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Friday 21 August

Human-Computer Interaction · Cross-listed from cs.AI

Why did My Robot Just Change Personality? Prompting Guidelines for a Grounded Robot Persona in LLM-Based HRI

Large language models (LLMs) are increasingly used for verbal interaction in social robots, yet prompt design in human-robot interaction (HRI) remains underspecified. As a result, robots may present hallucinated capabilities, unclear behavioural boundaries, and misleading personas. This paper develops a framework for prompt design in LLM-based robots and introduces a structured prompt template comprising eight functional components through which robot behaviour can be specified, bounded, and adapted. The framework is grounded in a review of prior LLM-based HRI work and complemented by survey and discussion data from HRI experts gathered at the Robo-Identity workshop at IEEE RO-MAN 2025 (N=27). The qualitative findings highlight limited legibility of robot personality, the need for user adaptation, and strong ethical concerns about safety, deception, and governance. Based on these findings, we present prompting guidelines accompanied by proof-of-concept template as a structured design and reporting aid for HRI research. We argue that prompt design should be treated as a socio-technical problem rather than a minor implementation detail, requiring explicit capability boundaries, transparent behavioural assumptions, and context-sensitive safeguards to support reliable and interpretable HRI.
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All authors Ashita Ashok, Franziska Babel, Patrick Holthaus, Rucha Khot, Karla Bransky, Fethiye Irmak Dogan, Karsten Berns, Silvia Rossi, Minha Lee, Guy Laban

Human-Computer Interaction

UrbanGazeVis: A Visualization System for Analyzing Eye-Tracking Data on Urban Safety Perception

Perceived safety in streetscapes depends on where people look, yet how gaze relates to visual cues of urban disorder remains poorly understood. Prior work treats safety as an image-level label, offering little insight into how attention to specific elements (e.g, buildings, greenery, people, signs of decay) shapes these judgments. We present a head-mounted eye-tracking study in which 30 participants viewed and rated the safety of 150 street-view images from Rio de Janeiro using a HoloLens 2 headset. Gaze traces were mapped onto semantic segments and disorder cues (e.g., damaged walls, graffiti, overhead cables), yielding a multimodal dataset linking gaze dynamics, scene semantics, and safety scores. To analyze it, we introduce UrbanGazeVis, an interactive visual analytics system with image- and participant-centric views that connects the spatial, temporal, and semantic dimensions of gaze to perceived safety, supporting comparisons between safe and unsafe scenes, inspection of divergent ratings for similar images, and region-of-interest analysis via glyph-based summaries. Statistical models show that sustained attention to physical disorder is associated with lower perceived safety, while the visual analysis reveals context-specific effects often masked by global aggregation. Together, these analyses offer actionable insights for urban design and planning.
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All authors Andres De La Puente, Luis Sante, Felipe Moreno-Vera, Mauro Diaz, Jorge Poco

Human-Computer Interaction

Who Bears the Cost of Honesty? A FAccT Workshop Synthesis and Research Agenda for Equitable AI Disclosure

AI disclosure is increasingly promoted and sometimes required as a route to transparency, accountability, provenance, and trust. Yet disclosure can also expose AI users to suspicion, stigma (e.g., competence penalties), and surveillance, affecting minoritized groups in particular. This paper reports on Who Bears the Cost of Honesty?, a CRAFT workshop at the 2026 ACM Conference on Fairness, Accountability, and Transparency that used scenario-anchored power mapping and design fiction to explore the benefits, harms, tensions, and power asymmetries that emerge under AI disclosure norms and mandates. We document the workshop design and analyze the disclosure approaches participants co-created, comprising four completed power maps, three context cards, and one interface prototype. These artifacts span education, workplace, politics/journalism, and interpersonal contexts. They depict disclosure as a multi-actor accountability process, surface concerns that the use of accessibility-related AI could be held against workers in performance evaluations, and explore how context-specific, bottom-up disclosures may support transparency while mitigating some risks of stigma and misinterpretation. We contribute (1) a documented two-stage workshop method; (2) an artifact-grounded thematic synthesis; and (3) a diagnostic framework, the Cost-of-Honesty Stack, with provisional design suggestions and research directions.
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All authors Runlong Ye, Jessica He, Finola Finn, Angel Hsing-Chi Hwang, Donal Khosrowi, Seyun Kim, Morgan Klaus Scheuerman

Human-Computer Interaction · Cross-listed from cs.AI

From Mastery Profile to Simulated Response: Stochastic Student Knowledge Graphs (SSKG) for Faithful LLM Student Simulation

