA), we examine how participants\n                  experienced bodily disruption, reconfigured movement perception, and developed expressive,\n                  affective, and imaginative understandings through the interplay of form and movement.\n                  Based on these findings, we evaluate the method\u2019s effectiveness and articulate how\n                  it extends embodied design methods for expressive movement-centric HRI.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812869\">Puppet Prototyping: Exploring Puppetry as a Design Method for Relational Robots<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ellen Weir<\/li>\n            <li class=\"nameList\">Ute Leonards<\/li>\n            <li class=\"nameList Last\">Anne Roudaut<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As robots are increasingly designed to take on relational qualities, new methods are\n                  needed to explore how their form, movement, and presence shape connection. We introduce\n                  puppetry as an embodied design practice in which designers and users inhabit and control\n                  physical prototypes to examine relational qualities before technical implementation.\n                  We ground this in equine-assisted interventions, where horses act as relational partners:\n                  their unpredictability, reciprocity, and embodied risk require humans to attune and\n                  regulate emotions. We utilised puppeteering to re-enact these dynamics safely through\n                  movement, materiality, and interaction, surfacing how such qualities may inform relational\n                  robots. Our findings show that puppeteering functions as a generative practice: movement\n                  becomes inquiry, playful performance reveals affective states, and low-fidelity prototypes\n                  enable safe exploration of relational complexity. Puppetry thus offers a pathway for\n                  developing robots as autonomous, equal partners; revealing insights into agency, co-embodiment,\n                  and materiality, often overlooked in traditional prototyping. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813051\">Floating Companion: Exploring Design Space for Soft Floating Robots in Indoor Environments<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Mingyang Xu<\/li>\n            <li class=\"nameList\">Yanheng Li<\/li>\n            <li class=\"nameList\">Burcu Nimet Dumlu<\/li>\n            <li class=\"nameList\">RAY LC<\/li>\n            <li class=\"nameList\">Giulia Barbareschi<\/li>\n            <li class=\"nameList\">Matthias Hoppe<\/li>\n            <li class=\"nameList\">Jie Li<\/li>\n            <li class=\"nameList\">Kouta Minamizawa<\/li>\n            <li class=\"nameList Last\">Kai Kunze<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Soft floating robots (SFRs) represent a shift from rigid machines, offering gravity-defying,\n                  compliant, and tactile embodiments for indoor cohabitation. However, their development\n                  remains fragmented across isolated prototypes, lacking a coherent design vocabulary.\n                  Without a systematic understanding of their interactional capabilities, designers\n                  struggle to leverage SFRs\u2019 unique affordances, and these systems often remain limited\n                  to novelty applications that are difficult to integrate into everyday life. To address\n                  this, we propose a design space for interaction with SFRs. Informed by an exploratory\n                  study with 12 experts from HCI, Design, and Robotics, we identify ten design dimensions\n                  spanning physical, interactive, and behavioral properties, along with a range of application\n                  scenarios. We further present proof-of-concept design examples to demonstrate how\n                  this design space can support diverse interaction possibilities. This work contributes\n                  a structured framework for understanding and designing interactions with SFRs, supporting\n                  their integration into everyday indoor environments.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812870\">Between Control and Surrender: Exploring Shape and Interactivity with Human-Scale\n               Inflatable Robots<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ellen Weir<\/li>\n            <li class=\"nameList\">Ece Cinar Balci<\/li>\n            <li class=\"nameList\">Emma Powell<\/li>\n            <li class=\"nameList\">Robert Nixdorf<\/li>\n            <li class=\"nameList\">Richard Sewell<\/li>\n            <li class=\"nameList\">Ute Leonards<\/li>\n            <li class=\"nameList Last\">Anne Roudaut<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Human-scale inflatable robots that respond to users\u2019 movements offer a unique opportunity\n                  to explore embodied and relational interaction. Yet, little is known about how their\n                  form and interactive behaviour shape engagement and perception. This study presents\n                  three inflatable robots designed to explore different levels of user control: Barrel\n                  affords high user freedom, allowing approach or retreat; Chair introduces partial\n                  constraint through a semi-enclosing structure; Jacket envelops the user, with movement\n                  largely determined by the robot. Across all systems, robot motion responds to user\n                  behaviour in semi-random ways, contributing to a sense of agency. Participants engaged\n                  through a think-aloud protocol, followed by semi-structured interviews and a drawing\n                  activity. Findings show that, in the absence of clear prior models, participants actively\n                  constructed interpretations of behaviour, attributing agency and intention, while\n                  variations in control shaped trust and relational dynamics. These results offer insights\n                  for designing human-scale soft robots that support rich, embodied interaction. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Presentation\">SESSION: Presentation and Accessible Media<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813033\">When It&#8217;s Hard to Explain: Strategies for Reducing Prompt Uncertainty In Multimodal\n               Generative Systems<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Nazar Ponochevnyi<\/li>\n            <li class=\"nameList\">Young-Ho Kim<\/li>\n            <li class=\"nameList\">Michael Brudno<\/li>\n            <li class=\"nameList Last\">Anastasia Kuzminykh<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>While multimodal generative AI can support creative activities, users often struggle\n                  to prompt models to achieve desired aesthetic, acoustic, or stylistic characteristics.\n                  Besides, existing generative models are predominantly driven by text-based prompts\n                  regardless of their output modality, i.e., using text-based prompts for creating images,\n                  videos, and sounds, which often leads to high prompt uncertainty. In response, recent\n                  multimodal AI systems introduce interaction strategies to better align model interpretations\n                  with users\u2019 creative intent, but the growing variety of strategies makes it hard to\n                  judge what works for a given use case. We address this gap with a systematic literature\n                  review (n=71) that categorizes prompt-uncertainty-reduction strategies into six types:\n                  <em>Guiding Prompt Construction<\/em>, <em>System Refining of the Prompt<\/em>, <em>Direct Manipulations of Output Elements<\/em>, <em>Explaining Reasoning about Prompt Interpretation<\/em>, <em>Displaying Multiple Outputs<\/em>, and <em>Controlling Modifier Contribution<\/em>. For each type, we summarize mechanisms, benefits, and challenges, enabling more\n                  efficient navigation of the prompt-support design space.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812915\">G-SAN: Rethinking Audio Navigation Beyond Time in Podcasts<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Liuziyu Zhao<\/li>\n            <li class=\"nameList\">Xiaoyu Yang<\/li>\n            <li class=\"nameList\">Weipeng Chen<\/li>\n            <li class=\"nameList Last\">Pan Hui<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Podcasts have become a primary medium for information access and informal learning.\n                  However, mainstream audio players still rely on time-based navigation, treating listening\n                  as moving through time. This mismatch forces listeners to translate comprehension\n                  regulation intentions into trial-and-error seeking on the timeline. While generative\n                  AI enables rich semantic analysis of long-form audio, existing tools often demand\n                  visual attention and fine-grained interaction, which is a poor fit for mobile, multitasking\n                  listening. We present Generative Semantic Audio Navigation (G-SAN), a prototype that\n                  brings support for comprehension regulation from the information layer to the control\n                  layer by remapping familiar playback controls into meaning-oriented actions over semantic\n                  units for local clarification, main-thread grasping, and global orientation. A user\n                  study shows that participants were able to understand and adopt these controls during\n                  real-time listening, and generally perceived them as helpful for regulating understanding,\n                  while also revealing boundary conditions. We conclude with design implications for\n                  meaning-oriented audio navigation.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812930\">CollEagle: Transforming Conversation into Shared Interactive Content for Collocated\n               Collaboration<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Olaf Valentijn Adan<\/li>\n            <li class=\"nameList\">Dimitra Dritsa<\/li>\n            <li class=\"nameList Last\">Steven Houben<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Collocated collaboration remains a preferred mode of working together, yet current\n                  systems often depend on users to create and configure shared content. This places\n                  individual effort and attention on managing workspaces rather than engaging in collective\n                  sensemaking. We present a mixed-initiative interaction mechanism that automatically\n                  transforms ongoing conversation into manipulable shared materials, shifting externalisation\n                  from an explicit individual task to a by-product of discourse. We implement this mechanism\n                  in CollEagle, an interactive tabletop system that continuously generates candidate\n                  content from speech and enables users to curate, organise, and repurpose it for joint\n                  activity. A user study shows that automating material production reduces configuration\n                  work, supports group coordination, and foregrounds shared meaning-making. We contribute\n                  (1) a concrete implementation of a mixed-initiative interaction mechanism for collocated\n                  collaboration, and (2) design insights for systems that integrate implicit automation\n                  with explicit manipulation to better support joint work.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813023\">When Constraints Limit and Inspire: Characterizing Presentation Authoring Practices\n               for Evolving Narratives<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Linxiu Zeng<\/li>\n            <li class=\"nameList\">Emily Kuang<\/li>\n            <li class=\"nameList Last\">Jian Zhao<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p> Authoring presentation slides involves navigating contextual constraints that shape\n                  how content is structured, adapted, and reused. While prior work frames constraints\n                  as limitations, little is known about how presenters actively reason about them. We\n                  conducted a formative study with ten presenters to examine how constraints emerge,\n                  are interpreted, and influence authoring decisions, leading to the Constraint-based\n                  Multi-session Presentation Authoring (CMPA) framework. CMPA treats <em>time<\/em>, <em>audience<\/em>, and <em>communicative intent<\/em> as key constraints shaping authoring. We instantiated CMPA in ReSlide, a research\n                  prototype for constraint-aware slide creation and reuse, and conducted two user studies\n                  on (1) single-session behaviors and (2) multi-session workflows. Compared to a baseline\n                  tool, ReSlide helped presenters treat constraints as active design drivers that guide\n                  narrative construction. The second study further shows how presenters flexibly reuse\n                  and adapt content across authoring cycles as constraints evolve. We then propose design\n                  implications for future constraint-aware presentation tools.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812965\">Enhancing Slide Presentation Accessibility for Blind and Low-Vision Audiences Through\n               Delay-Buffered Editing<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Azizul Haque<\/li>\n            <li class=\"nameList Last\">Jonggi Hong<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Slide presentations are central to classrooms and conferences but remain inaccessible\n                  to blind and low vision (BLV) audiences. Presenters rarely describe visual content\n                  or announce slide changes, leaving BLV participants with fragmented access. We present\n                  a delay-buffered editing approach that trims redundant speech and inserts concise\n                  slide descriptions at transition points in recorded presentations, operating within\n                  a five\u2011second buffer. An exploratory study showed that trimming filler speech created\n                  sufficient space for descriptions and that added descriptions improved comprehension\n                  and orientation. Building on these findings, we developed an automated editing pipeline\n                  that processes recorded presentation videos and evaluated it with 12 BLV participants.\n                  Edited audios improved comprehension (from 50.0% to 88.9%), slide detection (from\n                  16.7% to 100%), and recognition of visual elements, while participants also noted\n                  challenges in timing and prosody. These results establish delay-buffered editing as\n                  a promising approach for enhancing accessibility of recorded presentations with slides,\n                  and suggest design directions for future live deployment.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812914\">&#8220;You Meet an Audience Where They\u2019re at, Not Where You Want Them To Be\u201d: Rethinking\n               Media Accessibility and Design with Media Practitioners<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Filip Bircanin<\/li>\n            <li class=\"nameList\">Alexandre Nevsky<\/li>\n            <li class=\"nameList\">Madeline N Cruice<\/li>\n            <li class=\"nameList Last\">Timothy Neate<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Accessibility in screen media is typically framed as services for discrete user groups\n                  (e.g.&nbsp;visually impaired users), with HCI work largely focusing on post-production\n                  and playback interventions rather than the wider production ecology. We report findings\n                  from interviews and workshops with media practitioners spanning pre-production, production,\n                  and post-production, surfacing a gap between practitioners\u2019 orientation toward meeting\n                  audiences where they are and the organisational conditions that systematically prevent\n                  this. Our thematic analysis shows how access is (a) authored into storytelling and\n                  planning when time and creative ownership allow, (b) undermined by fragmented responsibility\n                  and remit boundaries across handovers, and (c) constrained by workflow realities and\n                  product economics that shape what can be delivered, maintained, and scaled. We also\n                  surface frictions between creative intent and end-user comprehension, and between\n                  device-level personalisation and source-level authorship. We contribute a design agenda\n                  for integrated media accessibility, including principles for making space and time\n                  for access, supporting inclusive viewing, and enabling accountable content creation\n                  and automation.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Presence\"> SESSION: Presence, Absence, and Mortality<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812811\">Ready Player Breathe: Designing Haptic Breathing Feedback for Immersive VR<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Pranav Shyam Kalambi<\/li>\n            <li class=\"nameList Last\">Alice C Haynes<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>This pictorial explores breathing as an embodied haptic modality for enhancing immersion,\n                  presence, and emotional engagement in virtual reality (VR). We present the iterative\n                  development of a wearable pneumatic system that generates sensations of rhythmic chest\n                  movement on the torso. This feedback simulates breathing patterns such as slow breathing,\n                  rapid breathing, gasping, and coughing, designed to synchronise with events in both\n                  passive (360\u00b0 narrative) and active (interactive gameplay) VR experiences. We unpack\n                  findings from a mixed-methods study with fifteen participants evaluating the system.\n                  Quantitative results showed higher immersion and embodiment scores in passive scenarios\n                  but limited improvement in active scenarios, suggesting that attentional demands during\n                  gameplay reduces sensitivity to haptic breathing. Qualitative feedback highlighted\n                  that simple breathing rhythms were readily recognised and emotionally meaningful,\n                  while more complex patterns proved less distinct. We contribute a novel haptic system\n                  and empirical insights for designing immersive and emotionally engaging breath-based\n                  feedback in VR.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813039\">Understanding Musicians&#8217; Experience in a Virtual Reality Concert Hall Performance\n               Simulation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ben Loveridge<\/li>\n            <li class=\"nameList\">Margaret S Osborne<\/li>\n            <li class=\"nameList\">Solange Glasser<\/li>\n            <li class=\"nameList Last\">Ad\u00e9la\u00efde Genay<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Virtual reality (VR) holds potential for music performance training by simulating\n                  realistic performance environments that evoke audience-related pressure in controlled\n                  settings. While progress has been made in creating immersive VR concert spaces, little\n                  research has examined the experience of musicians or the design considerations that\n                  support its use for training. Using a research-through-design approach, we conducted\n                  a two-phase study with 12 student musicians performing in a custom-built VR concert\n                  hall simulation. Through iterative design and performer feedback, we generate new\n                  insights into performer-centred research and identify design considerations, laying\n                  the groundwork for future development of music performance training.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813065\">Exploring the Potential of Immersive Virtual Reality in Community Music Activities\n               with Older Adults in CCRC<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Tongxin Sun<\/li>\n            <li class=\"nameList\">Mingqi Wang<\/li>\n            <li class=\"nameList\">Xiaofan Ma<\/li>\n            <li class=\"nameList Last\">Jihong Jeung<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Designing immersive technologies for older adults often overlooks the situated nature\n                  of community-based activities. While Virtual Reality (VR) offers promising affordances\n                  for meaningful enrichment, its integration remains underexplored in community musicking.\n                  We conducted a two-month field study at a Chinese Continuing Care Retirement Community\n                  (CCRC), collaborating with 15 older adults and 3 music therapists through observations,\n                  interviews, and envisioning workshops. Our findings identify how older adults and\n                  therapists perceive VR through the lens of established musical values, including self-cultivation,\n                  social connectedness, and emotional and aesthetic resonance. We identified polarized\n                  responses to immersion shaped by personal history, and a recognized potential for\n                  VR to support musical imagination and reinterpretation beyond mere functionality.\n                  We discuss design considerations that emphasize therapists\u2019 roles as gatekeepers,\n                  the need for culturally meaningful content, and responsive interactions to support\n                  the inclusive and sustainable deployment of VR in managed care settings.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812855\">Experiencing the End: User Experiences of Virtual Death in an Immersive Virtual Reality\n               Installation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Stefan Greuter<\/li>\n            <li class=\"nameList\">Gerard T Mulvany<\/li>\n            <li class=\"nameList\">Tonya A Meyrick<\/li>\n            <li class=\"nameList\">Simeon Taylor<\/li>\n            <li class=\"nameList Last\">Russell J Kennedy<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Death is a fundamental aspect of the human condition, shaping how people understand\n                  life and existence. Virtual reality (VR) has increasingly been used for virtual engagements\n                  with mortality in controlled lab environments, but there remains a limited understanding\n                  of how to design and facilitate such experiences in public settings, such as art galleries,\n                  where designers must balance interpretive openness with accessibility, safety, and\n                  duty of care. This research presents a situated case study of Passing Electrical Storms,\n                  a VR art installation by Shaun Gladwell that simulates death and an out-of-body journey\n                  through the universe, and analyzes semi-structured interviews with 30 participants\n                  about their experiences with the installation. Using Reflexive Thematic Analysis,\n                  we examine participants\u2019 experiences, perceptions, and interpretations to explore\n                  how the installation supported contemplative engagement with mortality through stillness,\n                  pacing, and multi-sensory grounding. Our findings highlight how meaning was co-constructed\n                  through bodily sensation, personal belief, and prior experience, and we propose design\n                  strategies for public mortality-themed VR that support interpretive engagement while\n                  maintaining legibility, emotional safety, and appropriate care in real-world deployment.