Pub Date : 2026-01-14DOI: 10.1016/j.ijhcs.2026.103744
Sabrina Villata, Federica Cena, Amon Rapp
Persuasive systems aim to support behavior change using interactive technologies. Among them, adaptive persuasive games, which combine game-based approaches with adaptive features, have recently emerged as promising tools for promoting positive behavioral changes. In this article, we report the findings of a systematic literature review of existing adaptive persuasive games (N = 55), following the Grounded Theory approach for Literature Review. We point out the main types of game-based approaches employed in the literature and the importance of aesthetics, playability, and variety in the game design. Then, we investigate the adaptation techniques employed and the central role of users’ individuality in the proposed designs. Moreover, we analyze the main persuasive theories on which adaptive persuasive games rely, as well as the most commonly used intervention designs. Finally, we describe the evaluation methodologies used and the outcomes of the proposed interventions in terms of behavior change, motivation and engagement. In conclusion, we discuss the issues emerging from the current literature and identify possible solutions and future research directions for adaptive persuasive game design.
{"title":"Adaptive persuasive games: A systematic literature review","authors":"Sabrina Villata, Federica Cena, Amon Rapp","doi":"10.1016/j.ijhcs.2026.103744","DOIUrl":"10.1016/j.ijhcs.2026.103744","url":null,"abstract":"<div><div>Persuasive systems aim to support behavior change using interactive technologies. Among them, <em>adaptive persuasive games,</em> which combine game-based approaches with adaptive features, have recently emerged as promising tools for promoting positive behavioral changes. In this article, we report the findings of a systematic literature review of existing adaptive persuasive games (<em>N</em> = 55), following the Grounded Theory approach for Literature Review. We point out the main types of game-based approaches employed in the literature and the importance of aesthetics, playability, and variety in the game design. Then, we investigate the adaptation techniques employed and the central role of users’ individuality in the proposed designs. Moreover, we analyze the main persuasive theories on which adaptive persuasive games rely, as well as the most commonly used intervention designs. Finally, we describe the evaluation methodologies used and the outcomes of the proposed interventions in terms of behavior change, motivation and engagement. In conclusion, we discuss the issues emerging from the current literature and identify possible solutions and future research directions for adaptive persuasive game design.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"209 ","pages":"Article 103744"},"PeriodicalIF":5.1,"publicationDate":"2026-01-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146038682","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-14DOI: 10.1016/j.ijhcs.2026.103741
Dongxiao Li, Annelien Smets, Heritiana Ranaivoson
User preference is central to the design and effectiveness of recommender systems (RS), as its satisfaction influences both user experience and platform success. However, the concept of user preference is inherently complex, and existing knowledge remains diverse and fragmented, lacking a synthesis that considers users’ multiple and evolving needs. Adopting a user-centric perspective, this study systematically reviews 135 RS papers focused on how user preferences are defined and operationalized in the audiovisual (AV) domain. Grounded in theories of multi-attribute utility and bounded rationality, this review focuses on key dimensions related to the conceptualization and application of user preferences in RS studies. We develop a typology to categorize the main issues and methodological approaches and identify prevailing trends and research gaps across these dimensions. Our findings reveal that: (1) user preference definitions are frequently absent, with few studies offering explicit conceptualizations. (2) user participation in preference elicitation is limited, with most studies relying on offline datasets and prioritizing content relevance metrics over user experience; (3) User attributes, such as demographics and personality traits are underrepresented compared to item attributes like content features, leading to overspecified models and reduced interpretability; and (4) interest in temporal and contextual preference dynamics is growing, although stability remains crucial for consistent recommendations. These findings indicate critical shortcomings in understanding and operationalizing user preferences from a user-centric perspective. We emphasize the need for greater integration of insights from psychology and behavioral studies to ensure that RS design aligns with users’ intrinsic, evolving, and long-term needs.