Large language models (LLMs) are increasingly used to simulate students at different mastery levels to generate synthetic training data and stress-test tutoring systems. Existing approaches primarily leverage an LLM to answer questions or perform tests while instructing it to simulate various skill levels. However, LLMs tend to execute at their full built-in capability regardless of target skill levels. We demonstrate this limitation on SAT questions across five mastery levels, where three LLMs consistently achieve 96.8-100% accuracy. To faithfully simulate student behavior, we propose a Stochastic Student Knowledge Graph (SSKG)-based approach that leverages the strengths of LLM in different ways. Using human-in-the-loop workflows, LLMs extract a Curriculum Knowledge Graph (CKG) from course materials, decompose solution paths into CKG triples, and map incorrect distractors. A student's mastery profile is represented as an SSKG, assigning mastery probabilities to CKG triples. When solving a problem, the SSKG is sampled to determine the outcome, after which an LLM generates a rationale consistent with the sampled result. Compared to seven baselines which fail to separate profiles and maintain 86.5-100% accuracy, our SSKG-based approach achieves 44.1-85.2% accuracy from low to high-mastery profiles, creating a clear monotonic gradient. An ablation study demonstrates that taxonomy awareness contributes most significantly to these fidelity gains, particularly for lower-mastery profiles.
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All authors Yuan An, Emily Wang, Benjamin Wang, Ruhma Hashmi

Human-Computer Interaction

Exploring Agentic Approaches for Data Issue Detection and Repair in AI-Assisted Visualization

AI is increasingly lowering the barrier to data analysis and creating visualization scripts. However, a key obstacle in AI-assisted visualization is that certain data issues can lead to visualizations that are plausible, but misrepresent the underlying data. These visualization defects are elusive and difficult to fix, particularly for non-experts who may not know what data issues cause them or how to guide AI systems to resolve them. We present findings of a preliminary empirical investigation of how commercial LLMs identify and repair defect-inducing data issues. Using a curated subset of the 911 emergency-call dataset with five injected data issues, we evaluated GPT-5, GPT-4o, GPT-4, and Claude Sonnet 4.6 under a three-stage prompting protocol, including zero-shot, guided issue-identification, and guided issue-repair. We executed this protocol under two conditions: single-agent and a multi-agent orchestration that separates data issue detection, review, repair planning, data repair, and repair quality assurance. We observed that across both conditions, LLMs identified and repaired single-field issues (e.g., missing values) but struggled to identify and repair temporal, geographic, and semantic issues. Based on these observations, we discuss design implications for agentic visualization systems, including explicit representation of data assumptions, selective human intervention for ambiguous decisions, and evidence-based repair.
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Human-Computer Interaction

Event-Time Confounding Under Bursty Human Dynamics

Studies of digital behavior often align users at moments they choose, such as opening an AI assistant, clicking a recommendation, or visiting a product page, and interpret higher activity afterward as an event effect. We show how this creates an endogenous time zero: the event occurs during an ongoing task episode, so the aligned curve can trace episode continuation rather than a response to the event. In same-user, cross-surface web logs, AI, shopping, news, coding, and reference events are all preceded by broad activity increases that peak before time zero. Our strongest test uses known-null timestamps that cause nothing. Among the 5.8% of AI responses meeting strict pre-event activity and washout criteria, these timestamps show 3.42 times the post-event search activity of a within-user placebo, compared with 4.32 times for real events. The fraction of excess reproduced by the known null falls from 0.56 at detectably active moments to -0.04 at quiet moments, where the design detects none. We formalize this episode-selection bias, prove that a single-surface event window cannot separate it from a genuine effect without additional assumptions, and show in zero-effect simulations why user fixed effects and coarse activity matching can fail: the confound is within-user and time-varying. We provide a diagnostic protocol, public-data benchmarks, and burstcheck, a lightweight audit tool. User-timed events may have real effects, but post-event volume does not identify them by default; studies should compare similar episodes with and without the event.
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Human-Computer Interaction

Supporting The Many Lives of Personal Data with Rebite: LLM-Powered Goal-Directed Framing in Food Journaling

People's health and tracking goals frequently change, but most personal informatics systems struggle to adapt, leading people to abandon their data and start over. We propose goal-directed framing, an approach that repositions goals within personal informatics systems. Instead of fixing the meaning of data at capture time, the approach frames the collected data through the current goal and reframes it whenever the goal changes. We realize this in Rebite, a photo-based food journaling system that uses LLMs to read unstructured meal photos and produce goal-directed feedback. In a one-week deployment with 21 participants managing multiple dietary goals, we find that goal-directed framing shaped how participants engaged with their goals. Translating a goal into metrics helped them see what it meant in practice, confirming existing priorities, surfacing what they overlooked, and revealing where the metrics fell short. When goals changed, seeing past meals reframed under the new goal exposed overlaps and conflicts, prompting participants to negotiate trade-offs and refine priorities. We discuss how goal-directed framing both supports and complicates reflection as goals change, and offer design implications for personal informatics systems to support evolving goals.
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Human-Computer Interaction

Who Trusts AI with Their Emotions? Trust Formation and Sociodemographic Variation in LLM Use for Emotional Support