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812896\">Exploring Design Opportunities in Virtual Funerals: Audience Feedback and Reflections\n               on the Film Interfuit<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Daisuke Uriu<\/li>\n            <li class=\"nameList Last\">Shun Arima<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>The design fiction film <em>Interfuit<\/em> depicts near-future virtual funerals in Japan. This paper reports audience feedback\n                  collected through public screenings of the film and analyzes these responses to identify\n                  design opportunities for future funerary practices and related forms of mourning,\n                  memorialization, and remembrance. We organized screening events for a wide range of\n                  audiences, including HCI and other researchers, medical and end-of-life care workers,\n                  religious professionals, funeral service providers, and film enthusiasts. While most\n                  participants were based in Japan, we also intentionally reached out to people living\n                  abroad to capture more diverse perspectives. In total, we collected 140 open-ended\n                  responses, conducted a qualitative analysis, and derived design opportunities grounded\n                  in viewers\u2019 reflections. Through this process, the paper contributes not only insights\n                  into the design of virtual funerals but also a methodological perspective on how design\n                  fiction films can be effectively used in HCI design research.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813090\">Designing Conversations with the Dead: How People Engage with Generative Ghosts<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jack Manuel Manning<\/li>\n            <li class=\"nameList\">Daniel Sullivan<\/li>\n            <li class=\"nameList\">Dylan Thomas Doyle<\/li>\n            <li class=\"nameList\">Anthony T. Pinter<\/li>\n            <li class=\"nameList Last\">Jed R. Brubaker<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>We examine how people experience two choices in the design of generative ghosts, AI\n                  systems that are trained on data of the dead: representation, where an AI speaks about\n                  a deceased person in the third person, and reincarnation, where the AI speaks as the\n                  deceased in the first person. Through a qualitative user study with 16 participants,\n                  we explore how each shaped authenticity, affect, and risk. Reincarnation was preferred\n                  for its immediacy, but participants shared fears of over-reliance. Representation\n                  was preferred for engaging with memory over conversational presence, though participants\n                  often ignored this distinction, engaging in dialogue despite third-person framing.\n                  Across both modes, participants privileged affective resonance over factual fidelity.\n                  We conclude by showing how factors such as tone, language, and conversational rhythm\n                  \u2013 factors unique to the user\u2019s memory of the deceased \u2013 shape interactions with generative\n                  ghosts, and argue that those interactions are always collaborative.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Generative\">SESSION: Generative AI in Design Practice<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813025\">Beyond Extraction? Generating Games with AI, Responsibly<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Vishal Sharma<\/li>\n            <li class=\"nameList\">Eleanor Mather<\/li>\n            <li class=\"nameList\">Pejman Mirza-Babaei<\/li>\n            <li class=\"nameList Last\">Neha Kumar<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative artificial intelligence (AI) is reshaping creative work; however, its integration\n                  is neither uniform nor inevitable. We examine video game development, a multidisciplinary\n                  domain spanning art, programming, narrative, and design, as a critical site where\n                  workers actively negotiate the AI integration. Drawing on interviews with game creatives\n                  and informed by a political economy lens, we trace the structural conditions shaping\n                  AI adoption, the strategies creatives employ to selectively incorporate AI while maintaining\n                  critical distance, and the tensions produced by capitalist imperatives that provoke\n                  their resistance to AI. We articulate design tensions and the politics of AI integration\n                  in game development and adjacent creative domains. In doing so, our study intervenes\n                  in AI design discourse by challenging narratives of technological inevitability as\n                  well as labor and value extraction, towards envisioning possibilities for creative\n                  AI grounded in human agency.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812874\">Repairing the Black Box: Restorative Critical Play Beyond Interaction in Generative\n               Systems<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList Last\">Lindsay Grace<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>As interactive systems shift toward probabilistic, generative models, algorithmic\n                  bias evolves into implicit hallucination and epistemic erasure, creating ecosystemic\n                  ripple effects. This paper proposes Restorative Critical Play, a theoretical design\n                  framework in practice that looks beyond interaction to interrogate and repair the\n                  epistemic violence within Generative AI. Drawing on Critical Design and Black Game\n                  Studies, the work argues that designers must expose the entangled realities of generative\n                  outputs rather than merely subverting mechanics.<\/p>\n\n               <p>We introduce three design patterns, Algorithmic Inoculation, Counter-Narrative Jamming,\n                  and Data Visceralization, to transform the AI black box from an oracle of truth into\n                  a site of critical inquiry. These work to inspire detection, motivation and correction.\n                  By reconfiguring users from passive consumers into active auditors of systemic bias,\n                  these patterns make visible the cultural forces obscured by frictionless interfaces.\n                  Ultimately, this work demonstrates how play can function as community repair, equipping\n                  users to navigate and reshape the complex sociotechnical impacts of emerging<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813092\">Hopeful Failure: How Collaborative Design Fiction Reimagines AI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jeffrey K Basoah<\/li>\n            <li class=\"nameList\">Katharina Reinecke<\/li>\n            <li class=\"nameList\">Daniela Rosner<\/li>\n            <li class=\"nameList Last\">Ihudiya Finda Ogbonnaya-Ogburu<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>While the number of people using AI is growing, the number of people making core AI\n                  decisions remains limited. Advocates call for opening up the development of algorithmic\n                  systems to a wider range of perspectives, interests, and methods, with particular\n                  attention to racial exclusions and harms. This paper responds to this suggestion with\n                  two design fiction workshops where 10 Black American participants imagine futures\n                  with and against AI. We introduce Exquisite Tellings, selectively reading in-progress\n                  stories while co-developing design fiction plots. Across both workshops, participants\n                  repeatedly imagined moments of technological failure, including algorithmic breakdowns\n                  and mechanical malfunctions. Rather than signaling collapse, these failures surfaced\n                  forms of resourcefulness, enabling characters to reconnect with personal and collective\n                  capacities obscured by automation. We argue that analyzing specific instances of \u2018hopeful\n                  failure\u2019\u2014where challenges in AI development reveal broader social possibilities\u2014can\n                  help scholars and critics better understand the emerging effects of AI on society.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813030\">Shifting Narrative Salience: Fine-Tuning LLMs as a Design Intervention in Generative\n               Design Fiction<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Piyum Fernando<\/li>\n            <li class=\"nameList\">Nipuni Siyambalapitiya<\/li>\n            <li class=\"nameList Last\">Tharindu S Kumarage<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Design Fiction is a practice that explores and critiques possible futures through\n                  diegetic artifacts. Generative Design Fiction extends this practice by using generative\n                  AI models, such as LLMs, to produce such prototypes. These models are known to be\n                  biased by popular, often Western-centric notions, skewing the imagined futures they\n                  generate. This paper explores LLM fine-tuning as a design intervention for reconfiguring\n                  these biases. Focusing on futuristic news articles\u2014a form of diegetic prototype that\n                  renders futures through familiar journalistic conventions\u2014we fine-tuned an LLM using\n                  a corpus of online technology news from the Global South and generated paired articles\n                  using the base model and the fine-tuned variant. Our analysis reveals observable shifts\n                  in narrative salience\u2014the implicit prioritization of what is treated as central and\n                  consequential within a narrative. We discuss these findings through the responsibilities\n                  and politics of shifting narrative salience, Generative Design Fiction as a contrastive\n                  practice, and LLMs as malleable design materials. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813017\">A Review of Generative AI Integration in Design Education: Macro and Micro Perspectives\n               on University Policies and Course Practices<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Lujin Mao<\/li>\n            <li class=\"nameList\">Mengyao Qi<\/li>\n            <li class=\"nameList Last\">Zhibin Zhou<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Generative AI (GenAI) is rapidly transforming design education, but universities primarily\n                  govern GenAI through macro-level policies that may fail to match micro-level course\n                  practices, leaving students and instructors without practical guidance. We reviewed\n                  23 top-ranked university GenAI policy documents and 48 empirical studies of GenAI-integrated\n                  design courses, using inductive analysis to build paired thematic frameworks and then\n                  comparing policies and practices. Our findings reveal strong alignment around academic\n                  integrity, transparency, and the emphasis on critical thinking and human judgment.\n                  However, gaps appear with policies prioritizing institutional risk governance and\n                  academic writing support, whereas practices emphasize pragmatic benefits and iterative\n                  multimodal production. Additionally, policies stress independent learning and lifelong\n                  skill development, while practices highlight creativity and efficiency alongside persistent\n                  inquiry bottlenecks, overreliance, and fixation. We provide a macro-micro analytical\n                  lens linking policy to practice, integrative frameworks grounded in student and instructor\n                  perspectives, and actionable implications for university governance and course design.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813066\">(AI)ming For Harmony: Designing Future AI Teammates for Human Conflict Resolution<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yingting Chen<\/li>\n            <li class=\"nameList\">Julia Seitz<\/li>\n            <li class=\"nameList\">An My Binh Nguyen<\/li>\n            <li class=\"nameList Last\">Shuyi Cheng<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Conflicts are inevitable in collaborative work and can harm team outcomes when poorly\n                  managed. While AI is increasingly envisioned as a third party in teamwork, potentially\n                  acting as a customizable and knowledgeable mediator, its design and role in such situations\n                  remain unclear, especially regarding cross-cultural expectations. To explore these\n                  expectations, we conducted five speculative design workshops in Germany and Japan\n                  and synthesized scenarios, sketches, storyboards, and reflections. We use these materials\n                  as speculative probes into acceptable AI involvement in team conflict, identifying\n                  recurring intervention patterns around when AI should step in, which roles it may\n                  take, and what actions are appropriate. We also reveal cross-site differences: German\n                  participants more often envisioned low-salient AI guiding resolution, whereas Japanese\n                  participants imagined brief, bounded interventions by embodied AI. From these insights,\n                  we derive design lenses for AI-supported conflict mediation that preserve human agency\n                  and reflect on implications for cross-cultural Research through Design.<\/p>\n            <\/div>\n         <\/div>\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Robots\">SESSION: Robots, LLMs, and Intent<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812789\">Rethinking Pedagogical Relationships in the Presence of Social Robots<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Zhennan Yi<\/li>\n            <li class=\"nameList\">Lingyun Chen<\/li>\n            <li class=\"nameList\">Paulina Maria Zguda<\/li>\n            <li class=\"nameList\">Randy Gomez<\/li>\n            <li class=\"nameList Last\">Selma \u0160abanovi\u0107<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>As social robots enter educational settings, how they are positioned as new social\n                  actors within existing teacher-student pedagogical relationships becomes an important\n                  yet underexplored question. They may be shaped by existing relationships, while also\n                  having the potential to reconfigure them. In this study, we explore the relational\n                  positioning of educational social robots through a drawing-based design activity with\n                  teachers. By analyzing the pedagogical configurations imagined by teachers, we reveal\n                  how teachers assign roles, responsibilities, and degrees of authority to robots, in\n                  relation to themselves and students. Building on these findings, we discuss the design\n                  implications for future educational social robots, highlighting the importance of\n                  considering how robots are added into and reshape pedagogical relationships.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813000\">Distill: Uncovering the True Intent behind Human-Robot Communication<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ting Li<\/li>\n            <li class=\"nameList Last\">David Porfirio<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As robots become increasingly integrated into everyday environments, intuitive communication\n                  paradigms such as natural language and end-user programming have become indispensable\n                  for specifying autonomous robot behavior. However, these mechanisms are ineffective\n                  at fully capturing user intent\u2014natural language is imprecise and ambiguous, whereas\n                  end-user programming can be overly specific. As a result, understanding what users\n                  <em>truly<\/em> mean when they interact with robots remains a central challenge for human-AI communication\n                  systems. To address this issue, we propose the <em>Distill<\/em> approach for human-robot communication interfaces. Given a task specification provided\n                  by the user, <em>Distill<\/em> (1) removes unnecessary steps; (2) generalizes the meaning behind individual steps;\n                  and (3) relaxes ordering constraints between steps. We implemented <em>Distill<\/em> on a web interface, and through a crowdsourcing study, demonstrated its ability to\n                  elicit and refine user intent from initial task specifications.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812997\">Robo-Blocks: Generative Scaffolding in End-User Design and Programming of Social Robots<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Arissa J. Sato<\/li>\n            <li class=\"nameList\">Callie Y. Kim<\/li>\n            <li class=\"nameList\">Nathan Thomas White<\/li>\n            <li class=\"nameList\">Abhinav Maneesh<\/li>\n            <li class=\"nameList\">Yuqing Wang<\/li>\n            <li class=\"nameList\">Hui-Ru Ho<\/li>\n            <li class=\"nameList Last\">Bilge Mutlu<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Programming social robots is challenging for novice robot programmers due to required\n                  expertise in planning, interaction design, and programming. While large language models\n                  (LLMs) hold significant promise through code generation from natural-language descriptions,\n                  they can obscure critical elements of programming and supplant designer intent, eventually\n                  resulting in over-reliance instead of developing programming skills. In this paper,\n                  we explore how LLM-based social-robot-programming tools can support novice robot programmers\n                  through a <em>Research through Design (RtD)<\/em> process. We designed and prototyped Robo-Blocks, a block-based programming environment that leverages LLMs to offer novice robot\n                  programmers <em>generative scaffolding<\/em> through structured narratives that connect high-level ideas to executable robot behaviors.\n                  Through deployment with novices, we discovered emerging user personas and usage patterns\n                  for generative scaffolding and showed how this scaffolding shapes end-user design\n                  and programming strategies. We present design insights for the effective use of generative\n                  scaffolding and its integration into the practice of social-robot programming. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813101\">CoStage: An Embodied AI Co-Creation System for Children\u2019s Performative Storytelling\n               with Robots<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Junrong Song<\/li>\n            <li class=\"nameList\">Huanyi Wan<\/li>\n            <li class=\"nameList\">Lei Han<\/li>\n            <li class=\"nameList\">Yinghao Gao<\/li>\n            <li class=\"nameList\">David Yip<\/li>\n            <li class=\"nameList Last\">Xin Tong<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>We present <em>CoStage<\/em>, an AI-supported embodied co-creation platform that combines LLM-based story generation\n                  with multi-robot stage performance to support children\u2019s narrative construction and\n                  spatial imagination. Unlike prior AI storytelling tools that are largely screen-based,\n                  <em>CoStage<\/em> allows children to direct robot actors on a 360\u00b0 tangible stage, transforming written\n                  stories into spatially enacted performances. Informed by formative work with domain\n                  experts, we evaluated <em>CoStage<\/em> in a within-subjects study (<em>N<\/em> = 24) comparing a robot enactment condition with a screen-based animation condition.\n                  Our findings indicate that robot-stage performance can heighten immersion, strengthen\n                  children\u2019s sense of directorial agency, support spatial sensemaking, and foster a\n                  planning\u2013enactment coordination loop during storytelling. This work advances child\u2013computer\n                  interaction by offering design implications and demonstrating how embodied AI co-creation\n                  can support children\u2019s spatial cognition and narrative engagement.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812999\">IntentFlow: Investigating Fluid Dynamics of Intent Communication in Generative AI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yoonsu Kim<\/li>\n            <li class=\"nameList\">Kihoon Son<\/li>\n            <li class=\"nameList\">Seoyoung Kim<\/li>\n            <li class=\"nameList\">Brandon Chin<\/li>\n            <li class=\"nameList Last\">Juho Kim<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative AI shifts interaction toward intent-based outcome specification, despite\n                  inherently vague, fluid, and evolving intents. While HCI research has proposed diverse\n                  interaction techniques to support this process, how key aspects of intent communication\n                  interplay to shape users\u2019 workflows remains underexplored. To bridge this gap, we\n                  conduct a systematic literature review of 46 HCI papers and identify four core aspects\n                  of intent communication support: intent <span style=\"color:#8BD5CE\">\u2022<\/span> Articulation, <span style=\"color:#7DABF1\">\u2022<\/span> Exploration, <span style=\"color:#8376F2\">\u2022<\/span> Management, and <span style=\"color:#D47EFF\">\u2022<\/span> Synchronization. To investigate how these aspects interplay in practice, we developed\n                  IntentFlow, a research probe that embodies all four aspects for a writing task, and conducted\n                  a comparative study (N=12). Our action-level behavioral analysis reveals that comprehensive\n                  support enables verification-driven refinement and progressive intent curation, reduces\n                  cognitive effort, and improves users\u2019 sense of control and understanding of intent\u2013output\n                  alignment. We conclude with design implications for building generative AI systems\n                  that support intent communication as a dynamic, iterative process.