{"title":"Understanding user preferences in recommender systems: A systematic review with a user-centric perspective in the audiovisual domain","authors":"Dongxiao Li, Annelien Smets, Heritiana Ranaivoson","doi":"10.1016/j.ijhcs.2026.103741","DOIUrl":"10.1016/j.ijhcs.2026.103741","url":null,"abstract":"<div><div>User preference is central to the design and effectiveness of recommender systems (RS), as its satisfaction influences both user experience and platform success. However, the concept of user preference is inherently complex, and existing knowledge remains diverse and fragmented, lacking a synthesis that considers users’ multiple and evolving needs. Adopting a user-centric perspective, this study systematically reviews 135 RS papers focused on how user preferences are defined and operationalized in the audiovisual (AV) domain. Grounded in theories of multi-attribute utility and bounded rationality, this review focuses on key dimensions related to the conceptualization and application of user preferences in RS studies. We develop a typology to categorize the main issues and methodological approaches and identify prevailing trends and research gaps across these dimensions. Our findings reveal that: (1) user preference definitions are frequently absent, with few studies offering explicit conceptualizations. (2) user participation in preference elicitation is limited, with most studies relying on offline datasets and prioritizing content relevance metrics over user experience; (3) User attributes, such as demographics and personality traits are underrepresented compared to item attributes like content features, leading to overspecified models and reduced interpretability; and (4) interest in temporal and contextual preference dynamics is growing, although stability remains crucial for consistent recommendations. These findings indicate critical shortcomings in understanding and operationalizing user preferences from a user-centric perspective. We emphasize the need for greater integration of insights from psychology and behavioral studies to ensure that RS design aligns with users’ intrinsic, evolving, and long-term needs.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"209 ","pages":"Article 103741"},"PeriodicalIF":5.1,"publicationDate":"2026-01-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146038693","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-13DOI: 10.1016/j.ijhcs.2026.103739
Elías Vega , Carmen Camarero , Juho Hamari , Nannan Xi
Virtual reality (VR) is reshaping tourism as museums increasingly adopt it to create immersive visitor experiences. While presence is key to VR effectiveness, little is known about how interaction modes affect it. This study examines the impact of two elements −guidance and spatial mobility− on perceived presence in virtual museum visits. It also explores the psychological mechanisms involved and identifies autonomy as a positive driver and satiation as a limiting factor. Results show that guidance enhances presence although it slightly reduces autonomy, while spatial mobility has less of an effect. In turn, presence boosts perceived entertainment and informativeness and positively influences attitudes toward the destination and visit intention. This research helps to understand how interaction design in immersive environments shapes user experience and behaviour. It offers theoretical insights on presence drivers as well as practical implications for creating more effective, satisfying, and wellbeing-oriented VR experiences in tourism.
{"title":"What leads to better immersive experiences? The role of guidance and mobility in virtual reality museums","authors":"Elías Vega , Carmen Camarero , Juho Hamari , Nannan Xi","doi":"10.1016/j.ijhcs.2026.103739","DOIUrl":"10.1016/j.ijhcs.2026.103739","url":null,"abstract":"<div><div>Virtual reality (VR) is reshaping tourism as museums increasingly adopt it to create immersive visitor experiences. While presence is key to VR effectiveness, little is known about how interaction modes affect it. This study examines the impact of two elements −guidance and spatial mobility− on perceived presence in virtual museum visits. It also explores the psychological mechanisms involved and identifies autonomy as a positive driver and satiation as a limiting factor. Results show that guidance enhances presence although it slightly reduces autonomy, while spatial mobility has less of an effect. In turn, presence boosts perceived entertainment and informativeness and positively influences attitudes toward the destination and visit intention. This research helps to understand how interaction design in immersive environments shapes user experience and behaviour. It offers theoretical insights on presence drivers as well as practical implications for creating more effective, satisfying, and wellbeing-oriented VR experiences in tourism.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"209 ","pages":"Article 103739"},"PeriodicalIF":5.1,"publicationDate":"2026-01-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146038692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-12DOI: 10.1016/j.ijhcs.2026.103737
Rui Sheng , Chuhan Shi , Sobhan Lotfi , Shiyi Liu , Adam Perer , Huamin Qu , Furui Cheng
