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Sunday Blues

The “Sunday Blues”: a qualitative exploration of manifestations, contributing factors, and coping strategies among employees

By Zhouchao Peng et al.

… The findings revealed that the “Sunday Blues” is a complex and multifaceted phenomenon characterized by emotional, physical, cognitive, and behavioral manifestations, including anxiety, stress, fatigue, rumination, procrastination, and social withdrawal. Three categories of influencing factors emerged: triggers, such as unfulfilled weekend expectations and anticipated challenges at work; aggravators, such as work-life imbalance and job instability; and mitigators, such as autonomy and enthusiasm for ongoing work. Participants also described a wide range of coping strategies, including self-reward, intentional weekend planning, reducing upcoming demands, and resilience-building practices. The study clarifies the “Sunday Blues” as a multidimensional weekend-to-workweek transition experience that may be oriented both retrospectively toward the ending weekend and prospectively toward the approaching workweek. By organizing its manifestations, contributing factors, and coping strategies, the findings provide a conceptual foundation for future empirical research and intervention development.

Z. Peng, H. Sethi, H. Xue, L. A. G. Kolks, J. Hu, and P. M. A. Desmet, “The “Sunday Blues”: a qualitative exploration of manifestations, contributing factors, and coping strategies among employees,” Frontiers in Psychology, vol. 17:1882556, 2026–September–04, 2026. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.3389/fpsyg.2026.1882556

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From private to public: Understanding public presentation of physical activity data through a scoping review

Mengyan Guo et al.

Physical activity (PA) data are collected and visualized to promote awareness and motivation, yet research on their public presentation remains fragmented across HCI subcommunities. We focus on the public context as a critical yet underexplored setting, where PA data are made visible beyond private interfaces in co-located environments, posing opportunities and challenges for interaction. To build a systematic understanding, we analyze a representative corpus of 30 evaluated samples of PA data public presentations in terms of data input, presentation output, display context, and interactivity. Synthesizing evaluation results across studies, we identify four impacts at the affective, cognitive, behavioral, and social levels. We examine privacy issues in public settings. This work provides the first structured overview of PA data public presentation research across HCI domains. We further discuss nine design considerations and three research agendas, bridging perspectives from PA data presentation, health promotion, and social interaction in public contexts to inform future design and research in this emerging domain.

M. Guo, R. Wang, S. Vos, S. Houben, and J. Hu, “From private to public: Understanding public presentation of physical activity data through a scoping review,” Entertainment Computing, vol. 58, pp. 101197, 2026/09/01/, 2026. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1016/j.entcom.2026.101197

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The effect of conversational style on children’s self-reporting

Evidence from a field study with an LLM-powered voice diary

Shanshan Chen et al.

Sustaining children’s engagement and response quality in self-reporting diaries is a longstanding challenge, as repetitive tasks often reduce compliance and motivation. While conversational agents powered by large language models (LLMs) offer a promising solution, most designs for children emphasize semantic adaptation (e.g., phrasing, wording) and leave underexplored the sound-pattern form of language (e.g., rhyme/rhythm) that may shape children’s enjoyment. We conducted a seven-session field study with 32 children (aged 7–13) using an LLM-powered voice-based chatbot that supported two conversational styles: a prose baseline and a phonologically enriched (rhyming) style. Children selected their preferred style before each session, allowing analysis of behavioral preferences, compliance, response quality, and perceived enjoyment. Results show that younger children strongly preferred the rhyming style, whereas older children exhibited more varied preferences, and rhyming preference attenuated over sessions. Session-level rhyming choice was associated with higher completion, fewer skipped days before returning, and higher response quality. Mediation analyses were consistent with enjoyment as a candidate pathway linking style choice to response quality. We contribute a design account of conversational style as semantic scaffolding plus phonological enrichment, with implications for dosage-controlled and adaptive style management in agents for children.

S. Chen, J. Hu, and P. Markopoulos, “The effect of conversational style on children’s self-reporting: Evidence from a field study with an LLM-powered voice diary,” International Journal of Human-Computer Studies, vol. 217, pp. 103906, 2027/01/01/, 2027. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1016/j.ijhcs.2026.103906
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Towards GroupSense: Capturing Socio-emotional Dynamics through Postural Cues and Retrospective Reflections

by Tzu-Hui Wu et al.