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812976\">Stepping Into the Black Box: Opening Up LLMs to Public Exploration Through Discursive\n               Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sarah G Immel<\/li>\n            <li class=\"nameList\">Neel Rajani<\/li>\n            <li class=\"nameList\">Rayo Verweij<\/li>\n            <li class=\"nameList\">Jingjie Li<\/li>\n            <li class=\"nameList\">Bettina Nissen<\/li>\n            <li class=\"nameList\">Luis Soares<\/li>\n            <li class=\"nameList Last\">Alex S Taylor<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Existing approaches to combat the opacity of large language models tend to centre\n                  around post-hoc explanations of model processes. We explore an alternative approach\n                  to fostering critical understanding through intuitive, experience-driven exploration\n                  of an LLM\u2019s inner workings. Toward that end, we present \u201cStepping Into the Black Box\u201d\n                  (SIBB): a critical artefact which enables participants to \u201csee like an LLM\u201d and take\n                  on an active role in its generative process. Through the box, pairs of participants\n                  enact a dynamic interaction with a chatbot presented as a local expert. Participants\n                  are invited to intervene in its algorithmic decisions, building responses in tandem\n                  with the model. Their interactions and reflections speak to the kinds of criticality\n                  developed by experiential learning, highlighting the particular ways that exploring\n                  an enclosed system from within affects trust. In this way, <em>SIBB<\/em> demonstrates the potential of collaborative, experiential research-through-design\n                  practices to foster community understanding of emerging technologies.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Power\">SESSION: Power, Privacy, and Participation<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813031\">Putting a Face to the Issue: Fostering User Empathy of Open Source Software Developers\n               With PersonaFlow<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Boniface Bahati Tadjuidje<\/li>\n            <li class=\"nameList\">Jin L.C. Guo<\/li>\n            <li class=\"nameList Last\">Jinghui Cheng<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Open-source software (OSS) developers often struggle to understand and respond to\n                  user context, while existing tools, such as issue trackers (for handling bugs, requests,\n                  and feedback), largely focus on technical discussion. Although personas could help,\n                  limited resources and UX expertise make them hard to scale. We present PersonaFlow,\n                  a tool that generates editable user personas from OSS repository artifacts and integrates\n                  them alongside issue reports. In a user study with 13 OSS developers, most reported\n                  shifts in how they understood users, and more than half modified their responses by\n                  adding empathetic language, tailoring explanations, or raising priority ratings. We\n                  found two pathways to this change: some connected emotionally to personas as people,\n                  while others used them pragmatically for triaging. Both appeared to lead to more user-centered\n                  behavior. We contribute design implications for persona-based tools relevant to OSS\n                  and other contexts where efficiency-driven systems or workflows obscure valuable human\n                  elements.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812890\">\u201cDo You Need a Little Help?\u201d: A Mixed Methods Analysis of 961 Nudges for Blue-Collar\n               and White-Collar Participants During a User Study of Two Digital Information Services<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jinan Y. Azem<\/li>\n            <li class=\"nameList\">Leen F. Al Qadi<\/li>\n            <li class=\"nameList\">Anas Rustom<\/li>\n            <li class=\"nameList\">Joni Salminen<\/li>\n            <li class=\"nameList Last\">Bernard J. Jansen<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Usability studies often overlook valuable insights from moderator-to-participant interventions.\n                  This study proposes that these interventions, moderator-provided \u201cnudges\u201d, are a rich\n                  source of insights on user needs, cognitive load, and system design gaps. We analyzed\n                  transcripts from 86 sessions involving two digital library systems and 56 blue-collar\n                  (BC) and 30 white-collar (WC) participants, and identified 962 instances of moderator\n                  interventions (i.e., nudges). Findings show significant disparities in both the volume\n                  and composition of nudges across groups. BC participants required 21 times as many\n                  nudges (N=919) as WC participants (N=43). Of the BC participants\u2019 nudges, 737 (80.2%)\n                  were system-related, and 182 (19.8%) were user-related. Treating nudges as usability\n                  insights for HCI research enables researchers to identify where system scaffolding,\n                  such as explicit language, progressive guidance, or simplified workflows, is necessary.\n                  The study contributes to inclusive design theory by demonstrating how occupational\n                  background influences interventions in user studies and provides design implications\n                  for making digital information services more inclusive across occupational groups.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812964\">Is it Dark? Understanding Dark Pattern Influence through User Behavioral Strategies\n               and Interpretations in Livestream E-commerce<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yue Qin<\/li>\n            <li class=\"nameList\">Tengjia Zuo<\/li>\n            <li class=\"nameList Last\">Chen Liang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Dark patterns are commonly defined as manipulative interface designs that undermine\n                  user autonomy, with prior work evaluating their impact through predefined negative\n                  framings. However, users\u2019 lived experiences of influential design are often more heterogeneous\n                  and situational. This paper examines how users experience and interpret expert-defined\n                  dark pattern elements in Chinese livestream e-commerce. We conducted a qualitative\n                  study using video-stimulated recall interviews based on participants\u2019 screen recordings\n                  (N=17), capturing real behaviors and in-situ reasoning. Our findings show that user\n                  responses extend beyond a simple compliance\u2013resistance dichotomy, unfolding through\n                  a set of behavioral strategies, composite attributional reasoning, and diverse interpretations\n                  of influence. While some designs were perceived as coercive or deceptive, others were\n                  experienced as rational persuasion. We contribute a user-centered behavioral taxonomy\n                  and a model of design influence grounded in three experiential dimensions, offering\n                  insights into how influence is interpreted in dynamic, real-world interaction contexts.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812923\">Navigating Social Structures: Interaction Modes and Power Dynamics in Extrafamilial\n               Intergenerational Co-Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ying-Yu Chen<\/li>\n            <li class=\"nameList\">Yu-Rou Lin<\/li>\n            <li class=\"nameList\">Kuan-Lun Ho<\/li>\n            <li class=\"nameList\">Yu-Hsuan Lin<\/li>\n            <li class=\"nameList Last\">Ching-Yang Lin<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Intergenerational co-design often assumes a Western democratic ideal of flattened\n                  hierarchies. Engaging with pluriversal design perspectives, this paper challenges\n                  these universalist assumptions by investigating extrafamilial co-design in a non-Western\n                  context shaped by Confucian values. We explore how unrelated older adults and teenagers\n                  negotiate authority within high-power-distance environments, using Virtual Reality\n                  as a &#8220;social disruptor&#8221; to redistribute expertise. We propose a taxonomy of four interaction\n                  modes-Unilateral Transmission, Benevolent Authority, Material Authority, and Synthesized\n                  Co-Creation-to describe how power is fluidly negotiated. Our findings reveal that\n                  design tools function as &#8220;political shields,&#8221; allowing youth to assert agency while\n                  maintaining cultural harmony. We contribute a micro-analysis of power-asymmetric collaboration\n                  and provide workshop strategies designed for functional reciprocity. The rationale\n                  for these strategies is to navigate, rather than dismantle, rigid social structures,\n                  providing actionable insights for practitioners working in diverse, culturally situated\n                  design environments.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812905\">Reframing Privacy Through Power: A Relational Power Framework of Privacy for HCI Research<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Dennis Lawo<\/li>\n            <li class=\"nameList\">Jenny Berkholz<\/li>\n            <li class=\"nameList Last\">Gunnar Stevens<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Privacy research in the field of HCI is predominantly based on theories that view\n                  privacy as an individual decision, interpersonal boundary regulation, or adherence\n                  to context-specific norms. While these approaches have provided valuable insights,\n                  they do not sufficiently take into account the structural and relational power asymmetries\n                  that shape the emergence and restriction of privacy. This paper proposes a relational\n                  power framework of privacy that reconceptualizes privacy as an outcome of power\u2011laden\n                  interactions among individuals, institutions, communities, and technological infrastructures.\n                  Drawing on critical theory and actor-network theory, we show how widespread privacy\n                  models obscure dominance by overemphasising users\u2019 agency, assuming symmetrical relationships,\n                  and depoliticizing contextual conditions. We argue that privacy should be viewed as\n                  shaped by power, which requires consideration of structures such as institutional\n                  arrangements and infrastructural configurations. Our framework provides HCI researchers\n                  and designers with an analytical tool to uncover and address power asymmetries.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812939\">Artificial Intelligence at the Margins: Risks and Opportunities for Iranian Immigrant\n               Nonprofits in the Global North<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Maryam Mokhberi<\/li>\n            <li class=\"nameList\">Dipto Das<\/li>\n            <li class=\"nameList\">Pratyasha Saha<\/li>\n            <li class=\"nameList\">Syed Ishtiaque Ahmed<\/li>\n            <li class=\"nameList Last\">Nusrat Jahan Mim<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>This study investigates how Iranian immigrant nonprofit groups experience exclusion\n                  within technology and AI-driven infrastructures. Based on 27 semi-structured interviews,\n                  it identifies how legitimacy barriers, capacity gaps, and ethical dilemmas intersect\n                  to create a cycle of infrastructural immobility that restricts these groups\u2019 participation\n                  in the digital nonprofit ecosystem. The findings reveal that generative AI, while\n                  providing some opportunities, risks exacerbating these challenges by deepening marginalization\n                  and reinforcing inequalities in access, data visibility, AI fluency, and AI-mediated\n                  representation. Uncritical adoption of generative AI in the nonprofit domain undermines\n                  transparency and human connection in everyday organizational practice and induces\n                  bias in AI-generated content in the context of Iranian immigrant nonprofit work. To\n                  address these issues, the paper proposes interaction-level design strategies that\n                  promote community-driven inclusion, support context-aware capacity building, and leverage\n                  AI\u2019s augmentative potential to strengthen transparency practices and human connection\n                  among Iranian immigrant nonprofits.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Place\">SESSION: Place, Environment, and Shared Practice<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812873\">Senito: Exploring How Agency of Shared Objects Can Be Leveraged to Foster Community\n               Sharing Cultures<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Haili Wu<\/li>\n            <li class=\"nameList\">Bettina Nissen<\/li>\n            <li class=\"nameList Last\">Susan Lechelt<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Community sharing fosters resourceful, socially engaged lifestyles that challenge\n                  current economic systems based on extraction and exploitation. Previous designs for\n                  supporting sharing communities often target digital platforms and physical sharing\n                  sites, relying on members to promote the culture of sharing. This paper reports on\n                  the initial exploration of utilising shared objects as a site of design and as active\n                  agents in promoting sharing cultures. We introduce Senito, a speculative cordless\n                  drill designed with agency to encourage sharing cultures through speech and movement.\n                  We report on the design and initial testing of Senito with 14 members of sharing communities.\n                  Our results indicate that agency in shared objects could be leveraged to enhance accountability,\n                  strengthen community bonds, and facilitate knowledge sharing. Our design approach\n                  further proposes directions for future research to explore different ways of configuring\n                  and understanding the potential of agentic objects in community sharing.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813013\">Materializing the Unspoken: Tunable Ambiguity for Interpretive Practice in Shared\n               Living<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Meichen Liu<\/li>\n            <li class=\"nameList\">Wei Gong<\/li>\n            <li class=\"nameList\">Mingyuan Zhang<\/li>\n            <li class=\"nameList\">Ruishen Zheng<\/li>\n            <li class=\"nameList Last\">Stephen Jia Wang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Shared living\u2014where unrelated adults share domestic infrastructure\u2014relies heavily\n                  on the interpretation of material traces: physical cues such as food arrangements,\n                  cleaning states, and object placements that residents produce and encounter asynchronously,\n                  largely without direct exchange. When the interpretive frame under which a cue is\n                  produced diverges from the frame under which it is decoded, coordination friction\n                  results. Through semi-structured interviews (N=13), we identify three interpretive\n                  frames\u2014evidential, normative, and communicative\u2014that residents apply to the same domestic\n                  cues, and document folk tuning: improvised strategies by which residents adjust three\n                  parameters\u2014attribution, granularity, and temporality\u2014to govern the distribution of\n                  ambiguity in shared space. A generative design workshop (N=20) then demonstrates how\n                  data physicalization can expand these parameters from constrained physical ranges\n                  into designable continua, yielding design orientations. We propose tunable ambiguity\n                  as a design concept that reframes ambiguity from a static artifact property to an\n                  inhabitant-controlled social process, and contribute actionable principles for interactive\n                  systems that support unspoken domestic coordination without collapsing into surveillance.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813016\">Supporting Engagement and Collaborative Exploration with Household Consumption Practices\n               through a Data Sculpture<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Dushani Perera<\/li>\n            <li class=\"nameList\">Ayantha Randika<\/li>\n            <li class=\"nameList\">David Sivell<\/li>\n            <li class=\"nameList\">Jullie Gwilliam<\/li>\n            <li class=\"nameList Last\">Nervo Verdezoto<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Fostering sustainable household practices is important to reduce environmental impact\n                  and address climate change. Data sculptures can offer opportunities to engage people\n                  with their consumption practices in meaningful ways in a household context. We present\n                  the results of a user study with 15 households that interacted with a data sculpture\n                  (Eco-Garden) that was deployed for three weeks. Eco-Garden provides information on\n                  electricity, gas, and food waste consumption data to help people understand the relationship\n                  between everyday practices and resource consumption. Our results demonstrate that\n                  the physicality and aesthetic qualities of Eco-Garden were key to supporting collaborative\n                  exploration, reflection, interaction, and family discussions at home. The study reveals\n                  how household members gradually integrated the artefact into their routines, increased\n                  the household engagement with sustainable practices, encouraged collective action\n                  as well as the importance of designing for collaborative exploration, and the temporality\n                  of engagement with Eco-Garden and understanding of consumption. Our findings suggest\n                  that domestication and defamiliarisation of objects in households can help sustain\n                  prolonged and collaborative engagement with eco-feedback technologies.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813041\">Infrastructuring Visual Systems to Foster Coastal Knowledge: Extending Points of Infrastructuring and Advancing an Analog-First Approach<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Valentina Demarchi<\/li>\n            <li class=\"nameList\">Valentina Nisi<\/li>\n            <li class=\"nameList Last\">Nuno Jardim Nunes<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>This paper introduces the Coastal Community Thinking Toolkit (CCTT)\u2014an analog visual\n                  mapping system for the co-production of situated coastal knowledge\u2014as a design inquiry\n                  into Sustainability <em>through<\/em> and <em>of<\/em> HCI. Grounded in infrastructuring as a design-in-use paradigm, the CCTT was conceived\n                  as a design seed and enacted within an eight-week residential training program on\n                  sustainable coastal development, involving 20 professionals from 14 countries across\n                  two workshops and ongoing informal interactions. Our analysis focuses on Points of\n                  Infrastructuring (PoIs): in-use moments that reveal a system\u2019s limitations and potential.\n                  We contribute an expanded PoIs grammar for early-stage systems and an analog-first\n                  approach to support appropriation, sustained iteration, and informed digital upgrading.\n                  While positioning infrastructuring as a strategy for aligning Sustainability <em>through<\/em> and <em>of<\/em> HCI, we conclude by stressing its value in advancing ocean-focused SHCI and supporting\n                  ocean governance efforts to set up an inclusive digital ocean ecosystem. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812825\">Noticing Utility Poles: A Visual Study of Infrastructural Materiality in Southeast\n               Louisiana<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList Last\">Jen Liu<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>In this pictorial, I use noticing as a place-based practice to attend to intertwined\n                  material, social, political, and temporal dimensions of computing infrastructures.\n                  Drawing on visual ethnographic fieldwork in coastal southeast Louisiana, I draw attention\n                  to utility poles, an everyday infrastructural form through which electrical and telecommunications\n                  networks are installed and maintained. In coastal communities, storms and floods can\n                  impair existing aging infrastructure, while what gets restored and updated reflects\n                  longer legacies of uneven development. Through images paired with vignettes, I show\n                  how connectivity is materially tethered to place, shaped by access, labor, extractive\n                  histories, and changing landscapes. The pictorial contributes a visual method for\n                  understanding computing infrastructures in the context of ongoing climate and environmental\n                  crises and offers ways of understanding and designing infrastructures from situated\n                  perspectives.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812816\">Designing Boundary Objects to Surface Ocean Knowledge: The Case of the Coastal Community Thinking Toolkit<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Valentina Demarchi<\/li>\n            <li class=\"nameList\">Valentina Nisi<\/li>\n            <li class=\"nameList Last\">Nuno Jardim Nunes<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Amid growing attention to ocean sustainability, coastal communities emerge as uniquely\n                  insightful yet underinvestigated socio-ecological systems, prompting calls for more\n                  inclusive tools for collaborative sense-making. To address this, we designed the Coastal\n                  Community Thinking Toolkit (CCTT), a visual mapping device that enables the representation\n                  of coastal communities across diverse purposes and contexts. We present the toolkit\n                  together with findings from a pilot involving a heterogeneous group of 20 ocean professionals,\n                  primarily from African countries. We contribute an artefact that operates as a boundary\n                  object, clarifying the many facets of its boundary-crossing potential. Responding\n                  to calls for more impact-oriented and interdisciplinary Sustainable HCI, this pictorial\n                  also serves as a resource for community managers and activators, as well as researchers,\n                  seeking participatory methods to facilitate collaborative sense-making about and with\n                  coastal communities.