yusuke1997/dblp-id-title huggingface dataset:
Investigating differences between native english and non-native english speakers in interacting with a voice user interface: a case of google home
Towards design for renegotiating the parent-adult child relationship after children leave home
Alleviating Migrant Loneliness Through Culturally Immersive VR Experiences
Boxing clever: how searchers use and adapt to a one-box library search
Intents and Motivations to Like, Comment and Share Posts With Warnings of Misinformation
Designing for social context of mobility: mobile applications for always-on users
Suburban nostalgia: the community building potential of urban screens
Multimedia for primary school children learning sign language
Work domain modelling for an operational headquarters
A Relational Approach to Designing Social Technologies that Foster Use of the Kuku Yalanji Language
An empirical comparison of tag clouds and tables
Interact: A Mixed Reality Virtual Survivor for Holocaust Testimonies
VRun: running-in-place virtual reality exergame
Automatic cognitive load detection from speech features
Development of a software-based social tutor for children with autism spectrum disorders
Mystery at the library: encouraging library exploration using a pervasive mobile game
Days of our lives: family experiences of digital technology use
Dynamic previews for building digital libraries
Exploring the Perceptions and Challenges of Social Robot Navigation: Two Case Studies in Different Socio-Technical Contexts
Designing for place-based social interaction of urban residents in México, South Africa and Australia
The effect of language in answering qualitative questions in user experience evaluation web-surveys
Distributed hide-and-seek
Effect of topic domain and task type on web image searching
Inclusive HCI: Developing Digital Technologies for Supporting Societal Inclusion of Disadvantaged Groups
PassShape: stroke based shape passwords
The importance of 'neighbourhood' in personalising location-based services
What we have here is a failure of companionship: communication in goal-oriented team-mate games
MUSTe method for quantifying virtual environment training system efficacy
Differentiated Participation in Social Videogaming
Rewriting, redesigning and reimagining the recipe for more sustainable food systems
Children views' on social robot's adaptations in education
KineticCanvas: Synergetic Effort Between Art and Technology
Twitter out loud: connecting people in organisations
Development of a framework for UX KPIs in Industry - a case study: ABSTRACT
Adaptive probabilistic fission for multimodal systems
Ageing and making: a positive framing for human-computer interaction
Personality, motivation and video games
Task-centric interfaces for feature-rich software
Embodied Interaction Design for Active Play with Young Children: A Scoping Review
Seeing like an interface
CrowdRisk: exploring crowdsourcing of risk information
Running with technology: where are we heading?
Towards a cognition-based assessment protocol for user-centered design
Value for money: co-designing with underbanked women from rural Sri Lanka
The "Least-Adult" Role in Participatory Design with Children
XAI in Automated Fact-Checking? The Benefits Are Modest and There's No One-Explanation-Fits-All
Design Jam as a Pedagogy: Teaching Design Thinking to Computer Science Students at Scale
Relating context to interface: an evaluation of picture scenarios
The challenges in adopting assistive technologies in the workplace for people with visual impairments
Making usability work in industry: an Australian practitioner perspective
Sprayful Interaction: Perceptions of a Moss-based SLow-resolution Living Media Display
Virtual and Augmented Reality for Positive Social Impact
Understanding experience using dialogical methods: the case of serendipity
"Friendly, don't shoot!": how communication design can enable novel social interactions
Designing Auditory Experiences for Technology Imagination
Fun and usable: augmented reality instructions in a hospital setting
Supporting gardeners to plan domestic watering: a case study of designing an 'everyday simulation'
Depth, layering and transparency: developing design techniques
Serious Game Design to Promote Energy Literacy Among Younger Children
The lived world of older urban Australians: relating everyday living to GPS tracking data
"A little bit of a life raft" - Exploring the Use and Experiences of ChatGPT as a Support Tool among Adults with ADHD
The irony and re-interpretation of our quantified self
Proposal outline for a case study session at OZCHI 2005
Virtual fish: visual evidence of connectivity in a master-planned urban community
Opportunities for Serious Game Technologies to Engage Children with Autism in a Pakistani Sociocultural and Institutional Context: An investigation of the design space for serious game technologies to enhance engagement of children with autism and to facilitate external support provided
A preliminary analysis of mobile app user reviews
Evaluating an in-vivo surgical training demonstration over broadband internet
What can speculative design teach us about designing for healthcare services?