Human–AI interfaces play a pivotal role in integrating clinicians’ expertise with artificial intelligence to enhance both healthcare practice and research. However, designing effective interfaces in this domain remains a significant challenge. The inherent complexity of medical data, the influence of domain-specific conventions, and the diverse needs of clinical users compound the challenge of developing practical and usable solutions. In this study, we review existing solutions and synthesize a set of design patterns—recurring approaches that support the design of human–AI interfaces in clinical settings. We conducted a comprehensive literature review of human–AI interaction designs in clinical contexts, through which we identified 15 information entities commonly presented to users and 12 design patterns used to organize and communicate this information effectively. For each design pattern, we summarize the underlying design problem, the proposed solution, and the rationale for when the pattern should or should not be applied, based on insights from both the literature and semi-structured interviews with 12 healthcare professionals. We evaluated the proposed design patterns through an online workshop involving 14 experienced UI designers. During the workshop, participants were asked to create interface sketches for healthcare-related scenarios drawn from their own professional experience, using our design patterns as guidance. Our findings show that the proposed design patterns helped participants ground their designs in user needs, generate a wider range of design alternatives, and simplify complex interface structures. We further analyzed and summarized the participants’ usage strategies and feedback regarding the applicability and usefulness of the design patterns. By consolidating recurring solutions and design rationales, our work provides a practical foundation for creating more efficient and clinically meaningful human–AI interfaces, ultimately advancing the integration of AI into real-world healthcare practice.
{"title":"Design patterns of human-AI interfaces in healthcare","authors":"Rui Sheng , Chuhan Shi , Sobhan Lotfi , Shiyi Liu , Adam Perer , Huamin Qu , Furui Cheng","doi":"10.1016/j.ijhcs.2026.103737","DOIUrl":"10.1016/j.ijhcs.2026.103737","url":null,"abstract":"<div><div>Human–AI interfaces play a pivotal role in integrating clinicians’ expertise with artificial intelligence to enhance both healthcare practice and research. However, designing effective interfaces in this domain remains a significant challenge. The inherent complexity of medical data, the influence of domain-specific conventions, and the diverse needs of clinical users compound the challenge of developing practical and usable solutions. In this study, we review existing solutions and synthesize a set of design patterns—recurring approaches that support the design of human–AI interfaces in clinical settings. We conducted a comprehensive literature review of human–AI interaction designs in clinical contexts, through which we identified 15 information entities commonly presented to users and 12 design patterns used to organize and communicate this information effectively. For each design pattern, we summarize the underlying design problem, the proposed solution, and the rationale for when the pattern should or should not be applied, based on insights from both the literature and semi-structured interviews with 12 healthcare professionals. We evaluated the proposed design patterns through an online workshop involving 14 experienced UI designers. During the workshop, participants were asked to create interface sketches for healthcare-related scenarios drawn from their own professional experience, using our design patterns as guidance. Our findings show that the proposed design patterns helped participants ground their designs in user needs, generate a wider range of design alternatives, and simplify complex interface structures. We further analyzed and summarized the participants’ usage strategies and feedback regarding the applicability and usefulness of the design patterns. By consolidating recurring solutions and design rationales, our work provides a practical foundation for creating more efficient and clinically meaningful human–AI interfaces, ultimately advancing the integration of AI into real-world healthcare practice.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"209 ","pages":"Article 103737"},"PeriodicalIF":5.1,"publicationDate":"2026-01-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146038694","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-08DOI: 10.1016/j.ijhcs.2026.103736
Louise Petersen Matjeka , Hanna Elina Wirman , Beatrix Vereijken , Florian 'Floyd' Mueller
Game studies and Human-Computer Interaction (HCI) research on embodied experiences and technology relationships often diverge; while game studies focus on the player–in-game character relationship, HCI emphasises sensory perception and stimulation. This paper bridges these perspectives by examining movement as fundamental to perception and interaction, exploring how movement unfolds in sequences between player(s) and technologies. The paper presents a theoretical framework that combines the neuroscientific theories of predictive processing and active inference with phenomenology to understand perception as a subjective experience along with its underlying neurobiological processes. Complemented by an autoethnographic inquiry in which the primary author played seven games over three years, we apply the theoretical framework to analyse how movement drives embodied experiences. Our findings reveal that the composition of movement sequences is a key mechanism for embodied player experiences and technology relationships. Furthermore, the study identifies four dynamics in the sequential movement compositions that shape the qualities of experience. By foregrounding movement as central to connecting players and avatars in sensory engagement, we provide a unified perspective that benefits researchers and designers across the fields of game studies and HCI.