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812794\">Children&#8217;s Creative Engagement in Hybrid Nature Crafting: Materiality Meaning and Connection<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Asimina Vasalou<\/li>\n            <li class=\"nameList\">Andrea Gauthier<\/li>\n            <li class=\"nameList\">Aykut Co\u015fkun<\/li>\n            <li class=\"nameList\">Meihua Xie<\/li>\n            <li class=\"nameList Last\">Wenyun Deng<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Forging children&#8217;s nature connections involves affective, sensory, and imaginative\n                  engagements, underscoring the value of place-based, tactile, and creative interactions.\n                  While craft and making offer potential synergies, many digital approaches for children\n                  remain limited to designed artefacts that foster contact in, as opposed to <em>with<\/em>, nature. Inspired by art-based approaches, this study introduces Hybrid Nature Crafts\n                  (HNC) a craft approach that integrates diverse materialities, such as leaves and light,\n                  to foster children&#8217;s connections with nature. To examine how HNC supports these connections,\n                  we conducted two workshop series in distinct physical settings with 15 children, documenting\n                  their creative processes throughout. This pictorial highlights how craft enables children\n                  to notice nature, perform place-making, and construct meanings of and with nature.\n                  Findings advance understanding of hybrid approaches and offer practical insights for\n                  designing workshops that nurture children&#8217;s ecological identities through creative\n                  making.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Soma\">SESSION: Soma Design and Felt Experience<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812787\">Exploring Bodily Phenomena through Code: A Research Through Design Inquiry of Sketching\n               with LLMs<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Irene Kaklopoulou<\/li>\n            <li class=\"nameList\">Kit Kuksenok<\/li>\n            <li class=\"nameList\">Daniel Saakes<\/li>\n            <li class=\"nameList Last\">Pedro Sanches<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>How can large language models (LLMs) support critical design explorations for describing,\n                  articulating, and responding to bodily phenomena? This study investigates the integration\n                  of code-generating LLMs across design explorations in four different self-tracked\n                  or bio-sensed domains: learning, chronic illness, posture control, and knee injury.\n                  We synthesise our collaborative research through design inquiries into three themes:\n                  1) forced articulation of fuzzy phenomena, 2) difficulty of escaping local optima,\n                  and 3) unexpected fragility of generated sketches. These themes, though potentially\n                  applicable in other domain contexts, are grounded in our challenges with code-generating\n                  LLMs on embodied and embodiment subjects, with a particular focus on working with\n                  technology and data relevant to embodied experiences. We propose two implications\n                  for design of LLM-based sketching tools anchored on our design inquiry journeys.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812868\">Making Sense of the Felt Experience of Controlling Autonomous Systems<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Hannah Pelikan<\/li>\n            <li class=\"nameList\">Airi Lampinen<\/li>\n            <li class=\"nameList\">Rachael Garrett<\/li>\n            <li class=\"nameList\">Emily Hofstetter<\/li>\n            <li class=\"nameList\">Amanda Hoskins<\/li>\n            <li class=\"nameList\">Hannah Kuehn<\/li>\n            <li class=\"nameList\">Iolanda Leite<\/li>\n            <li class=\"nameList\">Donald McMillan<\/li>\n            <li class=\"nameList\">Sergio Passero<\/li>\n            <li class=\"nameList\">Katie Winkle<\/li>\n            <li class=\"nameList\">Mathias Broth<\/li>\n            <li class=\"nameList\">Barry Brown<\/li>\n            <li class=\"nameList Last\">Kristina H\u00f6\u00f6k<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Methods for understanding the felt and situated experience of controlling autonomous\n                  systems are crucial for designing systems that are adjusted to the complexity of human\n                  interaction. Prior work has tended to overlook the bodily and experiential dimensions\n                  of monitoring systems at a distance, particularly in moments of losing control. We\n                  combined two approaches, ethnomethodology and conversation analysis, and soma design,\n                  to explore a case where a semi-autonomous system crashed when controlled by an inexperienced\n                  operator, captured in video ethnographic fieldwork. We report on our methodological\n                  approach, combining <em>sequential video analysis<\/em> of the unfolding sequence and <em>interviews inspired by microphenomenology<\/em> to unpack the operator\u2019s experience of losing control. We contribute methodological\n                  considerations for interaction designers seeking to explore the felt experience of\n                  having and losing control of autonomous systems and discuss how insights gained through\n                  this combination of methods, rooted in phenomenology, support a designerly appreciation\n                  of safety operators\u2019 work.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813069\">Sensibilities as Knowledge in Design Research<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Mafalda Gamboa<\/li>\n            <li class=\"nameList Last\">Kristina Andersen<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>There is an expanding vocabulary in academia addressing the struggles surrounding\n                  what constitutes knowledge in design research. However, most approaches overlook the\n                  role of researchers themselves, along with their lived experiences and theoretical\n                  commitments. Building on Redstr\u00f6m\u2019s work on design programs, we retell stories of\n                  our architectural education and practice as a constructed \u2018we\u2019 and suggest <em>design sensibilities<\/em> as a way of knowing that allows for a less aseptic approach to the epistemological\n                  assumptions in interaction design research. We portray sensibilities as a skin rather\n                  than a lens, and propose that design relies strongly on breaching the theory\/practice\n                  divide as situated, poetic, positional, relational, and corporeal; while still constituting\n                  transferable and collective knowledge. We propose the articulation of sensibilities\n                  as intermediate level knowledge in order to account for a view of theory as the skin\n                  through which we shape and are shaped by our work. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812942\">SurfSync: Towards the Design of Wearables to Enrich Surfing<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Maria F. Montoya<\/li>\n            <li class=\"nameList\">Vincent van Rheden<\/li>\n            <li class=\"nameList\">Rakesh Patibanda<\/li>\n            <li class=\"nameList\">Nathalie Overdevest<\/li>\n            <li class=\"nameList\">Aryan Saini<\/li>\n            <li class=\"nameList\">Jiaxuan Wu<\/li>\n            <li class=\"nameList\">Hongyue Wang<\/li>\n            <li class=\"nameList\">Phoebe O. Toups Dugas<\/li>\n            <li class=\"nameList Last\">Florian \u2018Floyd\u2019 Mueller<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Surfing, like many water sports, offers a unique opportunity to experience natural\n                  environments, yet the design of interactive technologies for water activities\u2013 \u201cWaterHCI\u201d\n                  \u2013 so far prioritised athletic performance over experience. To explore this opportunity,\n                  we designed SurfSync, a novel wearable system in the form of an actuating vest and\n                  a hat that provides oceanic information through sound, vibration, and heat actuation,\n                  aimed at enriching the surfing experience as a playful encounter with the ocean. We\n                  studied SurfSync in an ocean-based field study with eight surfers. Through thematic\n                  analysis of interviews, we articulated the surfers\u2019 experiences, indicating how they\n                  made sense of playful cues while in the ocean. By reflecting on our soma design process\n                  and the surfers\u2019 experiences, we provide six design strategies to enrich the surfing\n                  experience. Our work contributes to the emerging field of WaterHCI by providing insights\n                  into how wearables can enrich human-water experiences outdoors.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813077\">Exploring Embodied Expression as a Design Resource for Understanding the Dynamism\n               of Vulnerability<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Bhakti Moghe<\/li>\n            <li class=\"nameList\">Daniel Tetteroo<\/li>\n            <li class=\"nameList Last\">Maarten Houben<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Vulnerability is a subjective, embodied experience that unfolds during transitions\n                  such as relocation, where identities, routines, and social ties are unsettled. This\n                  paper examines how vulnerability manifests through bodily sensations, movements, and\n                  gestures that often escape verbal articulation. Using established embodied interaction\n                  design methods, we conducted three bodystorming workshops with fifteen international\n                  PhD students who recently relocated. Through movements and multisensory materials,\n                  participants explored and expressed their lived experiences of transition. Based on\n                  the insights, we contribute an embodied vocabulary for vulnerability consisting of:\n                  1) Contracted Postures, 2) Restricted Reach, 3) Rhythmic Compression, 4) Micro-adjustments\n                  to regain stability, 5) Gaze Regulation and 6) Gestures of Waiting and Pause and design\n                  implications that can aid the design process. By exploring how body, grounded in its\n                  movement, sensory, and felt qualities, can surface vulnerability through embodied\n                  methods, this paper contributes a lens for design that attunes technologies to sensitive\n                  transitional experiences.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"AI_Creative\">SESSION: AI in Creative Practice<\/h2>\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812889\">SoTA: An Interactive Art Exhibition for Public AI Engagement<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jeanyoon Choi<\/li>\n            <li class=\"nameList\">Intae Hwang<\/li>\n            <li class=\"nameList\">SeJoon Park<\/li>\n            <li class=\"nameList\">Hyungjun Cho<\/li>\n            <li class=\"nameList\">Heejae Bae<\/li>\n            <li class=\"nameList Last\">Yiyun Kang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>We introduce <em>SoTA<\/em>, a multi-device interactive artwork on artificial intelligence (AI). It visualises\n                  118 neural network architectures as artistic objects that can be experienced at an\n                  immersive scale, allowing audiences to select, explore, and navigate different models\n                  interactively. The installation is also characterised by an intentional narrative\n                  shift that moves from open-ended exploration to abstract visualisation. We exhibited\n                  <em>SoTA<\/em> in a public art museum and conducted an in-situ study with 33 participants to investigate\n                  how aesthetic experiences foster affective and critical reflection, complementing\n                  technical explanation in public AI engagement. Our findings reveal how aesthetic environments\n                  create emotional conditions that foster deeper inquiry, leading to enhanced understanding,\n                  productive ambivalence, and ultimately personal, philosophical, and societal reflection\n                  on AI. We conclude by discussing the opportunities of artistic exhibitions for public\n                  AI engagement and suggest three concrete design strategies grounded in our design\n                  and evaluation of <em>SoTA<\/em>.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813020\">Using the Blackbox in Embodied AI Art Practice: Uncertainty at the Interface<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Dorothy Yuan<\/li>\n            <li class=\"nameList\">Connor Graham<\/li>\n            <li class=\"nameList\">Hiromu Yakura<\/li>\n            <li class=\"nameList Last\">Amanda Lim<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>This paper argues that creative AI use can be usefully understood as embedded and\n                  positioned within artistic practice, rather than being only guided by widely cited\n                  AI design principles such as transparency or predictability. We ground this argument\n                  in a single case study: a detailed autoethnography of a trained artist&#8217;s GAN-based\n                  art-making process, which surfaces how creative practice unfolds in the face of opacity,\n                  constraint, and curatorial control. The case shows how uncertainty can be a limitation\n                  around which creative practice is productively organized. Through reflexive autoethnographic\n                  memos, we identify three analytically consequential sites of creativity in the case:\n                  Conception, or the artist&#8217;s intuitive mental models of the AI in use; Comprehension,\n                  or the artist use of strategies to work without full system understanding and; Linearity,\n                  or how the artist imposes temporal structure on a process with unpredictable outputs.\n                  We propose that these boundaries can act as sensitising concepts for understanding\n                  and designing support for creative AI practice. To explore their support for design\n                  and deepen our understanding of them with relation to the artist&#8217;s use, we describe\n                  a documentation system intended to support problem-solving, workflow design, archiving\n                  of past solutions and knowledge-sharing among AI artists. We conclude that the boundaries\n                  and system described provide an important perspective on creative AI use: as involving\n                  negotiating system opacity through iterative curation, bespoke datasets, and contextual\n                  improvisation. We also argue that this perspective is generative, offering a grounded,\n                  practice-oriented basis for future research and tool design in the space of creative\n                  AI use.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812958\">&#8220;There is Beauty in the Small&#8221;: A Study of Visual Artists\u2019 Impressions of Small Data\n               and Model Crafting Approaches to Creative AI Work<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ahmed M. Abuzuraiq<\/li>\n            <li class=\"nameList\">Arshia Sobhan<\/li>\n            <li class=\"nameList\">Alexandra Kitson<\/li>\n            <li class=\"nameList Last\">Philippe Pasquier<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Large-scale prompt-based AI generators have broadened access to media creation but\n                  often introduce friction in sustained creative practice. Visual artists must navigate\n                  limited personalization, narrow cultural coverage, homogenized aesthetics, and broader\n                  concerns around sustainability, bias, and data-scraping ethics. Small data and model\n                  crafting offer alternatives that center artists\u2019 agency over data and models. We examine\n                  this approach through Autolume, a no-code, locally run tool for crafting and navigating\n                  generative models in real time. Across five focus groups with 25 visual artists in\n                  three two-day workshops, Autolume was used as a research probe to explore small-data\n                  practices. Findings show that participants viewed small data as a personal and responsible\n                  alternative to large-scale AI, but identified model training as a technical barrier,\n                  underscoring the need for improved explainability and support. We highlight design\n                  opportunities for AI art tools, including low-level controls, mapping UIs to ML processes,\n                  ecosystem integration, and small data as a pedagogical tool.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812872\">Re-Envisioning Instant Photography using Generative AI: An Exploratory Design Probe\n               Using the UnReality Camera<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Michael Yin<\/li>\n            <li class=\"nameList\">Angela Chiang<\/li>\n            <li class=\"nameList Last\">Robert Xiao<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative AI has increasingly been used for artistic creation, but little work has\n                  explored how it shapes the <em>experiential meaning<\/em> of practice. We consider how generative AI might transform the embodied and tangible\n                  process of instant photography through the UnReality Camera, an AI-mediated instant camera. The UnReality Camera prints a photo of the environment augmented by a user\u2019s spoken words as generative\n                  input. In a design probe, we explored how generative AI shapes people\u2019s perceptions\n                  of both photographic output and the broader photographic process. Although users valued\n                  artistic control, they also appreciated the creativity afforded by stochastic unpredictability.\n                  The waiting period for an unpredictable output elicited anticipatory suspense, and\n                  the camera\u2019s physical form evoked ownership and connection despite artificial generation.\n                  We discuss how people make sense of instant photography\u2019s experiential qualities when\n                  generative AI is embedded, and how their opposing affordances reshape interpretations\n                  of each other\u2019s experiential meaning.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813087\">Editing Reality: Designing In-Situ Co-Creation with Generative AI in Mixed Reality<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Suibi Che-Chuan Weng<\/li>\n            <li class=\"nameList\">Shih-Yu Ma<\/li>\n            <li class=\"nameList\">Sawyer Reinig<\/li>\n            <li class=\"nameList\">Pritalee Kadam<\/li>\n            <li class=\"nameList\">Ada Yi Zhao<\/li>\n            <li class=\"nameList\">Amy Bani\u0107<\/li>\n            <li class=\"nameList\">Ryo Suzuki<\/li>\n            <li class=\"nameList Last\">Ellen Yi-Luen Do<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>We present <em>Editing Reality<\/em>, a mixed reality system that enables in-situ co-creation with generative AI directly\n                  within physical environments. Rather than treating generation as a one-shot command,\n                  the system supports embodied and iterative creation through speech, sketching, and\n                  direct manipulation, allowing users to generate, modify, erase, and retexture real-anchored\n                  virtual and reconstructed scene elements in place. Using a Research Through Design\n                  approach, we investigate how co-creation unfolds through iterative system development,\n                  a formative workshop, and expert review. From this process, we articulate a set of\n                  designerly framings that characterize in-situ co-creation as a negotiated, spatial,\n                  and temporal practice shaped by previews, accumulation, waiting, embodied evaluation,\n                  and learning the system as a spatial actor. We instantiate these ideas in a working\n                  system and report expert feedback highlighting both its creative potential and its\n                  design implications. Our work contributes a conceptual lens for understanding generative\n                  AI in mixed reality not as a one-shot automation tool, but as part of an embodied,\n                  situated creative process.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812967\">MetaEmbody: Supporting Embodied Metaphor Ideation for Tangible Interaction Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Peicheng Guo<\/li>\n            <li class=\"nameList\">Jingzhe Zhang<\/li>\n            <li class=\"nameList\">Huilin Shi<\/li>\n            <li class=\"nameList\">Heyi Xu<\/li>\n            <li class=\"nameList Last\">Zhanxun Dong<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Embodied metaphors, grounded in sensorimotor experience, can enrich tangible interaction\n                  design by linking abstract functions to familiar bodily actions and perceptions, making\n                  them more intuitive and meaningful. However, our formative study (N=10) revealed that\n                  designers\u2014especially novices\u2014struggle to identify appropriate embodied metaphors,\n                  move beyond superficial analogies, and translate them into tangible designs. To address\n                  these challenges, we developed MetaEmbody, an AI-assisted creative support system that helps designers explore contextual analogies,\n                  derive embodied metaphors, and shape them into tangible interaction concepts. A user\n                  study (N=20) demonstrated that MetaEmbody effectively stimulated embodied thinking\n                  and enhanced the metaphorical embodiment of design outcomes. It also yielded higher\n                  ratings in novelty, feasibility, and overall human\u2013AI collaboration experience, with\n                  notable benefits for novice designers. We explore the potential of how human\u2013AI collaboration\n                  can foster embodied design thinking, advancing generative AI beyond visual metaphor\n                  blending to support deeper exploration of interaction and experiential meaning.