User experience of smart phones in mobile journalism: early findings on influence of professional role
Examining the redundancy of multimodal input
MAIL: a framework for critical technical practice
Make and connect: enabling people to connect through their things
A Visual Programming Tool for Creative Practice Pedagogy in Embodied Interaction and Media Arts
Using Online Discussions to Understand Challenges and Design Opportunities in Dementia Care
Imagining Design Workflows in Agentic AI Futures
Seeing Isn't Believing: How Visual Illusions Distort Color Selection
LookPoint: an evaluation of eye input for hands-free switching of input devices between multiple computers
Design and evaluation of a dynamic-interactive art system: a mixed methods approach
Mediscape: Preliminary Design Guidelines for Interactive Rhythmic Soundscapes for Entraining Novice Mindfulness Meditators
Mobile service audio notifications: intuitive semantics and noises
Interface design for an aircraft thrust and braking indicator/advisor
Soliloquising Social Robot in a Hotel Room
Dissolving boundaries: social technologies and participation in design
piARno - An Augmented Reality Piano Tutor
Beyond Human Interaction: A Contextual Review of Conversational Agents to Represent More-Than-Human Perspectives
Application of domain specific heuristics to an innovative computer based assessment strategy
Cybernetic Lenses for Designing and Living in a Complex World
OzCHI '20: 32nd Australian Conference on Human-Computer-Interaction, Sydney, NSW, Australia, 2-4 December, 2020
"You can't improve until you measure": A Need Finding Study on Repurposed Clinical Indicators for Professional Learning
Introducing a Practice Toolkit for Understanding and Shaping Children's Digitalized Everyday Life: Case children and public displays
Evanescent Adaptation on Small Screens
Artistic Fusion: Exploring the Potential of AI-Generated Artwork in Enabling Creative Expression with People with Intellectual Disabilities
Investigating the effects of neurofeedback on knowledge workers' perceptions of self-accomplishment, focus and task performance
The usability of usability guidelines: a proposal for meta-guidelines
Would You Tell Spotify How You're Feeling? Exploring Acceptability and Ethics of Emotion-Regulation Plugins for Music Streaming Apps
The effect of video placement in AR conferencing applications
Gendered design bias: gender differences of in-game character choice and playing style in league of legends
Empowering People in Human-Robot Collaboration: Why, How, When, and for Whom
PaperPixels: a toolkit to create paper-based displays
Designing for Heterogeneous Cross-Device Collaboration and Social Interaction in Virtual Reality
Social software for industrial interaction
Classifying users of mobile pedestrian navigation tools
Codesigning Mobile Digital Storytelling Across a Distance: Showcasing Rural Health Service Innovation
Multifocal Realities with Augmenting Reality: An Exploratory Study with Older Creative Writers
Proceedings of the 28th Australian Conference on Computer-Human Interaction, OzCHI 2016, Launceston, Tasmania, Australia, November 29 - December 2, 2016
Understanding the effects of discreet real-time social interaction on student engagement in lectures
Exploring the impact of AI features on collaborative creativity
Sensor-Driven Human-Robot Collaboration for Timber Assembly: A Cyber-Physical Approach Tested with Diverse Participants
An Implementation of Tangible Interactive Mapping to Improve Adult Learning for Preparing for Bushfire
ExerTiles: A Tangible Interactive Physiotherapy Toolkit for Balance Training with Older Adults
Tools to think with: augmenting user interviews with rapid modular prototypes
Designing mobile information systems to support WIL experiences
Towards understanding system acceptance: the development of an assessment instrument and workpractice
Rebuilding social capital: engaging newly arrived refugees in participatory design
Investigating factors influencing trust in video-mediated communication
Exploration and reflection in interactive art: glass pond
Hover-Based Japanese Input Method without Restricting Arm Position for XR
Comparing Graph Layouts for Vertex Selection Tasks
What you see is (not necessarily) what I see - Pervasive AR for Public Displays
Hands on the Past: Towards a Conceptual Framework for Developing and Evaluating Tangible AR Interfaces for Historical Artefacts
Interactive Four-dimensional Space Exploration Using Viewing Direction Control Based on Principal Vanishing Points Operation
The promise of blockchain technology for interaction design
Looking for expertise in physical interactions
Supporting Anxiety Patients' Self-Reflection through Visualization of Physiological Data
Decolonizing Computing and the Quest for Ontological Justice - Putting Fourth-Wave HCI/IxD Into Practice