{"title":"Examining movement as foundation for embodied player experiences and technology relationships","authors":"Louise Petersen Matjeka , Hanna Elina Wirman , Beatrix Vereijken , Florian 'Floyd' Mueller","doi":"10.1016/j.ijhcs.2026.103736","DOIUrl":"10.1016/j.ijhcs.2026.103736","url":null,"abstract":"<div><div>Game studies and Human-Computer Interaction (HCI) research on embodied experiences and technology relationships often diverge; while game studies focus on the player–in-game character relationship, HCI emphasises sensory perception and stimulation. This paper bridges these perspectives by examining movement as fundamental to perception and interaction, exploring how movement unfolds in sequences between player(s) and technologies. The paper presents a theoretical framework that combines the neuroscientific theories of predictive processing and active inference with phenomenology to understand perception as a subjective experience along with its underlying neurobiological processes. Complemented by an autoethnographic inquiry in which the primary author played seven games over three years, we apply the theoretical framework to analyse how movement drives embodied experiences. Our findings reveal that the composition of movement sequences is a key mechanism for embodied player experiences and technology relationships. Furthermore, the study identifies four dynamics in the sequential movement compositions that shape the qualities of experience. By foregrounding movement as central to connecting players and avatars in sensory engagement, we provide a unified perspective that benefits researchers and designers across the fields of game studies and HCI.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"209 ","pages":"Article 103736"},"PeriodicalIF":5.1,"publicationDate":"2026-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"146038690","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study explores how interpretive media can engage intergenerational audiences in heritage exhibitions. Evaluating five media formats—poster exhibit, audio guide, short film, digital game, and documentary video—within a railway transformation exhibition in Warin Chamrap, Thailand, the study involved 150 participants across five age groups (children, teens, young adults, adults, older adults). Participants engaged with all five media types, with data collected through surveys, comprehension tests, structured observations, and interviews. ANOVA and Tukey’s HSD revealed significant interaction effects between media modality and age group (F(16, 720) = 2.97, p < 0.001, η² = 0.09). Children favored digital games, teens preferred short films, adults excelled with audio guides, and older adults engaged with documentaries. Four design heuristics—interactivity, emotional resonance, clarity, and familiarity—emerged as key to enhancing engagement. This study emphasizes the need for age-aligned, multisensory interpretive design to optimize cognitive engagement and learning across generations in museum settings.