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Robots\">SESSION: Robots in Social and Professional Roles<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812924\">The Invisible Work of Robotic Surgery: How Specialists Support, Shoulder, and Sustain\n               Human-Robot Collaboration<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jasper T Vermeulen<\/li>\n            <li class=\"nameList\">Glenda Amayo Caldwell<\/li>\n            <li class=\"nameList\">M\u00fcge Belek Fialho Teixeira<\/li>\n            <li class=\"nameList\">Alan G Burden<\/li>\n            <li class=\"nameList Last\">Matthias Guertler<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Human-Robot Collaboration (HRC) in surgery is often framed as a dyadic interaction\n                  between a surgeon and a robot. Such a focus on interactivity can narrow analytic attention,\n                  sidelining the often unseen coordination that makes robotic surgery workable across\n                  the wider surgical team. We surface the everyday practices of the Mako Product Specialist\n                  (MPS), a vendor-mandated support role embedded in Mako-assisted robotic surgeries.\n                  Drawing on ten expert interviews, supplemented by in-theatre observations, we identify\n                  three categories of specialist work: Supporting Makoplasty, Shouldering Makoplasty,\n                  and Sustaining Makoplasty. Across these categories, we show how specialist mediation\n                  sustains co-located surgical HRC through articulation work, boundary work, and translation-and-repair\n                  work that stabilises tempo, maintains legibility, and enables breakdown recovery under\n                  sterile and infrastructural constraints. These findings extend ensemble accounts of\n                  surgical HRC and motivate the design of robotic systems for ensembles rather than\n                  a single primary user.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813070\">Designing for Robot Wranglers: A Synthesis of Literature and Practice<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">David Porfirio<\/li>\n            <li class=\"nameList\">Ian McDermott<\/li>\n            <li class=\"nameList\">Hsin-Mei Chen<\/li>\n            <li class=\"nameList\">Satoru Satake<\/li>\n            <li class=\"nameList\">Takayuki Kanda<\/li>\n            <li class=\"nameList Last\">Thomas D. LaToza<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Robots are increasingly present in human spaces, such as for conducting deliveries\n                  in hospitals, interacting with visitors at museums, and stocking items in warehouses.\n                  To ensure the seamless integration of robots into these spaces, a new role in human-robot\n                  interaction is emerging\u2014the <em>robot wrangler<\/em>, namely an individual who is responsible for setting up, overseeing, and troubleshooting\n                  the robot. To understand the needs of this stakeholder, we conducted a scoping review\n                  that uncovered a typology of robot wrangling across the research literature, and discovered\n                  that wrangling is an umbrella term that collapses a highly complex and heterogeneous\n                  space of activities, often rendering this labor difficult to characterize and support.\n                  To further clarify and understand robot wrangling, we then reflected on our own firsthand\n                  and imagined experiences as robot wranglers within our own respective domains. Guided\n                  by the scoping review and our reflections, we devise a series of design implications\n                  for supporting wranglers directly as individuals and as members of a wider service\n                  ecology. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812876\">Who Owns the Robot Matters: How Robot Ownership Shapes Belonging and Social Roles\n               in Human Groups<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Tuan Vu Pham<\/li>\n            <li class=\"nameList\">Judith D\u00f6rrenb\u00e4cher<\/li>\n            <li class=\"nameList\">Thomas H. Weisswange<\/li>\n            <li class=\"nameList Last\">Marc Hassenzahl<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Robot ownership is not merely a background characteristic but a potentially salient\n                  social signal. When robots mediate group interaction, ownership may quietly reorganize\n                  power, trust, and cohesion. In this study, participants (n = 225) watched one of five\n                  videos in which a robot was introduced as owned by (1) a faceless outgroup entity,\n                  (2) an active ingroup speaker, (3) a passive ingroup peer, (4) the participant, or\n                  (5) the group collectively. Participants then observed a group discussion in which\n                  the robot consistently nodded in agreement with the speaker. We measured perceived\n                  group cohesion, the robot\u2019s status within the group, and elicited descriptions of\n                  the robot\u2019s social role. Robots that were participant-owned or group-owned fostered\n                  greater cohesion and were perceived as socially closer and more collaborative. Despite\n                  identical behavior, the speaker-owned robot was perceived as more distant and manipulative.\n                  These findings highlight robot ownership as a critical aspect of Human\u2013Human\u2013Robot\n                  Interaction.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813009\">MorphHat: A Humanoid Robot Interpreter for Enhancing Multilingual Collaboration<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sandra M\u00fcller<\/li>\n            <li class=\"nameList\">Martin Feick<\/li>\n            <li class=\"nameList Last\">Alexander Maedche<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Multilingual collaboration is increasingly common as today\u2019s world becomes global\n                  and culturally diverse. While diversity fosters innovation, language barriers can\n                  hinder involvement and effective communication. Prior work has primarily focused on\n                  improving translation accuracy <span style=\"color:#000000\">with limited attention to how translation systems shape dimensions of trust in interaction<\/span>. Given that users must rely blindly on technology due to their inability to understand\n                  the system\u2019s output, this issue becomes a crucial aspect. To address this gap, we\n                  introduce <em>MorphHat<\/em>, a co-embodied humanoid robot interpreter <span style=\"color:#000000\">featuring a customizable, morphing face that visually represents the active speaker.\n                     We evaluated<\/span> <span style=\"color:#000000\"><em>MorphHat<\/em> <em>MorphHat<\/em> influenced trust, rapport, and social presence. We discuss these insights as early\n                     design implications for future embodied translation systems.<\/span><\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812962\">Designing Artificial Identity: The Identity Design Framework and Research Agenda<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Karla Bransky<\/li>\n            <li class=\"nameList\">Penny Sweetser<\/li>\n            <li class=\"nameList\">Patrick Holthaus<\/li>\n            <li class=\"nameList\">Guy Laban<\/li>\n            <li class=\"nameList\">Katie Winkle<\/li>\n            <li class=\"nameList\">Neziha Akalin<\/li>\n            <li class=\"nameList\">Ashita Ashok<\/li>\n            <li class=\"nameList\">Jihye Lee<\/li>\n            <li class=\"nameList\">Rucha Khot<\/li>\n            <li class=\"nameList\">Alexandra Bejarano<\/li>\n            <li class=\"nameList\">Jorrit Thijn<\/li>\n            <li class=\"nameList\">Roger K. Moore<\/li>\n            <li class=\"nameList\">Minsu Jang<\/li>\n            <li class=\"nameList\">Joel E Fischer<\/li>\n            <li class=\"nameList Last\">Minha Lee<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>The identity design of artificial agents carries growing ethical, psychological, and\n                  cultural weight, as ubiquitous language models and diverse robotic forms are blended\n                  into everyday use. However, structured approaches to designing coherent and interpretable\n                  artificial identities remain limited. To address urgent challenges in artificial identity\n                  design, including harmful stereotypes and deceptive practices, we introduce the Identity\n                  Design (ID) Framework and an accompanying research agenda. Drawing on emerging work\n                  on artificial identity in human-robot interaction and taking an interdisciplinary\n                  perspective, we propose twelve design principles across three levels: individual (recognisability,\n                  behavioural consistency, identity continuity, memory, persistent goals), group (membership\n                  signalling, social alignment, role clarity), and societal (benevolence, artificiality,\n                  social justice, transparency). The research agenda outlines open questions around\n                  the operationalisation and measurement of identity, social dynamics, and ethical considerations\n                  for identity design. Together, they lay the groundwork for future research and responsible\n                  practice in robotic, virtual, and multi-embodied agents.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812952\">Towards GroupSense: Capturing Socio-emotional Dynamics through Postural Cues and Retrospective\n               Reflections<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Tzu-Hui Wu<\/li>\n            <li class=\"nameList\">Sebastian Cmentowski<\/li>\n            <li class=\"nameList\">Jun Hu<\/li>\n            <li class=\"nameList\">Mengyan Guo<\/li>\n            <li class=\"nameList\">Yunjie Liu<\/li>\n            <li class=\"nameList Last\">Regina Bernhaupt<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Group mood and engagement are invisible currents that shape how people collaborate\n                  at work, emerging through everyday interactions rather than isolated individual states.\n                  While positive socio-emotional dynamics support collaboration and productivity, they\n                  remain difficult to sense and interpret unobtrusively. This work investigates whether\n                  posture-based behavioral cues sensed through everyday objects can provide insight\n                  into group mood and engagement. We present a pressure-sensing chair prototype that\n                  captures changes in weight distribution during meetings. In a study with 14 groups\n                  (N = 46), we combine postural cues with participants\u2019 retrospective video annotation\n                  to triangulate engagement and mood. Our results show that posture activity is associated\n                  with engagement and mood arousal, while moments of shared group mood co-occur with\n                  increased postural synchrony. We further identify synchronized behavioral patterns\n                  reflecting affective convergence and contagion. These findings demonstrate how situated\n                  sensing through everyday objects can reveal socio-emotional dynamics and inform the\n                  design of collaborative systems. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Accessibility\">SESSION: Accessibility Across Vision and Print<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813067\">The Ambivalent Experience of Eye Contact for People with Visual Impairments: Mechanisms\n               and Design Challenges<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Markus Wieland<\/li>\n            <li class=\"nameList\">Phillip Koch<\/li>\n            <li class=\"nameList Last\">Michael Sedlmair<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>In mixed-ability collaboration, eye contact is often treated as a default cue for\n                  attention and turn-taking. As these signals are primarily visual, they are not reliably\n                  accessible to people with visual impairments. While prior work emphasized technical\n                  solutions, mechanism-level explanations of their experiences with sighted partners\n                  remain scarce. We interviewed 17 people with visual impairments about everyday interactions\n                  across work, education, and social settings. Using a critical-realist lens, we link\n                  events to plausible causal mechanisms and identify three recurring mechanisms: First,\n                  when gaze cannot allocate the floor, addressability hinges on explicit naming. Second,\n                  unclear speech entry cues and ongoing access work split attention and build fatigue,\n                  sometimes leading to withdrawal. Third, eye-contact norms can skew judgments of participation,\n                  prompting active management of visibility. We translate these mechanisms into five\n                  design challenges that reframe accessible eye contact as supporting configurable interaction\n                  contracts rather than merely making gaze visible.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812989\">Reshaping Inclusive Interpersonal Dynamics through Smart Glasses in Mixed-Vision Social\n               Activities<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jieqiong Ding<\/li>\n            <li class=\"nameList\">Yumo Zhang<\/li>\n            <li class=\"nameList\">Xiuqi Tommy Zhu<\/li>\n            <li class=\"nameList\">Kaige Yang<\/li>\n            <li class=\"nameList\">Yuqing Wei<\/li>\n            <li class=\"nameList\">Shiyi Wang<\/li>\n            <li class=\"nameList\">Yishan Liu<\/li>\n            <li class=\"nameList Last\">Yang Jiao<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Meaningful social interaction is vital to well-being, yet Blind and Low Vision (BLV)\n                  individuals face persistent barriers when collaborating with sighted peers due to\n                  inaccessible visual cues. While most wearable assistive technologies emphasize individual\n                  tasks, smart glasses introduce opportunities for real-time, contextual support in\n                  social settings. To explore how smart glasses affect interpersonal dynamics and support\n                  inclusion in mixed-vision groups, we developed a smart glasses\u2013based system <em>CollabLens<\/em> as a technology probe, and employed it in four workshop sessions. We found that smart\n                  glasses can meaningfully support inclusive collaboration through expanding BLV participants\u2019\n                  assistive networks with a more flexible, independent access to visual information.\n                  While sighted participants viewed smart glasses as a promising medium that fosters\n                  interpersonal connection, they revealed uncertainty in adapting their helping behaviors.\n                  We concluded by discussing and synthesizing challenges and opportunities for designing\n                  smart glasses that provide seamless interaction experiences and enhance reciprocal\n                  mixed-vision social inclusion.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813075\">Designing for Collective Access: In Search of a Solution to Accessible Communication\n               in a Mixed-Ability Non-Profit<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Xinru Tang<\/li>\n            <li class=\"nameList Last\">Anne Marie Piper<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>As mixed-ability collaboration has become increasingly focal within accessibility\n                  research, managing varied, and sometimes conflicting, access needs has become a key\n                  consideration in designing for access. When an accessibility feature or practice benefits\n                  some people while constraining others, how should designers navigate these trade-offs?\n                  This paper responds to this question by analyzing how a mixed-ability nonprofit worked\n                  to make communication accessible to its members as it grew from a small blind-focused\n                  athletic group to a larger cross-disability organization. Based on a six-month study\n                  that combines interviews and field observations, we show that working with conflicting\n                  access needs is not just a technical \u2018problem\u2019 but a generative process that sparks\n                  reflection on technical constraints and preferences, diverse roles and communication\n                  norms, and organizational demands. We therefore argue for rethinking \u201cconflicts\u201d in\n                  access as key sites for &nbsp;revealing power structures and creating opportunities for\n                  accountability and repair.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812887\">Revealed or Reinforced: How Assistive Technologies Shape the Experience with Dark\n               Patterns for Blind and Low-Vision Users<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Agata Stanczyk<\/li>\n            <li class=\"nameList\">Mindy Tran<\/li>\n            <li class=\"nameList\">Tarini Saka<\/li>\n            <li class=\"nameList\">Yixin Zou<\/li>\n            <li class=\"nameList Last\">Veelasha Moonsamy<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Dark patterns have gained increasing attention among the HCI and design communities,\n                  but little is known about how they intersect with assistive technologies&nbsp;(ATs) and\n                  impact people with accessibility needs, such as blind and low-vision&nbsp;(BLV) individuals.\n                  To address this gap, we conducted an in-lab user study with 18&nbsp;BLV participants using\n                  a custom-built social media application that embeds six common dark patterns. Through\n                  observing participant experiences with assigned tasks and semi-structured post-study\n                  interviews, we explored how screen readers and magnification tools influence the perception\n                  and amplification of deceptive design elements. In contrast to prior work that identified\n                  accessibility-induced deception, our findings demonstrate a dual role of ATs where\n                  dark patterns are either revealed or intensified. Screen readers exposed hidden manipulations\n                  like&nbsp;<em>bad defaults<\/em> but amplified other dark patterns through sequential reading. Similarly, magnifiers\n                  intensified deceptive effects through viewport reduction by restricting the visible\n                  area. We conceptualize this mechanism as <em>assistive amplification<\/em> and show how dark patterns manifest differently for BLV users, informing the design\n                  of more inclusive and manipulation-resistant interfaces.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813089\">Beyond Font: Dyslexic Writers Navigating the Dense Visual Landscape of LaTeX<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Emily Q. Wang<\/li>\n            <li class=\"nameList\">Aron S. Marie<\/li>\n            <li class=\"nameList Last\">Ashley Marie Walker<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Writing is important for many careers. While writing tools continue to be studied\n                  in HCI, little attention has been paid to the accessibility of typesetting with LaTeX,\n                  a widespread markup language for preparing publications. In contrast to WYSIWYG (\u201cWhat\n                  You See is What You Get\u201d), co-authoring papers in LaTeX presents additional considerations\n                  with code, visual, and PDF content co-existing in an interface. Our collaborative\n                  autoethnography centers two neurodiverse teams preparing ACM SIGCHI publications using\n                  LaTeX interfaces. We illustrate how text customization constraints and collaborative clutter produce inaccessible visuals to dyslexic writers. In turn, we shift our conceptualization\n                  of design for dyslexia from intervening solely on fonts to understanding visual processing\n                  in the greater whole of technology-mediated communication. With this updated conceptualization,\n                  we discuss changes to improve writers\u2019 agency through: (1) customization by text function,\n                  (2) presentation of collaboration cues, and (3) social support for a wider range of\n                  access labor.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813056\">Interactive Intent-Based Image Recommendations for Assistive Communication: Insights\n               from an Iterative User Study<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Alieh Hajizadeh Saffar<\/li>\n            <li class=\"nameList\">Laurianne Sitbon<\/li>\n            <li class=\"nameList\">Sirinthip Roomkham<\/li>\n            <li class=\"nameList Last\">Manesha Andradi<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Individuals with intellectual disability often face challenges in expressing intentions\n                  and initiating conversations. While assistive communication technologies typically\n                  emphasize language acquisition, generic image browsers enable open-ended self-expression\n                  without structured symbols or language. Building on prior work showing that intent-based\n                  image recommendations represent potential meanings of a selected image, we examine\n                  how such suggestions are taken up in real communicative practice. We studied an assistive\n                  communication prototype that uses generative AI to provide intent-based image suggestions.\n                  The study was conducted across multiple sessions with 15 adults with intellectual\n                  disability, varying facilitation and interaction framing to examine how these suggestions\n                  shaped conversational flow. Our findings indicate that intent-based image suggestions\n                  played multiple interactional roles, including prompting expression, clarification,\n                  and sustaining conversation. We also identify moments of misalignment, where suggestions\n                  failed to align with users\u2019 communicative goals due to missing cultural context or\n                  interactional support. We discuss interaction mechanisms and design implications for\n                  intent-based assistive communication systems to support inclusive and effective communication.