Group mood and engagement are invisible currents that shape how people collaborate at work, emerging through everyday interactions rather than isolated individual states. While positive socio-emotional dynamics support collaboration and productivity, they remain difficult to sense and interpret unobtrusively. This work investigates whether posture-based behavioral cues sensed through everyday objects can provide insight into group mood and engagement. We present a pressure-sensing chair prototype that captures changes in weight distribution during meetings. In a study with 14 groups (N = 46), we combine postural cues with participants’ retrospective video annotation to triangulate engagement and mood. Our results show that posture activity is associated with engagement and mood arousal, while moments of shared group mood co-occur with increased postural synchrony. We further identify synchronized behavioral patterns reflecting affective convergence and contagion. These findings demonstrate how situated sensing through everyday objects can reveal socio-emotional dynamics and inform the design of collaborative systems.

T.-H. Wu, S. Cmentowski, J. Hu, M. Guo, Y. Liu, and R. Bernhaupt, “Towards GroupSense: Capturing Socio-emotional Dynamics through Postural Cues and Retrospective Reflections,” in Proceedings of the 2026 Designing Interactive Systems Conference, 2026, pp. 4348–4368. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1145/3800645.3812952
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StepsConnect: A Real-Time Step-Sensing Ambient Display System to Support Connectedness for Family Members Living Apart

Rui Wang et al.

Physical separation between family members arises not only from life choices such as education and employment, but also from health-related constraints that limit physical co-presence. This paper presents StepsConnect, a real-time step-sensing-based ambient display system that transforms personal walking data into dynamic digital art, providing low-effort and non-intrusive presence cues for family members living apart. The system continuously captures step data via smartphones and renders them as spatial and embodied visual cues embedded in everyday environments. We conducted a 90 min laboratory study with 15 young adult–parent dyads, in which young adults engaged in a simulated work session while viewing real-time visualizations of their parents’ step activity. Young adults’ perceived connectedness was measured using the Inclusion of Other in the Self (IOS) scale and complemented with semi-structured interviews, while parents’ walking data were logged to provide an objective behavioral reference. Quantitative results indicated modest and heterogeneous changes in IOS scores at the group level, with individual variability across participants. Qualitative findings suggested that step-based visualizations primarily functioned as ambient reminders and cues of presence, supporting momentary relational awareness while remaining calm and non-intrusive within the workspace context. Walking data exhibited large variation across dyads, providing objective context for participants’ subjective experience of presence, although connectedness was not simply proportional to activity magnitude. The findings suggest that aesthetic step-based ambient visualization primarily supports momentary relational awareness rather than immediate shifts in stable closeness. By clarifying this distinction, the study advances understanding of how sensing-based digital art may function as a complementary presence layer in intergenerational contexts.

R. Wang, T. Lu, F. Wang, Y. Lu, and J. Hu, “StepsConnect: A Real-Time Step-Sensing Ambient Display System to Support Connectedness for Family Members Living Apart,” Sensors, vol. 26, no. 5, pp. 1726, 2026.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.3390/s26051726
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Enhancing Response Quality by Children in Voice-based Sleep Diaries via AI-based Continuous Feedback

Shanshan Chen et al.

Digital sleep diaries are widely used in clinical practice and research to monitor children’s subjective sleep quality. A well-known limitation of survey methods is that children may not provide high-quality responses because they cannot or are not motivated to do so. We examine how to design “live”, continuous feedback in voice-based sleep diaries in order to enhance the quality of children’s responses. In a co-design workshop, we explored children’s preferences for different forms of feedback. We designed and compared experimentally symbolic (smiley), numeric, and no-feedback conditions, showing that both feedback types improved response quality across questions. Finally, an eight-day field study revealed that feedback resulted in higher and more consistent quality in self-report over time. Across these three studies, children valued playful and clear feedback, with preferences shifting depending on their cognitive needs. Our findings provide evidence that effective feedback must balance affective engagement and cognitive clarity and adapt to different contexts. We contribute empirically supported design insights for creating child-centered voice-based surveys that aim to enhance children’s adherence in independent self-report surveys. Our recommendations based on the study of sleep diaries can potentially be applied in other areas using voice-based surveys.

S. Chen, J. Hu, G. Wang, and P. Markopoulos, “Enhancing Response Quality by Children in Voice-based Sleep Diaries via AI-based Continuous Feedback,” in Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems, 2026, pp. Article 129.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1145/3772318.3790684
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Enhancing Children’s Self-Reporting in Chatbot Diaries through Rhyming Style

Shanshan Chen et al.