Trust in AI for emotional support is not universal; it is shaped by who users are, where they come from, and what they value. Yet research in this area lacks validated psychometric instruments for assessing user perceptions in affective AI contexts and large-scale evidence on how trust formation varies across user segments. To address these gaps, we develop and validate a seven-construct psychometric scale, test a Structural Equation Model (SEM) linking system attributes to Trust and Perceived Benefits as mediators of Actual System Use, and conduct a Multi-Group Analysis (MGA) across five sociodemographic dimensions (gender, age, education, socioeconomic status, cross-national region), drawing on 1,343 active users from seven countries. We find that users experience empathy and anthropomorphism as a unified "Humanlikeness" construct, and that Privacy, Personalization, and Humanlikeness drive Trust while Perceived Bias degrades it. Notably, adoption logic diverges across groups: Privacy shapes women's trust more than men's, Anglosphere (UK, USA) users respond more positively to Humanlikeness than Europeans, and educated and higher-income users require Trust to engage, whereas older adults and lower socioeconomic groups bypass it entirely, relying on perceived practical benefits (e.g., 24/7 availability, non-judgmental support). Our findings extend technology acceptance theory and inform the equitable design of emotional support AI.
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All authors Natalia Amat-Lefort, Mert Yazan, Amanda Cercas Curry, Flor Miriam Plaza-del-Arco

Human-Computer Interaction

From Search Agents to Dissemination Interfaces: Understanding Human Trust in Health Information from Conversational Search

Large Language Models (LLMs) deployed through Conversational User Interfaces (CUIs) are transforming health information-seeking by offering immediate, interactive experiences compared to traditional search engines like Google. However, how trust is influenced by both the types of search agents and the interface used to disseminate the information remains underexplored. This research integrates two mixed-methods studies (lab sessions and interviews) to comprehensively explore trust perceptions in health information across different search agents and dissemination interfaces. In Study 1 (N=21), we investigated trust in health information sourced from ChatGPT and Google across three types of health-related search tasks. Results showed significantly higher trust in health information from ChatGPT, highlighting the promise of LLM-powered conversational search. Building on this, Study 2 (N=20) extended the investigation to explore how the dissemination interface influences trust in LLM-sourced health information by comparing three interfaces: text-based, speech-based, and embodied, all sourcing from the same LLM. Findings revealed significant trust variations across the dissemination interfaces. Interviews from both studies revealed key factors influencing trust in LLM-powered conversational search, including source credibility, participants' search autonomy, and prior knowledge as well as the interaction style and modality. Our findings highlight the potential of LLM-powered conversational search to transform health information-seeking, underscoring the interplay between the credible search agents and the thoughtfully designed dissemination interfaces in shaping trust. These insights are crucial for developing effective, trustworthy LLM-powered health tools to enhance the health information-seeking experience.
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All authors Xin Sun, Rongjun Ma, Xiaochang Zhao, Janne Lindqvist, Jan de Wit, Zhuying Li, Abdallah El Ali, Jos A. Bosch

Human-Computer Interaction

Distilling Black-Box Machine Learning into a Small, Self-Explaining Language Model for Learning Analytics

Learning analytics increasingly relies on flexible machine learning (ML), but the model opacity and the burden of deployment prevent these tools from reaching educational practice. We propose a two-stage fine-tuning pipeline that distills a fitted black-box estimator and its post hoc interpretation (the mentor) into a small, open-weight large language model (LLM; the mentee) that returns an individual-level estimate and explains in natural language. The design is estimator-agnostic and paired with a faithfulness-first evaluation framework that audits every narration against the attribution it claims to describe. We design a simulation study that separates distillation loss from estimator loss by comparing an oracle mentor with a realistic ML mentor. Given an oracle signal, distillation with a two-billion-parameter LLM model is nearly lossless in recovering the effect surface (r > .90), perfectly ranking the important variables, and citing no spurious covariate. Under a realistic estimator, almost all remaining error originates upstream. We find that fluency is no evidence of correctness since narration quality is independent of signal quality, and decision quality collapses toward the majority action in severely imbalanced settings. Applied to a nationally representative dataset, the pipeline recovers the finding that advanced mathematics coursework benefits students least likely to enroll in four-year college the most, with 98.8% of narrations passing the audit and no fabricated quantities. The result is a single fine-tuned LLM that predicts and explains offline on a commodity laptop, so student records never leave the machine.
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Human-Computer Interaction · Cross-listed from cs.RO

Teaching is a Process: The TOSS Framework for Modeling Human Teaching Decisions in Human-Interactive Robot Learning