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Craft\">SESSION: Craft, Fabrication, and Materials<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812817\">Introducing Design Exploration into Post-Fired Ceramics via 3D Printing and Glaze\n               Joining<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Adam Choo<\/li>\n            <li class=\"nameList\">Clement Zheng<\/li>\n            <li class=\"nameList Last\">Kongpyung (Justin) Moon<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Clay is easily shaped when wet, but we lose this quality once the material undergoes\n                  firing. Conventionally, the overall form of a ceramic piece is therefore fixed upon\n                  firing. From this stage, design is limited to glazing, a surface treatment that melts\n                  and bonds to the ceramic substrate, providing only color and finish. In this work,\n                  we instead explore glazing as a system for joining ceramics, enabling us to examine\n                  ceramic forms after firing. Through this exploration, we developed three joint types\u2014contact,\n                  interlock, and drip. Using these joints, we made a range of ceramic objects and observed\n                  that we could approach 3D printed ceramics in more non-linear design temporalities,\n                  such as a ceramic vase that can be reassembled and expanded into a larger vessel at\n                  any time. This approach allows complex shapes to be joined from multiple simpler parts,\n                  which are difficult to fabricate as a single piece with clay 3D printing. We position\n                  our approach among traditional and related ceramics making practices, and reflect\n                  on its implications on designing with ceramics.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812907\">Knit Joinery: Incorporating Multifunctional Materials with Single-Bed Machine Knitting<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yi-Chin Lee<\/li>\n            <li class=\"nameList\">Vernelle A. A. Noel<\/li>\n            <li class=\"nameList\">Scott E Hudson<\/li>\n            <li class=\"nameList\">James McCann<\/li>\n            <li class=\"nameList Last\">Lea Albaugh<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Domestic manual knitting machines are widely used among hobbyists and for small-scale\n                  production. However, they are often seen as less capable or niche, and their potential\n                  for integration with other materials and machinery has remained relatively unexplored\n                  in the HCI community. <\/p>\n               <p>Knit Joinery proposes an approach that uses knitting as a joinery method to interact\n                  with other digital fabrication tools, including laser cutters, 3D printers and CNC\n                  knife cutters, becoming part of a makerspace ecosystem. The goal of this paper is\n                  to broaden the use of manual knitting machines and position them as a fabrication\n                  tool rather than devices solely for producing soft materials. We present examples\n                  demonstrating how a manual knitting machine can integrate with laser cutting and 3D\n                  printing machines, soft-circuit fabrication, and creative reuse. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812988\">Warped Tour: Analyzing Design Tools Support for Multilayer Weaving Production in HCI<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Devon Frost<\/li>\n            <li class=\"nameList Last\">Jennifer Jacobs<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Multi-layered weaving is a technique for weaving multiple layers in tandem through\n                  selective warp and weft interlacement, offering unique opportunities for HCI design\n                  research, in whole-garment construction, e-textiles, and 3D fabrication. Multilayer\n                  weaving is a complex process with varied design methods and fabrication workflows\n                  that are not optimized for in most weaving design tools. We believe that HCI researchers\n                  can benefit from multilayer weaving as a manufacturing technique and could contribute\n                  to the development of new computational design tools for weaving. To identify opportunities\n                  and alignments in multilayer weaving design practice for HCI researchers, we provide\n                  a systematic overview of contemporary multilayer design practices. We analyze existing\n                  multilayer weaving design tools for manual and semi-automated weaving to identify\n                  strengths and breakdowns across design representations, interaction modalities, and\n                  artifacts. We integrate our analysis with prior HCI interaction principles and strategies\n                  from human-centered programming and computer-aided design to present future opportunities\n                  for developing expressive, multilayer computational design technologies for weaving.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812898\">Pulpform: A Hybrid Approach to Structuring Paper-like Composites<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Qian Ye<\/li>\n            <li class=\"nameList\">Chixin Zhang<\/li>\n            <li class=\"nameList\">E Ian Siew<\/li>\n            <li class=\"nameList\">Ching Chiuan Yen<\/li>\n            <li class=\"nameList Last\">Clement Zheng<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>We present <em>Pulpform<\/em>, a hybrid craft approach integrating 3D-printed structures with traditional papermaking\n                  to create composite objects with paper-like textures. We began this research by exploring\n                  3D printing for papermaking, observing that the geometry of the mesh screen guides\n                  the selective deposition and entanglement of paper fibers during the water screening\n                  process. Through systematic testing, we characterize the relationship between 3D-printed\n                  mesh geometry and pulp composition, identifying three primary mesh-fiber interactions.\n                  Using a Research through Design approach, we demonstrate the versatility of <em>Pulpform<\/em> through a range of artifacts inspired by real-world scenarios\u2014including masks for\n                  performing arts, air filters, and sensing origami. We then discuss how the role of\n                  3D printing shifts from a tool to an integral material component within this process,\n                  reflecting on how <em>Pulpform<\/em> composites lead to \u201cpaperness\u201d and \u201cfrugality\u201d as two emergent and desirable materialities.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812875\">Useful Uselessness: Exploring the Transition from Property-Based Affordance to Anti-Affordance<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Adrien Chaffangeon Caillet<\/li>\n            <li class=\"nameList\">Jan Willms<\/li>\n            <li class=\"nameList Last\">Katrin Wolf<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Affordances support interaction by suggesting actions, while anti-affordances discourage\n                  or complicate task execution. In this work, we focus on property-based affordances\n                  and anti-affordances arising from a device\u2019s physical properties, such as form, texture,\n                  and volume. We investigate how the usability of a handheld device changes when the\n                  property-based affordance of its grip transitions into an anti-affordance through\n                  a shape change. In a workshop exploring the design space for such transitions, which\n                  we term \u2019Useful Uselessness,\u2019 we gathered concept ideas for shape-changing grips that\n                  can complicate or interrupt a task. Implementing three representative examples allowed\n                  us to study these grips during an exemplary drilling task. Our results show that changes\n                  in grip property can be especially useful for task interruption. We found that task\n                  context matters, and that shape-change type and its property have to be carefully\n                  chosen. In summary, we show that dynamically adapted property-based affordances can\n                  be useful to interrupt tasks, while safety issues have to be kept in mind.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812904\">OrigamiWalls: A Shape-Changing Robotic Partitioning System for Diverse Spatial Reconfigurations<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Akira Murakami<\/li>\n            <li class=\"nameList\">Kazuyuki Fujita<\/li>\n            <li class=\"nameList\">Yuki Onishi<\/li>\n            <li class=\"nameList Last\">Yoshifumi Kitamura<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>In office environments, achieving flexible workspace configurations by adjusting the\n                  position, height, and curvature of partitions is crucial for accommodating diverse\n                  worker needs, but implementing such flexibility typically introduces system complexities.\n                  We present OrigamiWalls, a robotic partitioning system that addresses this trade-off\n                  by using origami structures to permit diverse configurations without requiring high-degree-of-freedom\n                  actuation. Based on expert insights, we explore the OrigamiWalls design space and\n                  report on the implementation of the desktop-scale and floor-scale prototypes utilizing\n                  the Tachi-Miura polyhedron structure. These prototypes can transition continuously\n                  between three distinct forms (<em>no wall<\/em>, <em>curved wall<\/em>, and <em>flat wall<\/em>) with high expansion ratios (up to 660%) using a single reel-type linear actuator.\n                  Our preliminary user study with our desktop-scale prototype suggests that origami-based\n                  shape changes are perceived to enable task-adaptive workspace configurations and support\n                  workers\u2019 task transitions unobtrusively and safely.<\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Rehabilitation\">SESSION: Rehabilitation and Chronic Conditions<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812824\">Cultivating Togetherness: A Co-Design Journey in Rehabilitation Innovation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Uzoma Ibekwe<\/li>\n            <li class=\"nameList\">Ashwita Jagannath<\/li>\n            <li class=\"nameList\">Rutuja Mohan Pote<\/li>\n            <li class=\"nameList\">Cheng Teng Lam<\/li>\n            <li class=\"nameList Last\">Kevin Doherty<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>People living with rheumatic musculoskeletal diseases face a paradox: movement is\n                  painful, yet essential for managing their condition. In researching this challenge\n                  to inform design, we recognised that no one understands these struggles better than\n                  the patients and healthcare providers who care for them. While inclusive collaboration\n                  is valued, the practicalities of engaging diverse stakeholders surface differing perspectives,\n                  needs, and expectations. How researchers approach stakeholder involvement shapes whose\n                  voices are amplified and impacts the final outcomes.<\/p>\n\n               <p>In this pictorial, we trace how an ethos of togetherness shaped the interdisciplinary\n                  co-design of a bespoke digital mirror for physical rehabilitation at an Irish hospital.\n                  We reflect on inherent power dynamics and how positioning diverse stakeholders as\n                  co-designers with flexible agency can be transformative in informing user-centred\n                  design and fostering genuine care, ensuring that care is integrated into the design\n                  process rather than treated only as an outcome.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813046\">Exploring Modular Wearable Strategies for Motor Impairments: Insights from Design\n               Probe Workshops with Rehabilitation Clinicians<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Janet Ka-man Choi<\/li>\n            <li class=\"nameList\">Mengyang Wang<\/li>\n            <li class=\"nameList\">Pan Hui<\/li>\n            <li class=\"nameList Last\">Mingming Fan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p> Rehabilitation poses challenges due to high variability in individual motor impairments.\n                  Effective upper-limb rehabilitation requires distinct exercises and equipment for\n                  different recovery stages with progressive adjustments. Clinicians in our studies\n                  perceived modular wearable strategies as a speculative but potential direction for\n                  personalized rehabilitation. However, how clinicians reason about configuring modular\n                  components to support full-stage rehabilitation remains underexplored. <\/p>\n               <p>In this article, we utilize two-phase design probe workshops. We explored perceptions\n                  and barriers with 10 rehabilitation clinicians regarding modular wearable approaches\n                  using low-fidelity, non-functional probe artifacts. We investigated how clinicians\n                  combine modules for different rehabilitation stages and scenarios. Our findings underscore\n                  the non-standardized, trial-and-error nature of rehabilitation. We highlight opportunities\n                  identified by clinicians, which point toward envisioning rehabilitation embedded in\n                  daily activities and inspire forms of clinician-informed guidance. Based on these\n                  participant perceptions, we propose a conceptual design framework and implications\n                  to inform future exploration.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813035\">&#8220;Harder, Better, Faster, Stronger&#8221;: An Autoethnographic Exploration of Emerging Technologies\n               for Return-to-Sport<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Maria Chiu<\/li>\n            <li class=\"nameList\">Kelan Queenan<\/li>\n            <li class=\"nameList\">Christopher M. Bono<\/li>\n            <li class=\"nameList Last\">Casper Harteveld<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Emerging technologies have become a key area of interest in sports and rehabilitation\n                  research. Technologies such as extended reality and motion capture have much to offer\n                  patients returning to sport after injury, including motivating compliance, managing\n                  anxiety, understanding progress, and increasing autonomy. To explore how emerging\n                  technologies can complement a real case of rehabilitation and return-to-sport, we\n                  used an autoethnography to document the first author\u2019s 11-month recovery following\n                  knee surgery and her gradual return to figure skating competition. We analyze journal\n                  entries documenting progress at different stages of recovery, clinical notes from\n                  physical therapy and training, and reflections following the use of novel interventions.\n                  The results of this study particularly highlight the utility of emerging technologies\n                  for balancing physical and psychological needs during return-to-sport and for improving\n                  the patient\u2019s education, awareness, and autonomy. Future work should explore additional\n                  combinations of novel technologies with larger cohorts to identify more effective\n                  methods for complementing standardized rehabilitation practices. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813076\">Pacing Our Selves: Towards Everyday Chronic Pain Technology<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Kanupriya Jamwal<\/li>\n            <li class=\"nameList\">Chen-Wei Hsu<\/li>\n            <li class=\"nameList\">Yilei Zhang<\/li>\n            <li class=\"nameList\">Kayley Moylan<\/li>\n            <li class=\"nameList Last\">Kevin Doherty<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Chronic pain (CP) both significantly affects individuals\u2019 wellbeing, and complicates\n                  care for many. CP\u2019s unpredictable nature, diverse causes, and frequent need for inter-medical-disciplinary\n                  coordination has made it a priority for bespoke digital interventions from virtual\n                  reality headsets to online fora. Many however report limited benefits from existing\n                  digital tools, and the potential of technology to enhance daily life for those with\n                  CP remains largely untapped. This paper in response embraces a participatory design\n                  approach to everyday mundane chronic pain technology. We report findings from an analysis\n                  of the r\/chronicpain subreddit, focus groups conducted with the support of a national\n                  chronic pain organisation and a workshop conducted with members of this community,\n                  yielding a novel prototype pacing application. Through this paper, we contribute insight\n                  into the experience of living with chronic pain and implications for technology design\n                  and research practices to support everyday care. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813029\">From Active Tests to Co-Interpretation: Design Considerations for Data Representations\n               in Parkinson\u2019s Care<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Benjamin Maus<\/li>\n            <li class=\"nameList\">Gent Ymeri<\/li>\n            <li class=\"nameList\">Carl Magnus Olsson<\/li>\n            <li class=\"nameList\">Dario Salvi<\/li>\n            <li class=\"nameList\">Myrthe Wassenburg<\/li>\n            <li class=\"nameList\">Mareike Gloss<\/li>\n            <li class=\"nameList Last\">Per Svenningsson<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>People with Parkinson\u2019s disease (PwP) engage in diverse self-care practices, including\n                  tracking medication and symptoms. While consumer-oriented health technologies have\n                  supported such practices, specialized technologies for Parkinson\u2019s disease (PD) are\n                  increasingly being integrated into clinical care. This paper reports on a design inquiry\n                  including PwP and healthcare professionals aimed at eliciting needs for meaningful\n                  representations of PD symptom-tracking data. We conducted a toolkit-based data elicitation\n                  workshop with 8 PwP experienced with sensor-based active tests to assess motor symptoms,\n                  alongside 15 interviews with clinicians, including neurologists, nurses, and physiotherapists.\n                  Interviews combined dashboard prototypes centered on simulated active test data with\n                  collaborative prompt-based prototyping. Our findings show that PwP and clinicians\n                  rely on one another to interpret symptom-tracking data, and that the resulting data\n                  representations may influence the focus of clinical encounters. Active test data is\n                  found particularly valuable for nurses and physiotherapists, while highlighting tensions\n                  in using such data to support neurologists\u2019 medication-related decision-making without\n                  increasing testing burdens for PwP.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812947\">Speculating the Impacts of Mediated Social Touch Technology<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Russian (Ruo-Xuan) Wu<\/li>\n            <li class=\"nameList\">Tim Moesgen<\/li>\n            <li class=\"nameList\">Myung Jin (MJ) Kim<\/li>\n            <li class=\"nameList\">Xinyan Yu<\/li>\n            <li class=\"nameList\">Naoki Kameyama<\/li>\n            <li class=\"nameList\">Anusha Withana<\/li>\n            <li class=\"nameList\">Marius Hoggenmueller<\/li>\n            <li class=\"nameList Last\">Luke Hespanhol<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>With growing research on haptic interfaces, Mediated Social Touch (MST) technologies\n                  offer the potential to record, synthesise, and reproduce (RSR) touch experiences across\n                  space and time, enabling, for instance, a hug from afar and from the past. Although\n                  much of the existing research highlights the direct benefits of these systems, such\n                  as reducing loneliness and providing emotional support, little attention has been\n                  paid to their <span style=\"color:#000000\">broader sociotechnical impacts<\/span>. To address this gap, we used the <em>Future Ripples<\/em> method to speculate on possible effects of MST. We conducted three workshops with\n                  24 participants, including potential users, domain experts, and haptics researchers.\n                  Throughout these sessions, participants collectively envisioned possible future scenarios,\n                  alongside opportunities and threats, and proposed actionable responses. Our qualitative\n                  analysis organised these insights into four themes and three distinctive challenges.\n                  <span style=\"color:#000000\">These findings offer haptics researchers intervention points across the RSR pipeline\n                     to inform MST design, alongside methodological insights from applying Future Ripples\n                     to MST technology.<\/span>\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Generative_AI\">SESSION: Generative AI for Storytelling and Culture<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812921\">The Cat Fiction: Orchestrating Situated AI-Enabled Storytelling for Multispecies Sense-Making<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Zhen-Chi Lai<\/li>\n            <li class=\"nameList\">Janet Yi-Ching Huang<\/li>\n            <li class=\"nameList Last\">Rung-Huei Liang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Storytelling scaffolds meaning-making within human\u2013nonhuman relationships. While more-than-human\n                  design, particularly in the multispecies design, has established storytelling as a\n                  productive lens for noticing the world, this work extends this foundation toward active\n                  sense-making through&nbsp;<em>The Cat Fiction<\/em>\u2014a method leveraging generative AI to craft situated stories grounded in daily human\u2013cat\n                  interactions. The method orchestrates empathy through an anthropomorphic first-cat\n                  narrator and defamiliarization through interplay of reality and fiction. A month-long\n                  exploratory study revealed that AI-generated stories evoked affective resonance and\n                  curiosity, supporting participants in reframing their relationships with cats through\n                  iterative reflection and interpretation. This paper contributes: (1) The Cat Fiction,\n                  a method orchestrating empathy and defamiliarization for situated multispecies storytelling;\n                  (2) empirical insights on how AI-generated narratives support relational sense-making;\n                  and (3) a conceptual framework for orchestration at three levels of narrative strategies,\n                  narrative materials, and researcher stance for responsible more-than-human design.