Children’s self-report is essential for research, education, and healthcare, yet existing methods such as surveys and diaries can be experienced as tedious and so lead to disengagement and low-quality responses. Chatbots have been suggested as a way to support children through conversational interaction, using age-appropriate language and an empathetic tone. Here we explore what could be suitable conversational styles for such chatbots. Specifically, we explore rhyme as a child-centered conversational style. We first conducted a co-design workshop with 35 children, which revealed preferences for short, playful, and soothing conversational patterns. Building on these insights, we designed a voice-based sleep diary in rhyming style and compared it to a prose style in a within-subjects study involving 40 children aged 8-12. Results show that rhyming prompts significantly improved response quality across question types and age groups, while maintaining high engagement even among children who preferred the prose style. We contribute proof-of-concept empirical evidence and design insights demonstrating how phonological scaffolding exemplified through rhyme extends the design space of capability-adapted chatbots beyond semantic simplification alone. While limited to short-term, lab-based sessions, this work provides initial evidence that conversational style can function as a design lever.

S. Chen, J. Hu, G. Wang, J. Li, T.-H. Wu, and P. Markopoulos, “Enhancing Children’s Self-Reporting in Chatbot Diaries through Rhyming Style,” in Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems, 2026, pp. Article 128.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1145/3772318.3791083

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WonderFish: Design and Evaluation of a Social Exergame with Developed Bodily Interplay Dimensions for Children with ASD

By Jing Li et. al.

Exergaming interventions have been shown to improve physical and cognitive functions in children with Autism Spectrum Disorder (ASD). However, designing exergames specifically targeting the motor and social skills of children with ASD remains an important open area. To address this gap, we developed WonderFish, a social exergame incorporating bodily interplay theory explicitly developed and designed to engage children with ASD alongside their parents. This paper presents the design and evaluation of WonderFish across four game modes, assessing its impact on children’s motor and social skills, parent-child interactions, and user experience with eight pairs of children with ASD and their parents. We conducted qualitative and quantitative analyses, including game scores, physiological data, behavioral observations, surveys, and interviews. The results indicate that the game mechanism effectively elicited targeted motor and social behaviors during parent–child collaboration across the different modes. However, while parent-child dyads showed high levels of engagement, their interaction dynamics varied notably between the four modes.

J. Li, X. Yang, S. Qiu, Y. Yang, N. Zhao, J. Hu, E. Barakova, and T. Han, “WonderFish: Design and Evaluation of a Social Exergame with Developed Bodily Interplay Dimensions for Children with ASD,” International Journal of Human–Computer Interaction, pp. 1–35, 2025/12/26, 2025. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1080/10447318.2025.2597509
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Balance Bird: an intergenerational balance exergame for motivating older adults’ participation

Shi Qiu et al.

Incorporating social interaction and cognitive stimulation into balance training can motivate older adults to engage more actively and consistently. We developed Balance Bird, an exergame designed to enhance physical, social, and cognitive activity for older adults. Thirty-six participants (18 older adults and 18 university students) were tested in pairs across three game modes featuring different types of bodily interaction and cognitive tasks: (1) the Single-Balance Ball Game (SBBG), where older players complete cognitive tasks independently; (2) the Dual-Balance Ball Game (DBBG), where older and younger players use lower limbs as input and complete cognitive tasks together; and (3) the Gesture-Balance Ball Game (GBBG), where older participants use gestures while younger ones use lower limbs to complete tasks. Our main findings revealed that all participants scored significantly higher in game competence in the GBBG compared to the SBBG. However, they experienced significantly less flow in the GBBG than in the DBBG. Female participants reported higher user experience and lower negative affect compared to males. Older participants also reported a better user experience overall, despite perceiving more challenges. In this study, we contribute empirical evidence that Balance Bird positively impacts physical, social and cognitive health for older adults.

S. Qiu, S. Liu, E. Kaisar, R. Yuan, X. Yang, S. Zhang, T. Han, and J. Hu, “Balance Bird: an intergenerational balance exergame for motivating older adults’ participation,” Behaviour & Information Technology, pp. 1–24, 2025. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1080/0144929X.2025.2587736

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Designing mediated social touch for mobile communication: From hand gestures to touch signals

Qianhui Wei et al.

The main contributions of this paper are:
* We propose a generation method of Mediated Social Touch (MST) signals on smartphones, involving frequency, duration, and compound waveform compositions.
* We introduce a mapping function that translates MST gesture pressure into MST signal intensity by linking pressure values to signal frequency.
* We present a set of MST signals specifically designed for smartphones.
* We provide design insights and recommendations for applying MST signals in future smartphone-based social communication scenarios.

Q. Wei, J. Hu, and M. Li, “Designing mediated social touch for mobile communication: From hand gestures to touch signals,” International Journal of Human-Computer Studies, vol. 207, pp. 103684, 2026/01/01/, 2026. REFERENCE: BibTeX EndNote DOI: 10.1016/j.ijhcs.2025.103684