Good team-mates do more than help the team win: design factors that impact player concern about team-mate experience
On the use of mobile tools in everyday life
How HCI design influences web security decisions
Using a multi-touch tabletop for upper extremity motor rehabilitation
"AI that's so good it almost seems human: " Risk and Hype Cycles of AI and Chatbots in Mobile Mental Health Apps
Factors of Trust for Successfully Adopting Social Robots on the Campus
Extending mobile user ambient awareness for nomadic text entry
Embedded assumptions in design and Making projects with children
Curiosity to cupboard: self reported disengagement with energy use feedback over time
The Role of Emotional Expressions by Autonomous Agents in Road-Sharing: Using Scenario Prompts in Online Video and Virtual Reality Studies
Designing gardening applications to engage people with intellectual disability in gardening activities
Investigating blind people's preferences when exploring maps using static and rotatable audio-tactile maps at different orientations
Awareness to improve interaction: design of distance learning environment
Proceedings of the 30th Australian Conference on Computer-Human Interaction, OzCHI 2018, Melbourne, VIC, Australia, December 04-07, 2018
Balancing different fitness levels in competitive exergames based on heart rate and performance
Mobile ambient presence
Helping young people going through tough times: perspectives for a peer-to-peer chat support system
Designing with people with disabilities: adapting best practices of DIY and organizational approaches
Reflections on Temporal Factors in Interaction Design: A Study of User Engagement in a Platform for Professional Learning
A multi-touch interface for enhancing collaborative UML diagramming
Beyond designing: roles of the designer in complex design projects
Aesthetic resources for technology-mediated bodily self-reflection: the case of eloquent robes
TorteMail: solving email information overload
Characteristics of web applications that affect usability: a review
Personalisation in intelligent environments: managing the information flow
A Tangible Multi-Display Toolkit to Support the Collaborative Design Exploration of AV-Pedestrian Interfaces
In search of perfect users: towards understanding the usability of converged multi-level secure user interfaces
Prototyping Digital Taonga: Considerations for Digital Representation, Interaction, and Access
Digital participation: engaging diverse and marginalised communities
Dawn explorer: a framework for multimodal accessibility to computer systems
Introducing the OZCHI 24-hour design challenge
Innovating organizational processes: a practical approach
Understanding the Use of a Bug Tracking System in a Global Software Development Setup
OzCHI 2016 workshop proposal: the First International Workshop on Mixed and Augmented Reality Innovations (MARI)
Edutainment in the field using mobile location based services
Co-designing a Technology Probe with Experienced Designers
Building Personas of Students Accessing a Peer-Facilitated Support for Learning Program
Grammar, meaning and movement-based interaction
Using mobile device screens for authentication
The bird is the word: a usability evaluation of emojis inside text passwords
Is digital technology urban?: Understanding intermetropolitan digital divides in South Africa
Detecting unseen anomalies in weight training exercises
INFO-NAVIGATE for Critical Thinking in Complex Information Landscapes: A Design Rationale and Pilot Evaluation
Visual Analytics for Large-Scale Bioinformatic Data Sets
Investigating External Airflow and Reduced Room Temperature to Reduce Virtual Reality Sickness
Capturing rich media through media objects on smartphones
Phenology Probes: Exploring Human-Nature Relations for Designing Sustainable Futures
Who are your users?: comparing media professionals' preconception of users to data-driven personas
An assistive technology design framework for ADHD
Sooner or later?: immediate feedback as a source of inspiration in electronic brainstorming
Exploring new window manipulation techniques
Gaze enhanced speech recognition for truly hands-free and efficient text input during HCI
Social media question asking (SMQA): whom do we tag and why?
Three levels of perceiving affordance: possibility, specificity, and signification levels
Mobile Q&A for enhancing online discussion
Co-designing technologies for citizen scientist engagement & saving species
PASDJO: quantifying password strength perceptions with an online game
What is your husband's name?: sociological dimensions of internet banking authentication
It feels different from real life: Users' Opinions of Mobile Applications for Mental Health
Eye-to-eye contact for life-sized videoconferencing
Assessing tablet applications focused on social interactions: what functionalities do Sri Lankan practitioners want for children with ASD?