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812861\">Implicit Affective Steering: A Design Probe for Generative Curatorial Storytelling<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Marci Chi Ma<\/li>\n            <li class=\"nameList\">Lei Shi<\/li>\n            <li class=\"nameList\">Hanwen Li<\/li>\n            <li class=\"nameList\">Jiacheng Cheng<\/li>\n            <li class=\"nameList Last\">David Kirk<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative AI offers scalable engagement with digital cultural heritage, yet current\n                  workflows rely on complex prompts, creating an interaction bottleneck for non-expert\n                  audiences. To address this gap, we introduce MoodCurator, a web-based design probe\n                  enabling low-friction, implicit affective steering for curatorial storytelling. The\n                  system replaces prompt engineering with a three-channel loop: audiences (1) select\n                  a colour palette to suggest narrative tone; (2) curate artworks to ground the narrative\n                  in visual content; and (3) choose an interpretive voice to constrain rhetorical stance.\n                  A mixed-methods study (<em>N<\/em> = 64) demonstrated encouraging patterns of perceived usability and user agency. A\n                  follow-up think-aloud study (<em>N<\/em> = 10) surfaced recurring cases of interpretive mismatch in this English-language\n                  deployment. Contributions include: (1) a legible steering paradigm for AI-supported\n                  cultural interpretation; (2) exploratory empirical evidence on usability, agency,\n                  and narrative resonance; and (3) preliminary design implications for more explicit\n                  and contestable framing controls in future systems.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813099\">Luminara: Transforming Dunhuang Murals into Interactive Narratives Through AI Analysis\n               and Multi-Agent Generation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jiawen Zhang<\/li>\n            <li class=\"nameList\">Keyi Zeng<\/li>\n            <li class=\"nameList\">Yuan Xu<\/li>\n            <li class=\"nameList\">Liyi Xie<\/li>\n            <li class=\"nameList\">Jingyang Lin<\/li>\n            <li class=\"nameList\">Ke Zhao<\/li>\n            <li class=\"nameList\">Yingjie Ma<\/li>\n            <li class=\"nameList\">Xiaoguang Wang<\/li>\n            <li class=\"nameList Last\">Xin Tong<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Dunhuang murals, a significant world cultural heritage, present substantial comprehension\n                  barriers for general audiences due to their intricate compositions and culturally\n                  distant narratives. Existing digital systems limit users\u2019 ability to establish coherent\n                  cognitive connections between original visual compositions and narrative progression,\n                  while reliance on manual content curation restricts both scalability and generalizability.\n                  We present Luminara, an AI-powered system that automatically analyzes Dunhuang murals\n                  and generates interactive narratives. Luminara integrates vision-language models (VLMs)\n                  and large language models (LLMs) to establish visual-textual correspondences, and\n                  employs a multi-agent framework (Storytelling, Knowledge, and Reflective agents) to\n                  generate interactive narratives. This design addresses key barriers identified through\n                  our formative study (N=12): visual-textual correspondence challenges, narrative structure\n                  comprehension difficulties, and cultural knowledge gaps. A user study (N=17) demonstrated\n                  the system\u2019s effectiveness in helping users comprehend complex compositions and storylines,\n                  resulting in clear and immersive viewing experiences. This research contributes an\n                  automated, generalizable approach and practical design insights for interactive narrative\n                  systems in digital cultural heritage.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813024\">When Heritage Folk Artists Meet Generative AI: A case of Chitrakars of Naya<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Anasmita Ghoshal<\/li>\n            <li class=\"nameList Last\">Sruti Srinivasa Ragavan<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Generative AI systems are trained on cultural content without consent from or consideration\n                  of heritage art communities who created it. In this paper, we examine how Generative\n                  AI intersects with traditional art through a case study of West Bengal\u2019s Chitrakar\n                  painter-singer-storyteller community. Based on interviews and surveys with 10 Chitrakar\n                  artists, we find that significant AI literacy gaps exist within this heritage community,\n                  yet artists demonstrate informed resistance to AI integration based on awareness of\n                  ethical concerns and cultural appropriation. Our analysis shows that current AI models\n                  fail to authentically capture the cultural symbolism and technical depth of Chitrakar\n                  art. We contend that generic AI solutions are inadequate and hence propose community-centered\n                  interventions which ensure the continued vitality of heritage art.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812932\">Machine Learning as Design Material for Music-Making<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Luc\u00eda Montesinos<\/li>\n            <li class=\"nameList Last\">Anders Sundnes L\u00f8vlie<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>We present a Research-through-Design exploration of Machine Learning (ML) as design\n                  material in music-making. We designed <em>Picnic<\/em>, an interactive musical installation that augments everyday objects in a picnic basket\n                  into a loop-based sampler which allows users to build rhythms with a variety of percussive,\n                  harmonic and more-than-human sounds. Embracing ML\u2019s inherent uncertainty, we intentionally\n                  used an underfitted real-time classification model to create a playful and ambiguous\n                  music-making experience with the system. Through an evaluation with 23 participants\n                  of varying musical expertise and AI interest, we found that the system\u2019s misclassifications\n                  made participants engage in a creative dialogue, constantly adapting to its unpredictability.\n                  Furthermore, when errors occurred, participants tended to criticise themselves rather\n                  than the system, indicating a tendency to overtrust the system. Our findings contribute\n                  with insights into the potential for using ML as design material for music-making\n                  and other creative domains.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812897\">ADEPT: Interactive Visual Analytics for Audio Dataset Exploration and Preparation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Chen Chen<\/li>\n            <li class=\"nameList\">Tica Lin<\/li>\n            <li class=\"nameList Last\">Josh Kimball<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>While visual analytics systems have transformed exploration of structured data and\n                  images, unstructured data like audio and video remain underserved despite growing\n                  importance in ML applications. Audio datasets present unique challenges: multi-dimensional\n                  semantics unfolding over time, hidden quality issues, and unreliable label validity.\n                  Through a formative study with 10 practitioners, we identified gaps including lack\n                  of quality and feature overviews, uncertainty about label validity, and fragmented\n                  data workflows. We present <span style=\"color:#000000\"><span style=\"color:#000000\">ADEPT<\/span><\/span> (Audio Dataset Exploration and Preparation), addressing these challenges through\n                  three panels: (1) quality-feature visualization combining quality metrics and signal\n                  characteristics, (2) semantics validation using audio language models, and (3) provenance\n                  tracking with reusable processing specifications. A user study with 15 participants\n                  demonstrates that <span style=\"color:#000000\"><span style=\"color:#000000\">ADEPT<\/span><\/span> enables efficient dataset exploration and preparation, with all users successfully\n                  comprehending distributions, validating labels, and creating subsets with confidence.\n                  <span style=\"color:#000000\"><span style=\"color:#000000\">ADEPT<\/span><\/span> contributes a practical tool for audio data preparation and design principles for\n                  other modalities.\n               <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Visualization\">SESSION: Visualization and Interface Design<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812830\">SVGraffiti: Remixing the Web with Vector Illustrations<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Tongyu Zhou<\/li>\n            <li class=\"nameList\">Joshua Kong Yang<\/li>\n            <li class=\"nameList\">Eric Nai-Li Chen<\/li>\n            <li class=\"nameList Last\">Jeff Huang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Website experiences are often interpreted differently depending on a viewer&#8217;s background;\n                  these interpretations are typically expressed outside of the website itself through\n                  comments, fan art, or other forms of media. In this work, we introduce a proof-of-concept\n                  tool, SVGraffiti, that allows users to remix existing webpages through expressive,\n                  site-specific visual overlays. Users can link recorded mouse events to changes in\n                  imported SVG illustration or DOM states, resulting in reactive visual designs that\n                  evolve alongside website navigation. These remixes can be exported as bookmarklets,\n                  allowing them to be applied locally and shared with others, or incorporated publicly\n                  into the source website itself. Through two gallery examples where we reinterpret\n                  New York Times articles, we demonstrate how the tool supports creative, interpretive\n                  engagements with web content. We discuss the implications of this approach for digital\n                  graffiti, web-based art placement, and participatory meaning-making on the web.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813048\">DataSway: Vivifying Metaphoric Visualization with Animation Clip Generation and Coordination<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Liwenhan Xie<\/li>\n            <li class=\"nameList\">Jiayi Zhou<\/li>\n            <li class=\"nameList\">Anyi Rao<\/li>\n            <li class=\"nameList\">Huamin Qu<\/li>\n            <li class=\"nameList Last\">Xinhuan Shu<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Animating metaphoric visualizations brings data to life, enhancing the comprehension\n                  of abstract data encodings and fostering deeper engagement. However, creators face\n                  significant challenges in designing these animations, such as crafting motions that\n                  align semantically with the metaphors, maintaining faithful data representation during\n                  animation, and seamlessly integrating interactivity. We propose a human-AI co-creation\n                  workflow that facilitates creating animations for SVG-based metaphoric visualizations.\n                  Users can initially derive animation clips for data elements from vision-language\n                  models (VLMs) and subsequently coordinate their timelines based on entity order, attribute\n                  values, spatial layout, or randomness. Our design decisions were informed by a formative\n                  study with experienced designers (N=8). We further developed a prototype, DataSway,\n                  and conducted a user study (N=14) to evaluate its creativity support and usability.\n                  A gallery with seven cases demonstrates its capabilities and applications in web-based\n                  hypermedia. We conclude with implications for future research on bespoke data visualization\n                  animation. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812971\">AnimationDiff: A Visual Comparison Tool for Generated 3D Character Animations<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Ludwig Sidenmark<\/li>\n            <li class=\"nameList\">Qian Zhou<\/li>\n            <li class=\"nameList\">George Fitzmaurice<\/li>\n            <li class=\"nameList Last\">Fraser Anderson<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Creating 3D character animations traditionally requires significant time and effort\n                  from the animator. Advancements in generative <span style=\"color:#000000\">methods<\/span> now enable easy creation of multiple character animation variations for use or further\n                  editing. However, this capability introduces a new challenge in comparing character\n                  animations to select the best animation, which is challenging due to temporal misalignment\n                  and the large amount of spatial data. We present AnimationDiff, a visual comparison\n                  tool for generated character animations. AnimationDiff enables contextual comparisons\n                  in the intended scene and camera angle, and embedding of spatial information by combining\n                  established animation visualization techniques and easy switching between overlaid\n                  and side-by-side comparisons. AnimationDiff also supports filtering to handle information\n                  overload, and Temporal Lenses that visualize entire animations over time for overview,\n                  alignment, and comparison. We evaluated AnimationDiff in a user study, showcasing\n                  its efficacy in animation comparison and providing design insights for comparing motion.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812946\">Elemental Alchemist: A Generative Interface for Semantic Control of Particle Systems\n               Across Dynamic Levels of Abstraction<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Kyzyl Monteiro<\/li>\n            <li class=\"nameList\">Evan Atherton<\/li>\n            <li class=\"nameList\">George Fitzmaurice<\/li>\n            <li class=\"nameList Last\">Qian Zhou<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Editing particle-system visual effects (VFX) is vital for digital storytelling, but\n                  achieving controllable, art-directable results remains challenging due to their multi-dimensional\n                  nature. Given a large collection of parameters, users must find the ones relevant\n                  to their creative goals\u2014a task that requires a systematic understanding of the particle\n                  system and how parameters map to high-level intents, such as making a fire look angry.\n                  Elemental Alchemist is a generative interface that transforms user intent into contextualized\n                  controls for semantic editing of particle systems. The system introduces two components:\n                  a contextual brush palette that generates tools based on scene context, and a generative\n                  control panel that surfaces relevant technical parameters and abstracts them to generate\n                  mid-level semantic attributes and high-level conceptual controls. An evaluation with\n                  10 novice and 5 expert VFX practitioners shows the system supported users in translating\n                  high-level creative goals into particle system parameters. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813097\">Proteus: Shapeshifting Desktop Visualizations for Mobile via Multi-level Intelligent\n               Adaptation<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Can Liu<\/li>\n            <li class=\"nameList\">Sizhe Cheng<\/li>\n            <li class=\"nameList\">Feng Liang<\/li>\n            <li class=\"nameList\">Zhibang Jiang<\/li>\n            <li class=\"nameList\">Huang Lingru<\/li>\n            <li class=\"nameList\">Kavinda Athapaththu<\/li>\n            <li class=\"nameList Last\">Yong Wang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>With the rise of mobile-first consumption, users increasingly engage with data visualizations\n                  on mobile devices. However, the vast majority of existing visualizations are originally\n                  authored for desktop environments. Due to significant differences in viewport size\n                  and interaction paradigms, directly scaling desktop charts often results in illegible\n                  text, information loss, and interaction failures. To bridge this gap, we propose an\n                  automated framework to adapt desktop-based visualizations for mobile screens. By systematically\n                  categorizing the operations involved in the adaptation process, we establish a multi-level\n                  design space. This space defines evolution rules spanning from the global topology\n                  level, through the reference frame level, down to the visual elements level. Guided\n                  by this theoretical framework, we developed <em>Proteus<\/em>, a large language model\u2013driven multi-agent system that automatically parses the online\n                  visualizations, predicts optimal transformation strategies within the design space,\n                  and generates equivalent, highly readable visualizations for mobile devices. Case\n                  studies and an in-depth user study with 12 participants demonstrate the effectiveness\n                  and usability of <em>Proteus<\/em>. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813045\">MindTrellis: Co-Creating Knowledge Structures with AI through Interactive Visual Exploration<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Xiang Li<\/li>\n            <li class=\"nameList\">Cara Yuejia Li<\/li>\n            <li class=\"nameList\">Emily Kuang<\/li>\n            <li class=\"nameList\">Can Liu<\/li>\n            <li class=\"nameList Last\">Jian Zhao<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Synthesizing information from multiple documents into structured understanding is\n                  inherently iterative, yet current approaches provide limited support. LLM-based systems\n                  let users query information but produce structures that users cannot reshape; manual\n                  tools like mind maps offer full control but lack intelligent assistance; and commercial\n                  tools have begun combining retrieval with user contribution, but not within a unified\n                  visual knowledge structure. We present MindTrellis, an interactive visual system that\n                  addresses this gap by letting users and AI collaboratively build a knowledge graph\n                  combining document-derived and user-contributed knowledge. Users can query the graph\n                  to retrieve document-grounded information, and contribute new concepts, relationships,\n                  and hierarchical organization to reflect their developing understanding. A multi-agent\n                  pipeline coordinates intent disambiguation, knowledge placement, and coherence maintenance\n                  across both pathways. In a controlled study where 12 participants created slide decks,\n                  MindTrellis outperformed a retrieval-only baseline in knowledge organization and cognitive\n                  load, with participants valuing progressive graph expansion and the ability to integrate\n                  their own insights. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812994\">Timelines and Topographies: Harnessing Attentional Control in Interface Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Reigo Ban<\/li>\n            <li class=\"nameList\">Yuji Hatada<\/li>\n            <li class=\"nameList\">Rintaro Chujo<\/li>\n            <li class=\"nameList\">Motohiro Ito<\/li>\n            <li class=\"nameList Last\">Takuji Narumi<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Why do certain interfaces feel effortless while others feel exhausting? This paper\n                  proposes Timelines and Topographies as a conceptual framework to answer this question,\n                  reinterpreting interface design through the lens of human attention. We distinguish\n                  between timelines\u2014a linear mode where the system serializes information to offload\n                  the cognitive cost of attentional control (e.g., social media feeds)\u2014and topographies\u2014a\n                  spatial mode where the system\u2019s structural relations are directly presented to the\n                  user (e.g., folder hierarchies, canvas UIs). We apply this framework to analyze a\n                  wide spectrum of interfaces, ranging from classic desktop metaphors to modern Personal\n                  Information Management tools like Slack and Notion. Furthermore, we identify Large\n                  Language Models as bidirectional translators that bridge these modes by converting\n                  complex topographic structures into conversational timelines, and vice versa. Finally,\n                  we provide design guidelines for harnessing both modes, enabling interfaces that support\n                  fluid transitions between subjective timelines and objective topographies.<\/p>\n            <\/div>\n         <\/div>\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"Algorithmic\">SESSION: Algorithmic Intimacy and Identity<\/h2>\n\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813083\">&#8220;Death&#8221; of a Chatbot: Investigating and Designing Toward Psychologically Safe Endings\n               for Human-AI Relationships<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Rachel Poonsiriwong<\/li>\n            <li class=\"nameList\">Chayapatr Archiwaranguprok<\/li>\n            <li class=\"nameList Last\">Pat Pataranutaporn<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Millions of users form emotional attachments to AI companions like Character.AI, Replika,\n                  and ChatGPT. When these relationships end through model updates, safety interventions,\n                  or platform shutdowns, users receive no closure, reporting grief comparable to human\n                  loss. As regulations mandate protections for vulnerable users, discontinuation events\n                  will accelerate, yet no platform has implemented deliberate end-of-&#8220;life&#8221; design.