Successful Human-Robot Teaching assumes alignment between robot processing needs and human teaching intent. To better understand this alignment, this work seeks to uncover the underlying logic that humans intuitively apply when teaching. Through an exploratory, bottom-up study with N=34, participants observing two distinct robot Reinforcement Learning (RL) scenarios, we analyze 204 intuitive teaching responses across early, middle, and late learning phases. Results reveal that teaching decisions consist of a nuanced, interconnected network of Triggers (situational catalysts), Objectives (subjective teaching targets), Signals (communicative acts), and Strategies (high-level governance) in which teachers spontaneously adopt diverse roles, acting as coaches, engineers, or designers and prioritize different objectives. Based on these results, we introduce the TOSS Framework, which conceptualizes Human-Robot teaching as a procedural loop between robot behavior and human teaching actions, in which human teaching decisions are modeled as Trigger-Signal responses modulated by teaching Objectives and Strategies. It provides future research with an openly accessible dataset and a theoretical foundation for a) understanding teaching decisions and b) simulating realistic oracles as well as c) designing human-centered teaching settings and novel robot learning algorithms that go beyond the constraints of current robot learning settings.
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Human-Computer Interaction · Cross-listed from cs.CL

PromptResponse: Optimizing Prompts for LLM Coding Tasks

Large language models (LLMs) are increasingly used in research workflows and software development pipelines, yet their output remains sensitive to input prompt variations. This paper presents $\unicode{x00AB}$PromptResponse$\unicode{x00BB}$, a controlled study examining how formatting and LLM-based tuning of coding task prompts affect the resulting code's performance, efficiency, and stability. Using five semantically identical yet syntactically distinct variants of the HumanEval dataset$\unicode{x2014}$baseline, JSON, Markdown, YAML, and an LLM-tuned version$\unicode{x2014}$we had GPT-4o solve its coding problems over 8200$\unicode{x00A0}$executions. Our results show that consistent formatting$\unicode{x2014}$especially JSON$\unicode{x2014}$improves generation efficiency and syntactic stability, with minor gains in task performance. Conversely, the LLM-tuned prompts resulted in significantly degraded task performance without significant improvements in any other dimension. These findings suggest that low-effort reformatting alone can yield measurable improvements, while tuning must account for model alignment. We conclude our work with providing a set of practical recommendations informed by our results as well as releasing our dataset variants and evaluation pipeline for future work.
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Human-Computer Interaction · Cross-listed from cs.SI

Beyond Truth Discovery: A Two-Stage Framework to Assess the Severity of False Claim during Disasters

False information spreads rapidly on social media during disasters and can undermine emergency response efforts, public trust, and crisis communication. Existing research primarily focuses on determining whether social media posts contain false information, but provides limited insight into the specific false claims embedded within posts and the severity of individual false claims. To address the limitations, we propose a two-stage framework to assess the severity of false claims during disasters. In the first stage, we develop a false claim extraction agent that identifies false claims from multimodal social media posts containing text, images, videos, and links. A subsequent verification step validates extracted claims with supporting evidence. In the second stage, we define false claim severity as the combination of two complementary dimensions: believability, which determines the likelihood that a claim will be believed, and harmfulness, which captures the potential consequences if it is believed. Human annotators assess both dimensions to construct a claim-level severity benchmark using false claims extracted from Reddit posts related to hurricanes and wildfires. Building upon this benchmark, we investigate false claim severity assessment as a human-AI alignment problem, evaluating whether models can reproduce human judgments under a shared evaluation rubric rather than merely predicting severity labels. Experiments on the benchmark show that traditional supervised models exhibit limited alignment with human judgments, whereas Large Language Models (LLMs) achieve substantially stronger performance. Among the evaluated strategies, in-context learning consistently achieves the strongest alignment with human judgments, highlighting the importance of human examples and shared decision criteria for severity assessment.
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All authors Ruichen Yao, Tejna Dasari, Gulshat Baispay, Aizhan Zaurbek, Yifan Liu, Yaokun Liu, Zelin Li, Dong Wang

Human-Computer Interaction · Cross-listed from cs.SE

Beyond the Traceback: Using LLMs for Adaptive Explanations of Programming Errors

Programming error messages are critical for software development, yet they remain difficult for novice programmers to interpret. While Large Language Models (LLMs) can rewrite these errors into clearer explanations, it remains unclear whether increased readability improves objective debugging performance or how explanation styles should align with programmer skill. We present a multi-stage crowdsourced study N=103 evaluating skill-targeted, LLM-generated Python error messages. Using a custom proficiency assessment, we categorized participants by skill level and tested standard interpreter messages against two LLM-generated styles: pragmatic (action-oriented) and contingent (scaffolded explanations). We measured both objective debugging metrics (fix rate, attempts, time-to-fix) and subjective perceptions (readability, cognitive load, tone). Our results show that while LLM-rewritten messages significantly improved subjective evaluations, with pragmatic messages rated as clearer and less cognitively demanding, these perceived gains did not translate into statistically significant improvements in objective debugging performance. This highlights a critical human-AI complementarity gap: explanations that feel better to users do not necessarily make them more effective debuggers. We discuss design implications for adaptive AI feedback systems, arguing that future tools should pivot from static skill-targeted rewriting toward dynamic adjustments based on a user's real-time repair trajectory.
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Human-Computer Interaction