Social music services in teenage life: a case study
Creative geeks..?: facilitating the creative growth of computer science students using engaging environments
How older adults respond to the use of Virtual Reality for enrichment: a systematic review
Using LLMs to Develop Personalities for Embodied Conversational Agents in Virtual Reality
Digitised Necrophilia: Technology and Psychosocial Orientations in the Age of ISIS and Drone Warfare
Visualising a live coding arts process
The longevity of general purpose Wizard-of-Oz tools
Evaluating the Effects of Introducing Three Gamification Elements in STEM Educational Software for Secondary Schools
Evaluating Virtual Reality as a Tool for Empathic Modelling of Vision Impairment: Insights from a simulated public interactive display experience
Towards an ethical interaction design: the issue of including stakeholders in law-enforcement software development
Navigating the labyrinth: the technical trials and misadventures of bringing virtual worlds into a government secondary school
A postphenomenological method for HCI research
The design of an online community for welfare recipients
Drinkminish: Understanding Engagement of Light to Moderate Drinkers in Online Alcohol Reduction Interventions
Mental State Modelling: A Philosophy of Mind Approach to Emergent Believable Behaviour in Non-Player Characters
Inclusive HCI: Second International Workshop on Developing Digital Technologies or Supporting Societal Inclusion of Disadvantaged Groups
Challenges facing movement research in the time of Covid-19: Issues in redesigning workshops for remote participation and data collection
Understanding Trust in Automated Vehicles
Fostering Collaboration in the Management of Family Finances
Transient life: collecting and sharing personal information
Dolls as props representing users in design: physical qualities and their application
Prototyping and Evaluating Bo App: A brain measurement device as a feedback tool for cognitive training
Elastic experiences: designing adaptive interaction for individuals and crowds in the public space
A Systematic Literature Review on Design for Supporting Systems Intelligence of Interdependent Teams
Collaborative learning in a shared course between two universities
The Annual Meeting of the Australian Special Interest Group for Computer Human Interaction, OzCHI '11, Canberra, Australia, November 28 - December 02, 2011
Levels of formality in diagram presentation
Experience of designing and deploying a tablet game for people with dementia
Running with drones: desired services and control gestures
AmbiDots: An Ambient Interface to Mediate Casual Social Settings through Peripheral Interaction
OZCHI industry case studies
An interaction model for de-identification of human data held by external custodians
"I feel like I'm getting younger": Investigating the social connections of older handicraft vloggers on the social platform Bilibili
Everybody Dance Now: Tensions between Participation and Performance in Interactive Public Installations
Designing Smart Over a Distance for Sustainable Communities: Reflecting on AI, the Metaverse, and the Role of HCI for Addressing the Sustainable Development Goals
Experimenting with the use of persona in a focus group discussion with older adults in Malaysia
Proceedings of the 2005 Australasian Computer-Human Interaction Conference, OZCHI 2005, Canberra, Australia, November 21-25, 2005
CodeAnnotator: digital ink annotation within Eclipse
OZCHI 2005 doctoral consortium application
Sustainable HCI for grassroots urban food-growing communities
Integrating orchestration of ubiquitous and pervasive learning environments
Generic functionality in user interfaces for emergency response
The Emerging Technology Consumer: Designing NUI Interaction for Learning and Retention
A holistic design perspective on media capturing and reliving
Interactive definition of single-user profiles for alerting systems
Toward Inclusive Digital Health: eHealth Literacy and Technology Engagement Among Young Ethnic Khmer in Vietnam
Encouraging Self-Reflection in Online Conversations: A Comment Queuing Approach to Mitigating Toxicity and Enhancing Emotional Regulation
Game Design Principles Influencing Stroke Survivor Engagement for VR-Based Upper Limb Rehabilitation: A User Experience Case Study
Harnessing multi-user design and computation to devise archetypal whole-of-body gestures: a novel framework
Challenges of Scaling Participatory Design: A Systematic Literature Review
Does time heal?: a longitudinal study of usability
Fyro: A Symbolic-Based Phatic Technology
Metaphors, Signifiers, Affordances, and Modalities for Designing Mobile and Embodied Interactive Systems