本研究探讨阐释性媒体如何在文物展览中吸引代际观众。在泰国Warin Chamrap的一个铁路改造展览中,该研究评估了五种媒体形式——海报展览、音频指南、短片、数字游戏和纪录片视频,涉及了五个年龄组(儿童、青少年、年轻人、成年人、老年人)的150名参与者。参与者使用所有五种媒体类型,通过调查、理解测试、结构化观察和访谈收集数据。方差分析和Tukey’s HSD显示,媒介方式与年龄组之间存在显著的交互作用(F(16,720) = 2.97, p < 0.001, η²= 0.09)。儿童喜欢电子游戏,青少年喜欢短片,成年人擅长音频指南,老年人喜欢纪录片。互动性、情感共鸣、清晰度和熟悉度这四种设计启发式是增强用户粘性的关键。本研究强调了在博物馆环境中,需要与年龄相匹配的多感官解释设计来优化认知参与和跨代学习。
{"title":"Cognitive engagement across age groups in living heritage museums: Evaluating media modalities for Warin Chamrap's railway cultural transformation","authors":"Natthapong Nanthasamroeng , Rapeepan Pitakaso , Paweena Khampukka , Arunrat Sawettham , Sairoong Dinkoksung , Surajet Khonjun , Thanatkij Srichok , Kanya Jungvimut , Yong Boonarree , Ganokgarn Jirasirilerd , Chawapot Supasarn , Pornpimol Mongkhonngam","doi":"10.1016/j.ijhcs.2026.103735","DOIUrl":"10.1016/j.ijhcs.2026.103735","url":null,"abstract":"<div><div>This study explores how interpretive media can engage intergenerational audiences in heritage exhibitions. Evaluating five media formats—poster exhibit, audio guide, short film, digital game, and documentary video—within a railway transformation exhibition in Warin Chamrap, Thailand, the study involved 150 participants across five age groups (children, teens, young adults, adults, older adults). Participants engaged with all five media types, with data collected through surveys, comprehension tests, structured observations, and interviews. ANOVA and Tukey’s HSD revealed significant interaction effects between media modality and age group (F(16, 720) = 2.97, <em>p</em> < 0.001, η² = 0.09). Children favored digital games, teens preferred short films, adults excelled with audio guides, and older adults engaged with documentaries. Four design heuristics—interactivity, emotional resonance, clarity, and familiarity—emerged as key to enhancing engagement. This study emphasizes the need for age-aligned, multisensory interpretive design to optimize cognitive engagement and learning across generations in museum settings.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"209 ","pages":"Article 103735"},"PeriodicalIF":5.1,"publicationDate":"2026-01-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145979608","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-06DOI: 10.1016/j.ijhcs.2025.103724
Matheus B. da Costa , Elizabeth Chan , Joshua Langberg , Isabelle Cuber , Fatemeh Jamalinabijan , Aleksander Kurgan , Thomas Fritz , David C. Shepherd
Neuropsychological tests assessing attention and executive function (EF) in individuals with ADHD demonstrate little to no association with real-world ratings of ADHD behaviors. To address this critical gap, this study developed metrics that can analyze automatically collected data to measure levels of attention, motivation, and effort in emerging adults with ADHD. Specifically, we used virtual reality to simulate a study space and collect in-the-moment computer activity data while university students with ADHD (N = 21; 38% female) engaged in 12 sessions (total 180 h) of real-world tasks. To identify common sequences we performed a qualitative analysis of this work session data (i.e., descriptive window titles, input levels, and window switches), resulting in four themes representing positive and negative work activity patterns. From these themes we derived four metrics, and a quantitative analysis showed that two predicted behavioral indices of attention, effort, and motivation with effects in the moderate range. To our knowledge, we are the first group to design and test such an approach, as well as validate identified computer metrics to behavioral indices of attention and EF. Given the automated nature of computer data collection and analysis, this approach represents a scalable, novel method for ADHD assessment and treatment.
