All Stories

  1. Towards Step-Aware ITSs: Generation and Evaluation of Synthetic Step-by-Step Exercise Solutions
  2. Advancing Code Generation from Visual Designs through Transformer-Based Architectures and Specialized Datasets
  3. The Digital Attention Heuristics: Supporting the User’s Attention by Design
  4. Dialogues with Digital Wisdom: Can LLMs Help Us Put Down the Phone?
  5. Digital Wellbeing for Teens: Designing Educational Systems (DIGI-Teens 2024)
  6. Digital Wellbeing Lens: Design Interfaces That Respect User Attention
  7. Nudging Users Towards Conscious Social Media Use
  8. Nudging Users or Redesigning Interfaces? Evaluating Novel Strategies for Digital Wellbeing Through inControl
  9. SIGCHI's FY24 Budget: Expanding Initiatives
  10. Towards A Visual Programming Tool to Create Deep Learning Models
  11. Listen Veronica! Can You Give Me a Hand With This Bug?
  12. Defining and Identifying Attention Capture Deceptive Designs in Digital Interfaces
  13. Achieving Digital Wellbeing Through Digital Self-Control Tools: A Systematic Review and Meta-Analysis
  14. Style-Aware Sketch-to-Code Conversion for the Web
  15. Designing for Meaningful Interactions and Digital Wellbeing
  16. Equity Talks @SIGCHI
  17. On How Novices Approach Programming Exercises Before and During Coding
  18. Exploring Hybrid: A (hybrid) SIG to discuss hybrid conferences
  19. SIGCHI Turns 40: Honoring the Past, Celebrating the Present, and Envisioning the Next 40
  20. Towards Understanding the Dark Patterns That Steal Our Attention
  21. On Computational Notebooks to Empower Physical Computing Novices
  22. Reducing Risk in Digital Self-Control Tools: Design Patterns and Prototype
  23. Coping with Digital Wellbeing in a Multi-Device World
  24. Globally yours
  25. HeyTAP
  26. Data4Good
  27. TAPrec
  28. RecRules
  29. Empowering End Users in Debugging Trigger-Action Rules
  30. The Race Towards Digital Wellbeing
  31. Assessing Virtual Assistant Capabilities with Italian Dysarthric Speech
  32. DogOnt as a viable seed for semantic modeling of AEC/FM
  33. A Debugging Approach for Trigger-Action Programming
  34. Single switch games and an interaction mode for children with severe motor disability
  35. Clocks, Bars and Balls
  36. HomeRules
  37. GNomon
  38. Can We Make Dynamic, Accessible and Fun One-Switch Video Games?
  39. The smart home controller on your wrist