Metaphor or diagram?: comparing different representations for group mirrors
Supporting Creativity in Aged Care: Lessons from Group Singing, Music Therapy, and Immersive Virtual Reality Programs
'Coalesce': a web-based tool for sensemaking
Investigating VR Game Player Experience via Remote Experimentation using the Player Experience Inventory
Communicating Service Offers in a Conversational User Interface: An Exploratory Study of User Preferences in Chatbot Interaction
Improving stylus interaction for eMedical forms
Volker: An AI-Powered App for Personalized Energy Efficiency Recommendations in Residential Buildings
On the other side from you: how library design facilitates and hinders group work
Clover Connections: Visualising Character Dynamics in Novels for Non-Experts
Indonesian Wellbeing Technology Kits of International Students in Australia: Opportunities for Legowo-Informed Design
Potential speech features for cognitive load measurement
Investigating the effect of video extraction summarization techniques on the accuracy of impression conveyance in group dialogue
Co-designing Smart Cities: a Case Study in the New Zealand Context
Towards one-pixel-displays for sound information visualization
An analysis of building habitat with networked tools
Emotive media: a review of emotional interfaces and media in human-computer-interaction
Virtual box: supporting mediated family intimacy through virtual and physical play
Towards a creativity support tool in processing: understanding the needs of creative coders
Stand in the place where you work: digital implications of the use of the physical elements of a library during browsing
Plural Navigation: Navigation for a Wholesome Experience
Investigation into the feasibility of using tactons to provide navigation cues in pedestrian situations
Designing HARATIO: a novice AR authoring tool
Occupational Therapy Meets Design: An Augmented Reality Tool for Assistive Home Modifications
Peg hunting: foraging with macro- and micro-navigation
Evaluation of labelling layout method for image-driven view management in augmented reality
From Users to Citizens: Some Thoughts on Designing for Polity and Civics
Urban Kinesic : a gestural interface for the expression of emotions through bodily movements
Four-dimensional viewing direction control by principal vanishing points operation and its application to four-dimensional fly-through experience
Designing Emotional Expressions of Autonomous Vehicles for Communication with Pedestrians in Urban Shared Spaces: Use Cases, Modalities, and Considerations
Enhancing Realism and Presence with Active Physical Reactions in Augmented Reality
AuraOrb: using social awareness cues in the design of progressive notification appliances
Dispelling ageing myths in technology design
Playing the interface: a case study of Grand Theft Auto: San Andreas
Adopting the Theory of Distributed Cognition for Human-AI Cooperation
Engaging stakeholders through Facebook for teacher professional development in Indonesia
Does culture matter?: understanding the impact of cultural contents in digital games on older people
Designing with Emerging Science: Developing an Alternative Frame for Self-Tracking
Panoramic viewfinder: providing a real-time preview to help users avoid flaws in panoramic pictures
Cultural theory: from armchair critic to star performer
Designing Effective AR Interfaces for Human-Robot Interaction: A Scoping Review and Practical Guidelines for Robot Pick-and-Place Tasks
Facilitating Asynchronous Idea Generation and Selection with Chatbots
Exploring Tangible Explainable AI (TangXAI): A User Study of Two XAI Approaches
A leap-supported, hybrid AR interface approach
Think before you talk: an empirical study of relationship between speech pauses and cognitive load
mHealth intervention design: creating mHealth interventions for behaviour change
OZCHI'19: 31st Australian Conference on Human-Computer-Interaction, Fremantle, WA, Australia, December, 2-5, 2019
Communication in infrastructuring, or tales from a collaborative project
Humanoid Robots as Teaching Assistants in an Arab School
Airshare: a food sharing concept
Toward Dialogue: Longitudinal Shifts in Computing Students' Discourse Through Sustained Engagement with People with Diverse Support Needs
Designing for Personas That Don't Have a Voice: Reflections on Designing a Mobile Application for Collecting Biodiversity Data
Domain Exploration of ICT Use in Consumer-to-Producer Feedback Loops within the Fair Trade System
Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures - the Future of Design, OZCHI '14, Sydney, New South Wales, Australia, December 2-5, 2014
Conceptual framework and models for identifying and organizing usability impact factors of mobile phones