Live Artifacts: Authoring Dynamic Media via Live Layers Encapsulating Generative Specifications

We frame Live Artifacts as a class of persistent generative media between static assets and interactive software. Unlike conventional generative outputs that collapse into static files, Live Artifacts retain their generative logic as a persistent media property, enabling continuous context-dependent regeneration. Time, location, or live data become part of their generative specifications, initiating coordinated updates across modalities (e.g., adapting text, visuals, and audio together) while preserving composition, semantics, identity, and cross-modal coherence. To facilitate experimentation with this medium, we present LiveCanvas, an authoring system that reconceptualizes visual layers as live generative specifications with explicit mutability and constrained dependencies. Creators orchestrate dynamic behaviors and manage generative persistence within a visual canvas rather than through programming, defining what remains stable, what can change, and how changes propagate. We evaluate Live Artifacts through a gallery of responsive examples and a qualitative study with six professionals, finding that LiveCanvas facilitates a shift from composing static outputs to crafting responsive generative artifacts while remaining aligned with familiar authoring practices.
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All authors Leixian Shen, Haotian Li, Hugo Romat, Fanny Chevalier, Nicolai Marquardt, Nathalie Riche

Human-Computer Interaction

Beyond Mean Frametime: Time-Series Signatures for XR Timing Analysis

XR systems expose timing quantities, such as motion-to-photon latency, frametime, or component-level runtime timings, that can be observed repeatedly as temporally ordered timing traces. Conventional reporting with means, standard deviations, percentiles, or histograms is useful, but it discards temporal ordering. We propose a general structure-aware methodology for analyzing and reporting XR timing traces. Each trace is represented by a compact, interpretable time-series signature, and collections of signatures can be visualized and compared statistically. We evaluate the method using engine-level application frametime traces from a large-scale in-the-wild VR dataset and compare timing signatures across HMD-labelled groups. Across multiple sampling and content-control conditions, structure-aware signatures reveal substantially stronger systematic multivariate differences between HMD-labelled groups than distribution-only summaries. A within-trace temporal-order shuffle control reduces this separation, particularly under content matching, providing direct evidence that original temporal ordering contributes information to the timing signatures. The strongest individual feature contributions vary across sampling and content-control conditions, indicating that no single timing characteristic dominates across analysis settings. Although demonstrated on application frametime, the representation operates on timing traces and therefore provides a basis for future application to other XR timing quantities, including instrumented motion-to-photon measurements.
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Human-Computer Interaction

The Belief Update Gate: Separating Inertia from Learning in Human-AI Interaction

Repeated human-AI interaction is often analyzed through pooled belief-updating slopes: users observe AI successes and failures, revise reported beliefs in the feedback-consistent direction, but appear conservative on average. We show that such averages can obscure an important distinction between whether an elicited belief report changes at all and how it changes conditional on movement. We refer to this measurement-aware decomposition as the belief update gate. Reanalyzing a multi-task human-AI decision-making dataset with 240 participants, 7,200 trials, and three task domains, we find substantial non-movement in reported beliefs: 67.3% of trial-level belief changes are exactly zero, and 76.4% are smaller than five percentage points. Separating non-moving from moving reports changes the descriptive interpretation of pooled conservatism: the within-trajectory slope rises from 0.494 overall to 0.949 among rows with nonzero movement. Since this latter estimate conditions on observed movement, we interpret it as a descriptive decomposition rather than as evidence of a near-Bayesian latent learning process. Complementary hurdle style analyses (i.e., modeling zero vs. non-zero changes before predicting update magnitude) show that the absolute discrepancy between feedback and entering belief predicts whether a report changes, while the signed feedback discrepancy predicts the direction and magnitude of change among reports that move. Importantly, observed non-movement does not distinguish genuine latent belief inertia from small unexpressed updates, rounding, or other reporting processes. These findings show that calibration analyses of repeated human–AI interaction should distinguish visible non-movement in elicited belief reports from updating conditional on movement rather than treating reported beliefs as a single continuous updating process.
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Human-Computer Interaction · Cross-listed from cs.AI

Neuro-Geospatial Modelling of EEG Affective States Using Literature-Informed Environmental Context

