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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
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Beyond Divergence: Characterizing Co-exploration Patterns in Collaborative Design Processes

by Xinhui Ye et al.

Exploration is central to the design process, as it fosters creativity and improves design outcomes. Within design teams, exploration becomes co-exploration—a collaborative and dynamic practice that this study examines. We conducted a five-month longitudinal observational study with 61 students across 16 design teams, using weekly diary interviews to trace the dynamics of co-exploration. From this, we developed a four-dimensional framework that identified five distinct patterns of co-exploration activities. Our findings reveal how co-exploration emerges across diverse activities and team interactions, fostering togetherness and keeping design teams open-minded. This engagement cultivates collective intelligence and enables teams to share knowledge, build upon each other’s ideas, and achieve results that exceed individual contributions. We argue that co-exploration reflects the trajectory of design success and warrants further study. Finally, we provide actionable insights for practitioners seeking to enhance co-exploration in collaborative design.

X. Ye, J. Frens, and J. Hu, “Beyond Divergence: Characterizing Co-exploration Patterns in Collaborative Design Processes,” She Ji: The Journal of Design, Economics, and Innovation, vol. 11, no. 3, pp. 345–372, 2025/09/01/, 2025. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1016/j.sheji.2025.08.002
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Is adding tangible augmentation contributing to virtual sensory engagement of people with dementia? Assessment on user engagement, agitation, and apathy

Yuan Feng et al.

The conceptualisation and deployment of immersive sensory environments for therapeutic purposes have attracted a growing interest within the field of dementia care. In contrast to virtual immersions, tangible augmented virtual experiences offer a promising avenue to foster the self-engagement of people with dementia (PWD) through intuitive and multisensory interactions. However, empirical exploration of the added value conferred by tangible augmentation in such contexts remains limited. To address this, we investigated the impact of adding tangible augmentation in virtual sensory engagement, analyzing its influences on user engagement, agitation, and apathy. A field experiment was conducted with 15 residents diagnosed with dementia using mixed methods of video coding analysis and observational rating scales. Two experimental conditions (with and without tangible augmentation) and one control condition were adopted. The experimental findings highlight the significant role of tangible augmentation in enhancing engagement in terms of ‘attention’ aspects while enabling the recollection of memories through verbal communication. The findings also indicate a trend to promote positive emotions and reduce apathetic behaviours by adding a tangible layer to the virtual sensory experience. This study advances the understanding of tangible augmentation’s role in influencing cognition and perception aspects of PWD’s engagement and contributes to a more informed design of future immersive sensory technologies.

Y. Feng, M. Xue, S. Yu, D. Chen, L. Chen, E. I. Barakova, J. Hu, and G. W. Matthias Rauterberg, “Is adding tangible augmentation contributing to virtual sensory engagement of people with dementia? Assessment on user engagement, agitation, and apathy,” Behaviour & Information Technology, pp. 1-25, 2025.
FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1080/0144929X.2025.2547923
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“Did you sleep well?”: A Multimodal Sleep Diary for Sustained Self-Reporting by Children

by Shanshan Chen et al.

Sleep diaries are essential self-reporting tools for understanding children’s sleep patterns, but maintaining sustained engagement and high-quality self-reporting remains challenging. While voice input has been explored in child-computer interaction research as a method to improve engagement, limited evidence exists regarding its effectiveness in supporting sustained self-reporting over time. To address this gap, we conducted a five-day field study with 20 children aged seven to twelve, using a multimodal sleep diary that integrated both voice and text input modalities. Our findings reveal that voice input significantly supports younger children in maintaining engagement over five days, though their response quality remains lower than that of older children. Two distinct response quality patterns over time also emphasize the importance of accounting for individual differences in task performance. Furthermore, input modality preferences varied by age: older children consistently favored text input, while younger children generally preferred voice input over time. These results highlight the potential of incorporating voice input into text-based sleep diaries to better accommodate the diverse needs of children, enhancing both sustained engagement and response quality. Future studies with longer observation periods are needed to validate and extend these findings.

