All Stories

  1. Designing and Personalising Hybrid Health Explanations for Lay Users
  2. Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference
  3. An Investigation of the Test-Retest Reliability of the miniPXI
  4. Elevating Game User Research with a Guided Interface for Data Analysis
  5. Designing and Evaluating Explanations for a Predictive Health Dashboard: A User-Centred Case Study
  6. Feedback, Control, or Explanations? Supporting Teachers With Steerable Distractor-Generating AI
  7. GMap: Supporting Free-Form Text Entry of Game Titles in Games User Research
  8. Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout Game Development
  9. Performance and Pleasure: Exploring the Perceived Usefulness and Appeal of Physical Activity Data Visualizations with Older Adults
  10. Challenges and Opportunities for Interactive Technology to Support Parents of HIV-Positive Children in Ethiopia in the Disclosure Process
  11. Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding
  12. Exploring the Experiences of Tangible Interactions with Movie Recommender Algorithms
  13. miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory
  14. Flexible Activity Tracking for Older Adults Using Mobility Aids — An Exploratory Study on Automatically Identifying Movement Modality
  15. Designing and evaluating explainable AI for non-AI experts: challenges and opportunities
  16. The Challenge of (Non-)Disclosure: Exploring the Lived Experience of Ethiopian Adolescents with HIV and Their Attitudes Toward Technology
  17. Maker Technology and the Promise of Empowerment in a Flemish School for Disabled Children
  18. Explaining Call Recommendations in Nursing Homes: a User-Centered Design Approach for Interacting with Knowledge-Based Health Decision Support Systems
  19. Towards Predicting Hexad User Types from Mobile Banking Data
  20. Immersive Virtual Reality for Older Adults
  21. TIEVis: a Visual Analytics Dashboard for Temporal Information Extracted from Clinical Reports
  22. Exploring Tangible Algorithmic Imaginaries in Movie Recommendations
  23. Wearable Physical Activity Tracking Systems for Older Adults—A Systematic Review
  24. From Promoting Dignity to Installing Distrust: Understanding the Role of Continence Care Technology in Nursing Homes
  25. Middle-Aged Video Consumers' Beliefs About Algorithmic Recommendations on YouTube
  26. Designing a Tablet-Based Application for Self-Assessment Questionnaires with Nursing Home Residents
  27. Critical Reflections on Technology to Support Physical Activity among Older Adults
  28. Ageing is Not a Disease
  29. Juicy Game Design
  30. Age? It's in the Game
  31. Sailing Skweezee: An Exploration of Squeeze Interaction in VR
  32. Video games for mental health
  33. Skweezee for Processing
  34. Forum on Video Games for Mental Health
  35. The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits
  36. Can Card Games Be Used to Assess Mild Cognitive Impairment?
  37. Games for the Assessment and Treatment of Mental Health
  38. Design and Preliminary Validation of The Player Experience Inventory
  39. Lenses of Motivational Design for mHealth
  40. Challenging group dynamics in participatory design with children