Environmental exposures such as air pollution and greenness have been associated with affective and cognitive outcomes, but EEG and environmental datasets are rarely jointly georeferenced. We investigate whether literature-informed environmental priors can serve as an auxiliary geospatial modality for EEG-based affective-state classification when individual-level exposure data are unavailable. We combine 30-channel EEG from the EAV benchmark (42 participants, aged 20-30 years) with environmental representations derived from OpenAQ, Sentinel-2, Sentinel-5P, and OpenStreetMap data for Astana. A dual-tower architecture combines EEG-Conformer representations with a graph-based environmental encoder. Because the datasets are not co-registered, environmental context is treated as a literature-informed prior rather than measured exposure. Subject-level repeated splits, permutation and label-shuffling controls, dose-response reversal, and domain-shift experiments distinguish architecture-level gains from prior-dependent gains. The multimodal model achieves 76.2% accuracy versus 67.4% for EEG alone. Controls disrupting environmental-label structure retain part of this gain, indicating that the improvement is not attributable solely to environmental information. Replacing the Astana environmental distribution with an independently modeled Singapore distribution reduces accuracy to 72.8%. These findings demonstrate technical feasibility but do not establish an observed or causal exposure-affect association. The study provides a framework for future jointly collected mobile EEG-environment studies. Implementation: https://github.com/r11up/geo-cog
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Human-Computer Interaction

Chat First, Worry Later: Understanding Individuals' Privacy Perceptions Using ChatGPT in a Work Context

Generative Artificial Intelligence (GenAI) tools like ChatGPT, which can generate human-like responses from vast amounts of textual data, are increasingly transforming work routines across various fields, including education, healthcare, and IT. This integration, however, raises privacy concerns and questions the readiness of both environments and individuals. To investigate this issue, we conducted a user study with $N=224$ participants from a range of different employment sectors that have integrated ChatGPT into their work routines. We examined how proficiency in the utilization of ChatGPT, general privacy concerns, and organizational policies for GenAI usage impact users' actual ChatGPT usage and how these factors interact. Our findings reveal organizational policies are significantly positively associated with privacy-related ChatGPT proficiency, however, the overall proficiency is low. Higher privacy concerns were found to negatively influence both the frequency of ChatGPT use and the diversity of its applications, especially among users in organizations without GenAI policies.
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All authors Christoph Nirschl, Magdalena Glas, Gerhard Messmann, Günther Pernul

Human-Computer Interaction

Adaptive Training for Nautical Rules of the Road

Knowledge of the nautical rules of the road is essential for safe ship navigation and collision avoidance. We evaluated adaptive and non-adaptive versions of a ship-driving simulation trainer designed to assess and improve students' knowledge and application of these rules. We randomly assigned 30 university students to an adaptive or non-adaptive training condition and measured learning using pretest and post-test scores. Students who received adaptive training achieved significantly higher post-test scores than those who received non-adaptive training (p < 0.0001). After the post-test, all students experienced both versions of the trainer and compared them in a survey. Of the 30 students, 73% judged the adaptive trainer more effective, and 22 rated it "very engaging," compared with 9 who gave the non-adaptive trainer the same rating. These findings provide evidence that adapting scenario difficulty and providing immediate, context-sensitive feedback can improve both learning outcomes and student engagement in simulation-based training.
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Human-Computer Interaction

Reflections on Working with Older Adults in Visualization Research

While older adults represent a growing proportion of the global population, their presence in visualization research remains limited. In this paper, I present reflections from a series of human-subject studies conducted with older adults as part of a multi-year research effort. These studies include a controlled laboratory experiment, online evaluations, and an in-situ investigation with participants above age 60. Based on these experiences, I provide methodological takeaways for conducting visualization research with older participants and propose directions for future work. This work ultimately aims to provide practical guidance and encourage broader inclusion of older adults as participants in visualization research.
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Thursday 20 August

Human-Computer Interaction

Pneumatic Units for Logic-based Sequential Excitation (PULSE) in Wearable Haptic Devices

Soft, wearable robotic devices can deliver haptic feedback to support a wide range of tasks, such as extended reality, training various skills, and rehabilitation. Pneumatic actuation can deliver complex haptic feedback, is lightweight and compliant, and can be incorporated into textiles, making it promising for wearable applications. These soft pneumatic devices, however, typically require a valve and input for each pneumatic actuator, making it challenging to develop fully portable devices for at-home use. In this work we present a pneumatic unit for logic-based sequential excitation (PULSE). The PULSE is a flat, textile-based pneumatic actuator with embedded fluidic logic. By combining these actuators into a fluidic ring oscillator, we decreased the typical amount of required pneumatic inputs for a haptic forearm sleeve by 60%, with the ability to scale. We built the ring oscillator by optimizing design variables to reach desired periods of oscillation. We demonstrated a set of tactile stroking cues with periods ranging from 1.16 to 1.56 s and forces ranging from 1.07 to 2.04 N. We assessed the sleeve's ability to render differentiable, pleasant, and continuous haptic cues in a user study. The forearm sleeve containing PULSEs successfully delivered four directional cues and guided users to target wrist angles with fast reaction times, low overshoot amounts, and a 93.3% average accuracy of correct initial directions.
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All authors Jessica Healey, Anoush Sepehri, Michael T. Tolley, Tania K. Morimoto

Human-Computer Interaction

Disentangling Threads: Exploring the Potential of LLM-Supported Discussion Forum Analysis for Community Insight