S. Chen, J. Hu, H. C. v. Iterson, N. Fang, and P. Markopoulos, “”Did you sleep well?”: A Multimodal Sleep Diary for Sustained Self-Reporting by Children,” in Proceedings of the 2025 CHI Conference on Human Factors in Computing Systems, 2025, pp. Article 1178. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1145/3706598.3713425
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It’s a little bit like cardiomyopathy Tinder

By Jhon Adrián Cerón-Guzmán et al

  • Our findings reveal the preponderance of the lifestyle profile in locating peers.
  • Seeking normalcy, individuals may favor suggestions from peers with similar lifestyles.
  • Peer recommendations, enabling user control and potentially reducing search efforts, were favored.
  • Design should attend to the everyday self-care strategies community members can contribute.

Users of online health communities have difficulty finding others with similar health experiences. They are often asked to use keywords when searching for their peers, but it is not uncommon for them not to know the right terms. This becomes particularly complex when unsure what or whom they are looking for. Moreover, the richness of patient perspectives is lost in the volume of discussion threads. In this paper, we investigate how to design to facilitate locating peers and learning self-care ideas from them. We created a prototype mimicking a mobile application for an online health community. The application recommended other community members to connect with and suggested self-care ideas based on what they had tried. Following a user-centered qualitative evaluation, we explore what ten people with cardiovascular disease and three clinicians thought of the prototype. Our findings reveal the preponderance of the lifestyle profile in locating peers. In light of this, we argue that, as individuals seek to lead as normal a life as possible, the most helpful suggestions in their quest may come from peers most similar to them in terms of habits and activity level. We translate the research findings into recommendations to inform future design.

J. A. Cerón-Guzmán, D. Tetteroo, J. Hu, and P. Markopoulos, ““It’s a little bit like cardiomyopathy Tinder”: Toward designing to facilitate locating peers and learning self-care ideas in online health communities,” International Journal of Human-Computer Studies, vol. 196, pp. 103441, 2025/02/01/, 2025. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: https://doi.org/10.1016/j.ijhcs.2024.103441

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Research on Aesthetics and Empowerment

C. Liang, R. Wang, and J. Hu, “EchoArtLink: Enhancing Social Connectedness Between Parents and Children Living Apart Through Digital Sound Visualization,” in Entertainment Computing – ICEC 2025, Cham, 2025, pp. 233–249.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1007/978-3-032-02555-5_17

C. Liang, R. Wang, Y. Lin, P. An, and J. Hu, “Exploring How Generative AI Painting Systems Can Enhance Social Connectedness Between Young Adults and Parents Living Apart,” in Entertainment Computing – ICEC 2025 IFIP TC 14 Workshops, Cham, 2025, pp. 76–91.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1007/978-3-032-02534-0_9

M. Xue, C. Yao, J. Hu, Y. Feng, J. Li, and P. Hansen, “Aesthetics of Connectivity for Empowerment – Considerations and Challenges,” in Companion Publication of the 2024 ACM Designing Interactive Systems Conference, IT University of Copenhagen, Denmark, 2024, pp. 438–440.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1145/3656156.3658379

D. Stappers, and J. Hu, “VIT.IN: Visualizing Collective Stress with a Dynamic Painting,” in Distributed, Ambient and Pervasive Interactions, Washington DC, USA, 2024, pp. 96-115.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1007/978-3-031-60012-8_7

M. Xue, C. Yao, J. Hu, Y. Hu, H. Lyu, and Y. Feng, “Aesthetics and Empowerment: Exploring AI-Driven Creativity,” in Entertainment Computing – ICEC 2024, Manaus, BR, 2024, pp. 316-320.
FULLTEXT: PDF REFERENCE: BibTeX EndNote
DOI: 10.1007/978-3-031-74353-5_26

