All Stories

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