Aug 29. 2025 - Latest News

Research | School of Design Has Eight Papers Accepted by Top-tier HCI Conference ACM CHI

Research teams at the School of Design and Innovation, Southern University of Science and Technology (referred to as the “School of Design”), focus on innovation and practice in the interdisciplinary field of “Design + Technology + Industry.” They are dedicated to leveraging design research to inspire industry, facilitate the transformation of cutting-edge technologies into future industrial applications, and promote inclusive innovation through design. Recently, eight research papers from the labs of Assistant Professors JE Seungwoo, Li Xueliang, and An Pengcheng, along with undergraduate students Han Yuanning and Tang Zilu (Class of 2020), have been accepted by the ACM CHI Conference (The ACM CHI Conference on Human Factors in Computing Systems). Among these, seven were accepted as full papers.

The ACM CHI Conference (The ACM CHI Conference on Human Factors in Computing Systems) is a premier international academic conference in the field of human-computer interaction (HCI). Compared to other computer science conferences, CHI is large in scale and places greater emphasis on human-technology interaction, exploring innovative interactive methods, the application of emerging technologies in the real world, as well as the social impact and ethical considerations of technology use. CHI is rated as a Category A conference by the China Computer Federation (CCF) and ranked A* (Flagship Conference) by the Core Conference Ranking. It consistently holds the top position in Google Scholar’s overall ranking of HCI journals and conferences and boasts a high academic impact, with an H-5 index of 122 (2024 data). Papers accepted by CHI have always been recognized for their high quality. This year, the conference maintained its rigorous selection standards, with 4,028 submissions entering the review process. Ultimately, 1,060 papers were accepted, resulting in an acceptance rate of 26.4%.

01

Full paper

 

ArmDeformation: Inducing the Sensation of Arm Deformation in Virtual Reality Using Skin-Stretching

Yilong LIN, Peng ZHANG, Eyal OFEK, Seungwoo JE

 

With the development of virtual reality (VR) technology, research is being actively conducted on how incorporating multisensory feedback can create the illusion that virtual avatars are perceived as an extension of the body in VR. In line with this research direction, we introduce ArmDeformation, a wearable device employing skin-stretching to enhance virtual forearm ownership during arm deformation illusion. We conducted five user studies with 98 participants. Using a developed tabletop device, we confirmed the optimal number of actuators and the ideal skin-stretching design effectively increases the user’s body ownership. Additionally, we explored the maximum visual threshold for forearm bending and the minimum detectable bending direction angle when using skin-stretching in VR. Finally, our study demonstrates that using ArmDeformation in VR applications enhances user realism and enjoyment compared to relying on visual feedback alone.

 

 

02

Full paper

 

AirPush: A Pneumatic Wearable Haptic Device Providing Multi-Dimensional Force Feedback on a Fingertip

Yuxin MA, Tianze XIE, Peng ZHANG, Hwan KIM, Seungwoo JE

 

Finger wearable haptic devices enrich virtual reality experiences by offering haptic feedback corresponding to the virtual environment. However, despite the effectiveness of current finger wearable haptic devices in delivering haptic feedback, many are often constrained in their ability to provide force feedback across a diverse range of directions or to sustain it. Therefore, we present AirPush, a finger wearable haptic device capable of generating continuously adjustable force feedback in multiple directions using compressed air. To evaluate its usability, we conducted a technical evaluation and four user studies: (1) we obtained the user’s perceptual thresholds of angles under different directions on horizontal and vertical planes, (2) in perception studies, we found that users can identify five different magnitudes of force and eight different motion when using AirPush, and (3) using it in VR applications, we confirmed that users felt more realistic and immersed when using AirPush than the HTC VIVE Controller or AirPush with a fixed nozzle.