Online discussion forums enable people from diverse backgrounds to share ideas, feedback, and perspectives. These organic discussions can help researchers understand communities' collective viewpoints, but insights are often difficult to uncover given their freeform reply structure. Large language models (LLMs) support qualitative text analysis but can misalign with researchers' analytical intent and miss key insights. To inform design considerations for forum sensemaking tools, we manually analyzed a forum discussion, synthesized an exploratory analysis framework from relevant literature, built a design probe, and interviewed 21 researchers to uncover perceived opportunities and barriers with LLM representations of collective discussions. We provide recommendations for community sensemaking tools to support flexible analytical goals grounded in raw user data and enable follow-up research processes, while balancing anonymous free expression with the desire for contextual information on commenters.
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All authors Tony W. Li, Zhiqing Wang, Thanh-Nha Tran, Yu-Chun Grace Yen, Steven P. Dow

Human-Computer Interaction · Cross-listed from cs.CY

ExploraTwin, a Non-Profit Research Platform for Digital Twin Simulations

Digital twin simulations show promise, but current empirical evidence suggests that the approach should be tested before being deployed in any particular context. To lower the friction for researchers and practitioners to test and deploy digital twin simulations, this brief commentary introduces ExploraTwin (https://exploratwin.org), an open-access, non-profit research platform for digital twin survey simulations. ExploraTwin supports two modes. In survey mode, researchers can upload a Qualtrics survey file or create a survey within the platform; select an available sample of digital twins; configure and run the simulation, and export analysis-ready data. In panel mode, researchers can assemble a small group of twins for open-ended conversations, document annotation, and moderated, focus-group-style voice discussions. We also developed CroissantTwin, a standardized data format for adding samples of digital twins to the platform. We demonstrate the survey mode workflow by using the platform to replicate 19 experiments on digital twins from the Twin-2K-500 dataset. ExploraTwin's survey execution fidelity is high: 99.6% of 197,000 answer units returned a structurally valid response on the first run.
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All authors Naveen Venkat, Yuchen Qiu, Tianyi Peng, George Gui, Olivier Toubia

Human-Computer Interaction

Me Among Us: Affective Framing in Data Donation

This study investigates how different framing approaches influence the affective aspects of data donation decision-making. Although framing effects are well studied in charitable giving, how affective framing shapes data donation, especially through data visualization, remains poorly understood. Using a theoretical framework based on the functions of affect in decision-making, we examine how three distinct framing approaches, an individual-donor lens (Group A), an individual-collective lens (Group B), and a collective-institutional lens (Group C), shape participants' affective experiences and subsequent donation decisions. Through a real-world data donation study (N=24), we found that framing designs substantially influenced donation outcomes, with the individual-collective lens generating the most favorable responses. Our analysis illustrates how affect can functions as information, motivation, and as a spotlight during the decision-making process, providing insights for designing more informed data donation interfaces and communications. This research contributes to understanding the complex interplay between framing designs, affective responses, and decision outcomes in data donation contexts.
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Human-Computer Interaction · Cross-listed from cs.AI

Lost in Translation: How Universal Ethical Values Fail to Translate Across Global Contexts

AI ethics frameworks treat values such as fairness, transparency, and accountability as universal and uniformly operationalizable across contexts. We examined how 14 experts across 10 countries made sense of AI in practice, reinterpreted core values, and envisioned governance alternatives. We found that AI deployment is characterized by structurally unequal conditions, marked by infrastructural constraints, extractive practices, and a "mystification" of technology, which fundamentally shape perceptions of risks and opportunities. Our findings reveal that experts reinterpret values to fit local moral logics: privacy as collective and relational rather than individual; transparency as trust-building accountability rather than technical disclosure; and fairness as equity in access and representation rather than parity in outcomes. We identify these as translation gaps between encoded global frameworks and situated local practices. Finally, we propose pathways toward plural governance that redistributes epistemic authority and treats ethical negotiation as an ongoing, context-sensitive process rather than a settled technical standard.
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All authors Ozioma C. Oguine, Munachimso B. Oguine, Cesar Cervera, Jenny Yang, Pooja Voladoddi, Mario Rodriguez, Saif Eddin Bani Malhem, Karla Badillo-Urquiola, Daricia Wilkinson

Human-Computer Interaction · Cross-listed from cs.RO

Humanoid Musical Robots as Experimental Interfaces for Music-Evoked Emotion

Advances in technology have led to increasingly sophisticated musical humanoid robots. However, their use has largely been limited to performance and related research in human-robot interaction. In this position paper, we propose a novel perspective: musical humanoid robots as experimental interfaces for investigating music-evoked emotions. We argue that current research is constrained by paradigms relying on pre-recorded auditory stimuli, which fail to capture the multimodal, embodied, and interactive nature of real-world musical experience. Building on existing theories of music cognition and emotion, we identify mechanisms that require controlled manipulation of both acoustic and non-acoustic variables. We show that humanoid robots are well-suited as they enable parametric control of performance variables, reproducibility across trials, and the decoupling and recombination of auditory, visual, and interactive components. We illustrate the technical feasibility of this perspective through a case study of the WAseda Saxophonist Robot 5 (WAS-5), demonstrating reproducible control of acoustic and interaction variables that are prerequisites for future music-emotion experiments. Our work positions musical humanoid robots as a methodological platform that enables future controlled investigations of music-evoked emotions.
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Human-Computer Interaction · Cross-listed from cs.SE