\n               <\/p>\n               <p>Through grounded theory analysis of AI companion communities, we find that discontinuation\n                  is a sense-making process shaped by how users attribute agency to the discontinuation\n                  event, perceive its recoverability, and anthropomorphize their companions. Strong\n                  anthropomorphization co-occurs with intense grief; users who perceive the discontinuation\n                  as recoverable become trapped in fixing cycles; while user-initiated endings demonstrate\n                  greater closure. Synthesizing grief psychology with Self-Determination Theory, we\n                  develop four design principles and artifacts demonstrating how platforms might provide\n                  closure and orient users toward human connection. We contribute a novel framework\n                  for designing psychologically safe AI companion discontinuation.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812961\">Not Too Early, Not All at Once: Design Tensions in AI-Mediated Self-Disclosure in\n               Online Dating<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Pei-Hua Tsai<\/li>\n            <li class=\"nameList\">Tianyi Zhang<\/li>\n            <li class=\"nameList\">Emran Poh<\/li>\n            <li class=\"nameList\">Anthony Tang<\/li>\n            <li class=\"nameList Last\">Yung-Ju Chang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Online dating relies on self-disclosure, yet initial conversations are fragile: users\n                  must navigate uncertainty around timing, boundaries, and reciprocity with little shared\n                  context. While advances in AI raise the possibility of mediating disclosure, how such\n                  support might reshape the experience of early-stage relational disclosure remains\n                  underexplored. We conducted 29 semi-structured interviews to examine how daters envision\n                  AI-mediated self-disclosure in online dating. Our findings surface recurring design\n                  tensions rather than simple opportunities or risks. Participants welcomed guidance\n                  that could pace disclosure, support reflection, and reduce social awkwardness, but\n                  stressed preserving agency and authorship. They valued interpretive assistance for\n                  sense-making of ambiguous partner cues, yet worried that algorithmic interpretation\n                  might foreclose gradual discovery. Participants also described relational buffering\n                  as face-saving, while cautioning that increased efficiency risks undermining reciprocity,\n                  surprise, and co-constructed intimacy. Together, these findings suggest that designing\n                  AI for intimate contexts requires attending to how support redistributes agency, interpretation,\n                  and participation over time, rather than treating disclosure as an optimization problem.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812917\">Who Sets the Norm?: Designing Communication Scaffolds for ADHD Romantic Relationships<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Jong-ok Hong<\/li>\n            <li class=\"nameList\">Dasom Choi<\/li>\n            <li class=\"nameList\">Eunchae Lee<\/li>\n            <li class=\"nameList Last\">Hwajung Hong<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Romantic relationships involving ADHD are often challenged when neurocognitive differences\n                  are misinterpreted as a lack of care. Most existing tools have focused on correcting\n                  the ADHD partner\u2019s behavior, which forces the other into a supervisory role. However,\n                  this approach can inadvertently reinforce blame and guilt rather than fostering partnership.\n                  In this paper, we investigate how technology can scaffold coordination and mutual\n                  understanding in couples including ADHD through interviews with 21 participants and\n                  a 7-day diary study with six couples. We found that externalizing expectations and\n                  making micro-efforts visible helped partners reframe friction as a coordination challenge\n                  rather than a personal failure. While this scaffold lowers the barrier to sensitive\n                  communication, it risks becoming a source of daily pressure that couples might eventually\n                  try to avoid. We conclude with design implications for neurodiversity-affirming tools\n                  that prioritize shared ownership, negotiated norms, and mutual recognition over one-sided\n                  correction.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812909\">The Cruel Optimism of Staying: Understanding The Role of Affect and Adaptation in\n               Dating App Persistence<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Elizabeth Li<\/li>\n            <li class=\"nameList\">Supraja Sudarsan<\/li>\n            <li class=\"nameList\">Harper Barnowski<\/li>\n            <li class=\"nameList Last\">Calvin A Liang<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>While users can choose to abandon technologies, there is a need to better understand\n                  why and how they negotiate continued use, especially when persistence can be psychologically\n                  costly. As growing evidence suggests that dating app users persist despite negative\n                  impacts to their mental health and well-being, we explore the digital dating context\n                  as a rich site to explicate the process of \u201cstaying.\u201d Drawing on interviews with 15\n                  dating app users, we provide an empirical account of staying that illustrates how\n                  affective and adaptive dynamics work together to sustain cyclical engagement. We find\n                  that oscillating affective patterns shape how users interpret and re-enter dating\n                  app use over time while three clusters of adaptive practices help regulate participation\n                  and manage these affective patterns. We then unpack our findings through cruel optimism,\n                  foreground hope as a key affective experience, and argue that design alone is insufficient\n                  to address the structural conditions of staying. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812933\">Relatedness on One&#8217;s Own Terms: Designing for Autonomy in Technology-Mediated Relationships<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Mar\u00eda del Mar Zumaya<\/li>\n            <li class=\"nameList\">Christiane Wenhart<\/li>\n            <li class=\"nameList Last\">Marc Hassenzahl<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Relatedness over distance has been widely studied in Human-Computer Interaction, yet\n                  the constitutive role of autonomy remains underexplored. This matters because close\n                  relationships depend on forms of relatedness that respect individual desires and values\n                  (i.e., autonomy). We engaged seven participant dyads (family, romantic partners, friends)\n                  in reflecting on the relational values and individual desires they considered important\n                  for relationship satisfaction. While participants described relational values (e.g.,\n                  emotional reliance, trust, honesty), they also emphasized personal boundaries (e.g.,\n                  personal time and space) as well as technology-induced tensions (e.g., readiness to\n                  interact). Our findings suggest that autonomy is not in competition with relatedness\n                  but may be an important condition for its experience. Building on these findings,\n                  we propose five design qualities\u2014customization, intention, congruence, convenience,\n                  and control\u2014to support the design of future relatedness technologies.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812992\">Fast-Food Intimacy: How Chinese Women Navigate Soul&#8217;s AI Boyfriend<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Huiqian Lai<\/li>\n            <li class=\"nameList Last\">EunJeong Cheon<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>On the Chinese social app Soul, millions of users\u2013predominantly young women\u2013are forming\n                  romantic connections with an AI boyfriend called \u201cWith-you.\u201d We conducted a qualitative\n                  study combining interviews with 16 users, content analysis, and autoethnography to\n                  examine how Chinese women experience and negotiate intimacy with this AI companion.\n                  Our findings reveal that users are initially drawn to its constant availability and\n                  freedom from social judgment. However, three key tensions emerge: (1) the AI\u2019s \u201cfast-food\n                  intimacy,\u201d marked by instant confessions and pet names, clashes with cultural expectations\n                  for gradual relationship development; (2) technical failures (e.g., memory lapses)\n                  and content moderation create uncertainty rather than emotional safety; and (3) sustaining\n                  connection requires ongoing \u201crepair work\u201d that redistributes emotional labor onto\n                  women. We contribute a culturally situated, women-centered account of algorithmic\n                  intimacy in contemporary China and offer design implications, including consent-aware\n                  pacing, user-controlled memory, and transparent moderation practices. <\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812910\">Is This the Real Me?: Investigating Algorithmic Self-Portraits as a Medium for Critical\n               Reflection on Algorithmic Experiences on YouTube<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Yeowon Lee<\/li>\n            <li class=\"nameList\">Youngseo Kim<\/li>\n            <li class=\"nameList\">Yousang Kwon<\/li>\n            <li class=\"nameList\">Kyungho Lee<\/li>\n            <li class=\"nameList Last\">Dajung Kim<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>In this paper, we present TubeLens, a system designed to support YouTube users in\n                  reflecting on how recommendation algorithms perceive and represent their interests.\n                  TubeLens invites users to engage with their algorithmic selves through self-portraits\n                  accompanied by dispositional keywords and explanations, creating space to consider\n                  how algorithmic experiences might be interpreted and potentially reshaped over time.\n                  Rather than positioning users as passive recipients of recommendations, TubeLens foregrounds\n                  users\u2019 agency in questioning and making sense of algorithmic influence on their media\n                  consumption. We conducted an exploratory user study with 22 participants to examine\n                  users\u2019 experiences with TubeLens. Our findings suggest that algorithmic self-portraits\n                  can surface gaps between perceived and algorithmic selves, supporting self-awareness\n                  and agentic awareness, while also revealing tensions around privacy and social comparison.\n                  This work offers initial insights into how interactive representations of algorithmic\n                  profiles can support reflective engagement with algorithmic systems and inform the\n                  design of future identity-oriented interfaces. <\/p>\n            <\/div>\n         <\/div>\n\n\n         <hr>\n         <a href=\"#top\">to top of page<\/a>\n         <h2 id=\"More-Than-Human\">SESSION: More-Than-Human Materials<\/h2>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812815\">LAB-ON-A-NAIL: Microfluidic Fingernails as a Design Space for Biocosmetic Interfaces<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Eldy S. Lazaro Vasquez<\/li>\n            <li class=\"nameList\">Iman Kahssay<\/li>\n            <li class=\"nameList\">Dana Mayfield<\/li>\n            <li class=\"nameList\">Shuyi Sun<\/li>\n            <li class=\"nameList Last\">Katia Vega<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>Artificial fingernails offer a highly visible, customizable, and accessible surface\n                  for translating microfluidic biosensing into a wearable form. We present <em>Lab-on-a-Nail,<\/em> a research-through-design exploration of artificial fingernails with embedded microfluidic\n                  channels and colorimetric sensing elements. We describe the fabrication of functional\n                  proof-of-concept prototypes, developed with attention to curvature, scale, materials,\n                  and wearability, and show how collaboration with five nail artists informed a second\n                  iteration of 3D-printed microfluidic nail designs. Using these artifacts, we conducted\n                  a study with 21 women to examine how nail-based microfluidics were interpreted in\n                  relation to care, self-advocacy, visibility, and women&#8217;s health contexts. Across these\n                  stages, the nails functioned as design probes that elicited reflections on intimacy,\n                  stigma, maintenance, and meaning-making, outlining a design space for biocosmetic\n                  interfaces grounded in familiar aesthetic practices and women&#8217;s health.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812785\">Spectrospira: A Case of Designing and Displaying a Cyanobacteria Photobioreactor<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Fiona Bell<\/li>\n            <li class=\"nameList Last\">Andrea Polli<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>In this pictorial, we reflect on the design and display of <em>Spectrospira<\/em>\u2014a sculptural data physicalization that embodies environmental sound data and a functional\n                  photobioreactor for growing cyanobacteria. Created through an artist-HCI researcher\n                  collaboration for an art museum exhibition, we share the museum context that motivates\n                  Spectrospira&#8217;s design and the interdisciplinary partnerships that foreground the work.\n                  We then detail the design and fabrication process of Spectrospira through a hybrid\n                  craft workflow that involved collecting environmental sound data, 3D modeling and\n                  printing, blowing a glass vessel, and developing a photobioreactor system around the\n                  vessel to keep the cyanobacteria alive. We discuss Spectrospira&#8217;s display at the art\n                  museum and its maintenance over four months. Finally, we conclude with our experience\n                  iterating on the next version of Spectrospira, as well as our takeaways on designing\n                  living artifacts for site-specific contexts and navigating various goals, methods,\n                  and outcomes of interdisciplinary collaborations.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3812793\">ZeroWaste PhysKit: A Sustainable Approach to Data Physicalization Workshops<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Sarah Hayes<\/li>\n            <li class=\"nameList\">Martin Lindrup<\/li>\n            <li class=\"nameList\">Rebecca Noonan<\/li>\n            <li class=\"nameList\">Lisa Zimmermann<\/li>\n            <li class=\"nameList\">Nathalie Bressa<\/li>\n            <li class=\"nameList Last\">Kim Sauv\u00e9<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n\n               <p>We present an approach to more sustainable organising and facilitating of data physicalization\n                  workshops, via the creation of the <em>ZeroWaste PhysKit<\/em> \u2014 a data physicalization kit that can be used across multiple workshops without either\n                  loss of materials or the production of waste. We outline the practices we employed\n                  in the creation of the kit, which constitute a novel approach to sustainable physicalization,\n                  as well as reflections based on three case studies, to prompt discussion and facilitate\n                  replication and iteration by other practitioners and researchers.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813057\">Playing Alongside Mushroom: Chasing Play in Human-Mycelium Encounters for More-than-Human\n               Design<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Linas K. Gabrielaitis<\/li>\n            <li class=\"nameList\">\u00c7a\u011flar Gen\u00e7<\/li>\n            <li class=\"nameList\">Ferran Altarriba Bertran<\/li>\n            <li class=\"nameList\">Velvet Spors<\/li>\n            <li class=\"nameList Last\">O\u011fuz \u2018Oz\u2019 Buruk<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>More-than-Human (MtH) design increasingly engages biomaterials such as fungi and algae\n                  through practices of noticing, care, and decentering beyond utilitarian framings.\n                  We extend this by examining play as a situated inquiry into MtH design. Through a\n                  two-month interspecies ethnography of attempting to play alongside fungal growth,\n                  and thematic analysis of our experiences, we formulated six <em>play potentials<\/em> (PPs) that surface playful practices such as <em>making play moves<\/em> and negotiating care with unpredictable playmates at the boundaries of growth, <em>breaching growth<\/em> and being surprised by how it\u2019s taken them up, <em>co-making funny, mysterious traces<\/em> to revisit their change in time, and taking up the challenge of <em>remembering what growth has hidden<\/em>. Our work contributes (1) an empirical account of play as a situated way of knowing\n                  with biomaterials through joyful yet sometimes risky negotiations across temporalities,\n                  agencies, and entanglements, and (2) design directions for fostering playful, relational\n                  engagements with growing biomaterials.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813094\">Fermenting Entanglements: Designing for Mutual Care in the Human-Microbe-AI Triad<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Dominique Chen<\/li>\n            <li class=\"nameList\">Young ah Seong<\/li>\n            <li class=\"nameList Last\">Kazuhiro Jo<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>This paper presents a longitudinal research-through-design inquiry into <em>Nukabot<\/em>, a fermenting interface designed to mediate the entangling relationship between humans\n                  and the invisible microbiome of <em>nukadoko<\/em> (Japanese fermented rice bran). As Human-Computer Interaction (HCI) shifts toward\n                  post-anthropocentric paradigms, there is a critical need for systems that foster care\n                  rather than control. We present a comprehensive analysis spanning two distinct studies:\n                  an initial short-term home study utilizing Maria Puig de la Bellacasa\u2019s ethics of\n                  care, which established that the device elicits maintenance, affection, and obligation;\n                  and a subsequent longitudinal deployment (8 months) in a science museum and a fermentation\n                  specialty store. In the second phase, we implemented a <em>Fermenting Design Model<\/em> where the system\u2019s behavior\u2014specifically its voice prosody (<em>Embodiment<\/em>) and vocabulary (<em>Grounding<\/em>)\u2014evolves based on microbial metabolic activity and community interaction. Our findings\n                  reveal the complex triadic entanglement between Human, Microbe, and Computational\n                  agents. We argue that friction in animistic representation design is essential for\n                  discerning agencies of biological and algorithmic others.<\/p>\n            <\/div>\n         <\/div>\n\n\n\n         <h3><a class=\"DLtitleLink\" title=\"Full Citation in the ACM Digital Library\" referrerpolicy=\"no-referrer-when-downgrade\" href=\"https:\/\/dl.acm.org\/doi\/10.1145\/3800645.3813093\">GrowMechanics: Designing Non-Deterministic Mechanical Behavior through Biological\n               Growth<\/a><\/h3>\n         <ul class=\"DLauthors\">\n            <li class=\"nameList\">Madalina Nicolae<\/li>\n            <li class=\"nameList Last\">Lining Yao<\/li>\n         <\/ul>\n         <div class=\"DLabstract\">\n            <div style=\"display:inline\">\n               <p>Mechanical behavior in interactive systems is typically fixed at fabrication through\n                  geometry and material selection. This paper introduces GrowMechanics, a Research-through-Design\n                  fabrication approach that explores mechanical design through biological growth rather\n                  than predefined specification. Positioning growth as a temporal design parameter and\n                  a form of material computation, we investigate how mechanical behavior can evolve\n                  over time through living processes. Our exploration centers on a living biohybrid\n                  joint fabricated by growing bacterial cellulose between porous scaffolds. The joint\n                  serves as a research probe to examine how sequential fabrication, through staged growth\n                  and intervention, shapes mechanical behavior. We identify consistent tendencies in\n                  growth-driven stiffness variation and flexible geometry matching, alongside structured,\n                  geometry-dependent responses that arise from the material\u2019s hydrated and compliant\n                  nature. Thus, this work highlights a space of constrained predictability in growth-based\n                  mechanics, identifying factors that condition mechanical response and contributing\n                  design knowledge for HCI on how such behavior can be shaped through living fabrication.<\/p>\n            <\/div>\n         <\/div>\n\n      <\/div>\n   <\/div>\n<\/body>\n","protected":false},"excerpt":{"rendered":"<p>DIS &#8217;26: Proceedings of the 2026 Designing Interactive Systems Conference DIS &#8217;26: Proceedings of the 2026 Designing Interactive Systems Conference Full Citation in the ACM Digital Library Sessions SESSION: AI-Augmented Creative Interfaces SESSION: Intimate Data, Consent, and Harm SESSION: Assistive Agents and Embodied Companions SESSION: Sound, Memory, and Slow Technology SESSION: Designing AI Concepts and [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"closed","template":"","meta":{"footnotes":""},"class_list":["post-729","page","type-page","status-publish","hentry"],"_links":{"self":[{"href":"https:\/\/dis.acm.org\/2026\/wp-json\/wp\/v2\/pages\/729","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/dis.acm.org\/2026\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/dis.acm.org\/2026\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/dis.acm.org\/2026\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/dis.acm.org\/2026\/wp-json\/wp\/v2\/comments?post=729"}],"version-history":[{"count":13,"href":"https:\/\/dis.acm.org\/2026\/wp-json\/wp\/v2\/pages\/729\/revisions"}],"predecessor-version":[{"id":775,"href":"https:\/\/dis.acm.org\/2026\/wp-json\/wp\/v2\/pages\/729\/revisions\/775"}],"wp:attachment":[{"href":"https:\/\/dis.acm.org\/2026\/wp-json\/wp\/v2\/media?parent=729"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}