{"title":"Towards ecological validity when assessing ADHD symptoms: Patterns in automatically collected, real-world PC activity data","authors":"Matheus B. da Costa , Elizabeth Chan , Joshua Langberg , Isabelle Cuber , Fatemeh Jamalinabijan , Aleksander Kurgan , Thomas Fritz , David C. Shepherd","doi":"10.1016/j.ijhcs.2025.103724","DOIUrl":"10.1016/j.ijhcs.2025.103724","url":null,"abstract":"<div><div>Neuropsychological tests assessing attention and executive function (EF) in individuals with ADHD demonstrate little to no association with real-world ratings of ADHD behaviors. To address this critical gap, this study developed metrics that can analyze automatically collected data to measure levels of attention, motivation, and effort in emerging adults with ADHD. Specifically, we used virtual reality to simulate a study space and collect in-the-moment computer activity data while university students with ADHD (N = 21; 38% female) engaged in 12 sessions (total 180 h) of real-world tasks. To identify common sequences we performed a qualitative analysis of this work session data (i.e., descriptive window titles, input levels, and window switches), resulting in four themes representing positive and negative work activity patterns. From these themes we derived four metrics, and a quantitative analysis showed that two predicted behavioral indices of attention, effort, and motivation with effects in the moderate range. To our knowledge, we are the first group to design and test such an approach, as well as validate identified computer metrics to behavioral indices of attention and EF. Given the automated nature of computer data collection and analysis, this approach represents a scalable, novel method for ADHD assessment and treatment.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"209 ","pages":"Article 103724"},"PeriodicalIF":5.1,"publicationDate":"2026-01-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145979609","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-03DOI: 10.1016/j.ijhcs.2025.103725
Brandon Victor Syiem , Selen Türkay , Cael Gallagher , Christoph Schrank
Communicating spatial information is challenging using solely verbal or written language, and is often supported by non-verbal gestures and illustrative drawings. However, the growing need for communicating increasingly complex spatial information, coupled with the rise of remote collaboration, presents challenges that current screen-based solutions are ill-equipped to address. Virtual Reality (VR) offers capabilities to support both non-verbal gestures and complex visual aids, through embodied avatars and 3D virtual representations. However, the novelty of creating, referencing, and viewing 3D drawings in VR may influence the interlocutors’ actions, speech and communication performance. We conducted a mixed-methods within-subject study with dyads to investigate the effects of drawing dimension (2D or 3D drawings) on spatial dialogue behaviours in VR. We found no significant effects of drawing dimension on communication performance and workload, but found significantly different interlocutor actions and speech. We discuss relevant implications and highlight considerations unique to the different communication strategies observed during 2D and 3D drawing use for supporting spatial dialogue in VR.
{"title":"An epistemic network analysis of communication strategies during drawing-supported spatial dialogue in VR","authors":"Brandon Victor Syiem , Selen Türkay , Cael Gallagher , Christoph Schrank","doi":"10.1016/j.ijhcs.2025.103725","DOIUrl":"10.1016/j.ijhcs.2025.103725","url":null,"abstract":"<div><div>Communicating spatial information is challenging using solely verbal or written language, and is often supported by non-verbal gestures and illustrative drawings. However, the growing need for communicating increasingly complex spatial information, coupled with the rise of remote collaboration, presents challenges that current screen-based solutions are ill-equipped to address. Virtual Reality (VR) offers capabilities to support both non-verbal gestures and complex visual aids, through embodied avatars and 3D virtual representations. However, the novelty of creating, referencing, and viewing 3D drawings in VR may influence the interlocutors’ actions, speech and communication performance. We conducted a mixed-methods within-subject study with dyads to investigate the effects of drawing dimension (2D or 3D drawings) on spatial dialogue behaviours in VR. We found no significant effects of drawing dimension on communication performance and workload, but found significantly different interlocutor actions and speech. We discuss relevant implications and highlight considerations unique to the different communication strategies observed during 2D and 3D drawing use for supporting spatial dialogue in VR.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"209 ","pages":"Article 103725"},"PeriodicalIF":5.1,"publicationDate":"2026-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145940999","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-01DOI: 10.1016/j.ijhcs.2025.103719
Shitao Fang , Xingyu Liu , Takeo Igarashi , Koji Yatani
Multiparty conversations are ubiquitous and indispensable in diverse social and collaborative contexts. However, current conversational agents (CAs) face significant challenges in effectively engaging in such interactions, particularly within text-based environments. While earlier limitations were often attributed to the inadequacies of AI models, recent advances in large language models now compel us to revisit both our understanding of multiparty conversation and the way we design CAs. This paper synthesizes findings from two complementary qualitative investigations and proposes a conceptual model for designing CAs that can genuinely participate, rather than merely function as tools or outsiders. The first study, employing retrospective think-aloud sessions (N=30) with users in text-based multiparty settings, uncovers 5 key interactional mechanisms (e.g., Turn-taking Management, Presence Management) that underpin successful human-human multiparty interactions, derived from participants’ articulated perceptions and reasoning. Subsequently, the second study, through semi-structured interviews (N=15), identifies user expectations for CA integration and key traits (e.g., proactivity, social authenticity) that shape an ideal CA persona perceived by users as a genuine participant. Drawing from these human-centric insights, we then derive design considerations, aiming to guide the development of CAs capable of more natural, effective, and socially intelligent participation in multiparty conversation.