T. Lu, and J. Hu, “Exploring Artistic Data Visualization Design for Health Monitoring: A Survey Study,” From User to Human: USINET Alumni Event 2024, Series, J. Hu and J. Khan, eds., pp. 102-112, Eindhoven: Eindhoven University of Technology, 2024.
FULLTEXT: PDF REFERENCE: BibTeX EndNote

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TIDAL: exploring the potential of data physicalization-based interactive environment on runners’ motivation

Mengyan Guo, Jun Hu & Steven Vos

Representing fitness-related data physically can better help people gain awareness and reflect on their physical activity behavior. However, there has been limited research conducted on the impact of physicalizing personal data in a public context, particularly regarding its effect on motivations for physical activity. Augmenting the physical environment with interactive technology holds great promise in facilitating outdoor physical activity. To explore the design space of data physicalization-based interactive environments, we created TIDAL, a design concept that provides physical rewards in the form of tiles on the road to acknowledge runners’ goal achievements. We created a video prototype as a probe to gather insights through semi-structured interviews with six recreational runners to evaluate TIDAL. The co-constructing stories method, a participatory design technique, was employed during these interviews to facilitate qualitative evaluation. The results of our study showed that TIDAL has the potential to increase runners’ motivation. We reported the key insights derived from participants’ feedback and co-constructed stories and discussed the broader implications of our work.

M. Guo, J. Hu, and S. Vos, “TIDAL: exploring the potential of data physicalization-based interactive environment on runners’ motivation,” Journal of Ambient Intelligence and Humanized Computing, vol. Online, 2024/03/12, 2024. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1007/s12652-024-04762-6

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Mediated Social Touch with Mobile Devices: A Review of Designs and Evaluations

Qianhui Wei, Min Li, Jun Hu

Background: Mediated social touch has been widely studied for remote affective communication in the field of human-computer interaction. Goal: We conducted this literature review to comprehensively understand the state of the art of the designs and evaluations of mediated social touch for mobile devices. Method: We selected 52 articles based on related keywords from four main digital libraries, i.e., ACM, IEEE, Springer, and Scopus. Results: We summarized from these articles how mediated social touch signal is designed, prototyped, and evaluated, and what the main research findings are. Based on the analysis, we identified opportunities for later work.

Q. Wei, M. Li, and J. Hu, “Mediated Social Touch with Mobile Devices: A Review of Designs and Evaluations,” IEEE Transactions on Haptics, vol. Early Access, Oct 25, 2023, 2023. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1109/TOH.2023.3327506
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Enhanced Presence Evaluation in Virtual Reality Feedback System with TOPSIS Model

Shuo Li et al.

Researcher has been trying to optimize the method for evaluating presence in virtual reality (VR) to address variability and uncertainty in quick evaluations using questionnaires. We recommend using the Technique for Order Performance by Similarity to Ideal Solution (TOPSIS) model to calculate the iGroup Presence Questionnaire to measure users’ overall presence in VR prototyping, instead of the weighted sum approach. The effects of two presence factors (scene density and motion trajectory technology) on a self-developed VR swimming virtual system were tested using the TOPSIS model with 20 participants each 12 tasks in a user experiment. The results were compared using two different weighting methods, fuzzy hierarchical analysis and uniform weighting methods. TOPSIS had a narrower range of data within the 95% confidence interval and a significantly lower coefficient of variation (CV). This indicates enhanced precision in evaluating presence and can be used to compare different technique setting of virtual systems.

S. Li, H. Zheng, T. Han, J. Hu, C. Zhang, and C. Yu, “Enhanced Presence Evaluation in Virtual Reality Feedback System with TOPSIS Model,” International Journal of Human–Computer Interaction, vol. Published online, pp. 1-15, 2023. FULLTEXT: PDF REFERENCE: BibTeX EndNote DOI: 10.1080/10447318.2023.2263697