 

 

03

Full paper

 

Understanding Socio-technical Opportunities for Enhancing Communication Between Older Adults and their Remote Family

Baihui CHEN, Xueliang LI

 

With the digitalization and mobilization of the society, older people face the challenge of maintaining high-quality communication with their younger family members who move out and lead separate lives at a distance. In HCI, little work is done to understand the social dynamics between distributed families and their remote communication mediated by the technologies. To identify design opportunities to support their remote communication, we conducted interviews with nine family pairs composed of distributed intergenerational family members. In addition, we interviewed eight community volunteers to formulate a perspective of social service providers. Our paper contributes to the HCI community by providing an account of the social dynamics mediated by communication technologies between older adults and their remote families, and opportunities to promote their social connections from a multi-stakeholder perspective. This paper presents valuable insights for designers aiming to enhance wellbeing of older adults within the context of distributed families.

 

 

04

Full paper

 

“When He Feels Cold, He Goes to the Seahorse” —— Blending Generative AI into Multimaterial Storymaking for Family Expressive Arts Therapy

Di LIU, Hanqing ZHOU, and Pengcheng AN

 

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

 

 

05

Full paper

 

EmoWear: Exploring Emotional Teasers for Voice Message Interaction on Smartwatches

Pengcheng AN, Jiawen Stefanie ZHU, Zibo ZHANG, Yifei YIN, Qinyuan MA, Che YAN, Linghao DU, and Jian ZHAO

 

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

 

 

06

Late-breaking work

 

 ''My lollipop dropped...''–Probing Design Opportunities for SEL Agents through Children's Peer Co-Creation of Social-Emotional Stories

Hanqing ZHOU, Anastasia NIKOLOVA, and Pengcheng AN

 

This Late-Breaking Work explores the significance of socio-emotional learning (SEL) and the challenges inherent in designing child-appropriate technologies, namely storytelling agents, to support SEL. We aim to probe their needs and preferences regarding agents for SEL by conducting co-design which involves children co-creating characters and social-emotional stories. We conducted collaborative story-making activities with children aged four to six years old. Our findings could inform the design of both verbal and nonverbal interactions of agents, which are to be aligned with children's understanding and interest. Based on the child-led peer co-design, our work enhances the understanding of SEL agent designs and behaviors tailored to children's socio-emotional needs, thereby offering practical implications for more effective SEL tools in future HCI research and practice.

 

 

07

Full paper

 

When Teams Embrace AI: Human Collaboration Strategies in Generative Prompting in a Creative Design Task

Yuanning HAN, Ziyi QIU, Jiale CHENG, Ray LC

 

Studies of Generative AI (GenAI)-assisted creative workflows have focused on individuals overcoming challenges of prompting to produce what they envisioned. When designers work in teams, how do collaboration and prompting influence each other, and how do users perceive generative AI and their collaborators during the co-prompting process? We engaged students with design or performance backgrounds, and little exposure to GenAI, to work in pairs with GenAI to create stage designs based on a creative theme. We found two patterns of collaborative prompting focused on generating story descriptions first, or visual imagery first. GenAI tools helped participants build consensus in the task, and allowed for discussion of the prompting strategies. Participants perceived GenAI as efficient tools rather than true collaborators, suggesting that human partners reduced the reliance on their use. This work highlights the importance of human-human collaboration when working with GenAI tools, suggesting systems that take advantage of shared human expertise in the prompting process. 

 

 

08

Full paper

 

A Game of Love for Women: Social Support in Otome Game Mr. Love: Queen’s Choice in China

Qinyuan LEI, Ran TANG, Hiu Man HO, Jingyi GUO, Zilu TANG

 

Otome games (also known as romantic video games, or RVGs) are story-based video games that are designed for young women, simulating the experience of a romantic relationship. Players are invited to adopt the female avatar’s perspective in the story and date one or more of the male characters. Our empirical study focuses on the different types of social support among the players of the Chinese otome game Mr. Love: Queen’s Choice. We discovered that although the game was initially designed to be a consumer product aiming to profit from a largely marginalized and stigmatized group of gamers, i.e., young female gamers, the game has created a gaming community in which the players seek and provide each other with social support. We primarily use ethnographic methods, such as participant observation and in-depth interviews. Our study contributes to HCI research on mediated social support in game.

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