{"title":"Unraveling multiparty conversations: From human interaction mechanisms to conversational agent challenges and persona design","authors":"Shitao Fang , Xingyu Liu , Takeo Igarashi , Koji Yatani","doi":"10.1016/j.ijhcs.2025.103719","DOIUrl":"10.1016/j.ijhcs.2025.103719","url":null,"abstract":"<div><div>Multiparty conversations are ubiquitous and indispensable in diverse social and collaborative contexts. However, current conversational agents (CAs) face significant challenges in effectively engaging in such interactions, particularly within text-based environments. While earlier limitations were often attributed to the inadequacies of AI models, recent advances in large language models now compel us to revisit both our understanding of multiparty conversation and the way we design CAs. This paper synthesizes findings from two complementary qualitative investigations and proposes a conceptual model for designing CAs that can genuinely participate, rather than merely function as tools or outsiders. The first study, employing retrospective think-aloud sessions (N=30) with users in text-based multiparty settings, uncovers 5 key interactional mechanisms (e.g., Turn-taking Management, Presence Management) that underpin successful human-human multiparty interactions, derived from participants’ articulated perceptions and reasoning. Subsequently, the second study, through semi-structured interviews (N=15), identifies user expectations for CA integration and key traits (e.g., proactivity, social authenticity) that shape an ideal CA persona perceived by users as a genuine participant. Drawing from these human-centric insights, we then derive design considerations, aiming to guide the development of CAs capable of more natural, effective, and socially intelligent participation in multiparty conversation.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103719"},"PeriodicalIF":5.1,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145883889","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2026-01-01DOI: 10.1016/j.ijhcs.2025.103721
Wei Xiang , Xinli Chen , Tianhui Guo , Min Zhou , Shi Chen
Drivers in gig work face a steady stream of demanding tasks, with the interaction between agents and workers playing a significant role in drivers’ performance. However, there has been limited exploration of challenges and opportunities in these interactions. This paper introduces social support in conversational agents to improve human-agent interaction within driving gigs. We began by conducting semi-structured interviews with 20 driving workers to uncover interaction challenges and strategies they employ. Building upon these insights, we designed Pika, a conversational agent offering both informational and emotional support. A two-stage empirical study involving 59 driving workers demonstrated the benefits of Pika in improving work performance and user experience. Our work calls for a focus on equitable collaborative relationships to enhance work efficiency and well-being in gig work.
{"title":"Pika: Designing a social-support agent to improve drivers’ experience in gig work","authors":"Wei Xiang , Xinli Chen , Tianhui Guo , Min Zhou , Shi Chen","doi":"10.1016/j.ijhcs.2025.103721","DOIUrl":"10.1016/j.ijhcs.2025.103721","url":null,"abstract":"<div><div>Drivers in gig work face a steady stream of demanding tasks, with the interaction between agents and workers playing a significant role in drivers’ performance. However, there has been limited exploration of challenges and opportunities in these interactions. This paper introduces social support in conversational agents to improve human-agent interaction within driving gigs. We began by conducting semi-structured interviews with 20 driving workers to uncover interaction challenges and strategies they employ. Building upon these insights, we designed Pika, a conversational agent offering both informational and emotional support. A two-stage empirical study involving 59 driving workers demonstrated the benefits of Pika in improving work performance and user experience. Our work calls for a focus on equitable collaborative relationships to enhance work efficiency and well-being in gig work.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103721"},"PeriodicalIF":5.1,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145883888","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}