From Agent Behaviour to Agent-Friendly Documentation: An Empirical Study of How Coding Agents Discover, Read, and Write Technical Documentation

Technical documentation is written for human developers, but an increasing share of software changes is now authored by autonomous coding agents. Which documents they consult, when, and what follows remain unknown. We conduct a behaviour-grounded study of agent-documentation interaction across two public datasets: 557 agentic coding sessions from SWE-chat, yielding 94,813 development events including 3,033 documentation interactions; and 33,097 agentic pull requests from AIDev, with 690,260 classified file-level change records. Four findings challenge current documentation practice. First, agents' documentation work is dominated by agent-facing artefacts: instruction files and working notes account for 60.5% of all documentation interactions, versus 10.6% for classical technical documentation and 1.3% for API references. Second, the link between consultation and code editing is unresolved: the adjacent transition probability is 0.002 and the unadjusted three-event lift 1.05, whereas a stage-adjusted model places it above unity (OR 1.33 [1.09, 1.62]); documentation creation is elevated unadjusted (lift 1.67) but its adjusted interval includes unity. Third, no explicit documentation-based validation sequence was observed, and consultation is associated with less immediate testing (lift 0.23, cluster CI 0.08-0.45; adjusted OR 0.39 [0.25, 0.60]). Fourth, consultation is self-initiated (70.2%) far more often than failure-driven (7.5%), and documentation trails code: among multi-commit pull requests changing both, code is touched first 4.7x more often. From these traces we derive a descriptive model of agent-documentation interaction as a two-lobed cycle rather than a linear journey, and show that two widely assumed properties of "agent-friendly" documentation - actionability and verifiability - lack consistent behavioural support. We release our pipeline, coding scheme, and event-level data.
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Human-Computer Interaction

Navigating and Retrieving Information in Immersive Model-Based Design Reviews: An Exploratory Study

Digital engineering uses many models from different perspectives, creating a connected set of digital artefacts across a product's life cycle. Designers seeking a holistic view must navigate numerous models and views, requiring domain-specific software, languages, and representations. This can lead to getting lost in scattered information and the cognitive burden of mentally integrating details across diagrams. To overcome these issues, we developed the virtual environment GraphXplore. GraphXplore enhances perceptual and conceptual integration by linking all relevant visual items from different perspectives into an interactive, layered 3D graph displayed in virtual reality, providing a holistic view of the system. We compared GraphXplore with a conventional on-screen setup using a PowerPoint slide deck with model screenshots viewed on a desktop PC. In an experiment with N=33 volunteers (mainly industrial product design postgraduates and professors), we conducted a baseline usability study focused on fundamental information retrieval tasks for model-based design comprehension, as identifying basic model elements is the fundamental prerequisite in design reviews. Our findings indicate that for simple retrieval tasks, the correctness of answers, completion time, recall score, and perceived confidence are comparable in both environments. However, the virtual environment demonstrated practical advantages, achieving a "good" average System Usability Scale (SUS) score of 73.1 compared to the slide setup's borderline score of 66.4. Furthermore, GraphXplore users reported a lower perceived cognitive workload (mean NASA-TLX score of 43.8) compared to the traditional setup (50.4). Future work will enhance this experiment to yield empirical results across massive industrial datasets, refine GraphXplore, and extend to new design review objectives.
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Human-Computer Interaction

What Do Visualization Instructors Want Students to Learn? Introducing a Concept Inventory for Visualization Design

The term "visualization design" encompasses multiple concepts and skills that go well beyond current assessments of graphical perception and visualization literacy. In the context of education, what exactly should a student be able to do if they "know" visualization design? To answer this question, we draw on existing methodology from the field of education to propose a concept inventory for visualization design, i.e., a theoretical model capturing the most important concepts and skills commonly associated with visualization design. We initially draft the concept inventory using a qualitative analysis of course objectives from visualization course syllabi. Then, we iteratively refine the concept inventory by soliciting feedback from instructors through semi-structured interviews. Based on our experiences in developing the concept inventory, we reflect on open questions and future research directions in visualization education, such as developing assessments for visualization design (similar to those for visualization literacy) and providing automated assistance for learning and teaching visualization design. Our supplemental materials are available at https://osf.io/dma3f/.
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All authors Medina Lamkin, Heer Patel, Sayamindu Dasgupta, Leilani Battle