VLDB 2026 Research / reviewers in the wild / expert
Kexin Zhang 0002
dblp:119/0668-2
· DBLP profile ↗
8ranked-venue papers
4as first author
8since 2021 · last 2026
0009-0009-4078-8780ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 4 first-author · 8 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | How Well Can 3D Accessibility Guidelines Support XR Development? An Interview Study with XR Practitioners in IndustryabstractWhile accessibility (a11y) guidelines exist for 3D games and virtual worlds, their applicability to extended reality (XR)’s unique interaction paradigms (e.g., spatial tracking, kinesthetic interactions) remains unexplored. XR practitioners need practical guidance to successfully implement a11y guidelines under real-world constraints. We present the first evaluation of existing 3D a11y guidelines applied to XR development through semi-structured interviews with 25 XR practitioners across diverse organization contexts. We assessed 20 commonly-agreed a11y guidelines from six major resources across visual, motor, cognitive, speech, and hearing domains, comparing practitioners’ development practices against guideline applicability to XR. Our investigation reveals that guidelines can be highly effective when designed as transformation catalysts rather than compliance checklists, but fundamental mismatches exist between existing 3D guidelines and XR requirements, creating both implementation barriers and design gaps. This work provides foundational insights towards developing a11y guidelines and support tools that address XR’s distinct characteristics. Daniel Killough, Tiger F. Ji, Kexin Zhang 0002, Yaxin Hu 0002, Yu Huang 0015, Ruofei Du, Yuhang Zhao 0001 |
CHI | 3 |
| 2025 | "It was Mentally Painful to Try and Stop": Design Opportunities for Just-in-Time Interventions for People with Obsessive-Compulsive Disorder in the Real WorldabstractObsessive-compulsive disorder (OCD) is a mental health condition that significantly impacts people's quality of life.While evidencebased therapies such as exposure and response prevention (ERP) can be effective, managing OCD symptoms in everyday life-an essential part of treatment and independent living-remains challenging due to fear confrontation and lack of appropriate support.To better understand the challenges and needs in OCD self-management, we conducted interviews with 10 participants with diverse OCD conditions and seven therapists specializing in OCD treatment.Through these interviews, we explored the characteristics of participants' triggers and how they shaped their compulsions, and uncovered key coping strategies across different stages of OCD episodes.Our findings highlight critical gaps between OCD self-management needs and currently available support.Building on these insights, we propose design opportunities for just-in-time self-management technologies for OCD, including personalized symptom tracking, just-in-time interventions, and support for OCD-specific privacy and social needs-through technology and beyond. Ru Wang 0002, Kexin Zhang 0002, Yuqing Wang 0012, Keri Brown, Yuhang Zhao 0001 |
ASSETS | 2 |
| 2025 | Inclusive Avatar Guidelines for People with Disabilities: Supporting Disability Representation in Social Virtual RealityabstractAvatar is a critical medium for identity representation in social virtual reality (VR). However, options for disability expression are highly limited on current avatar interfaces. Improperly designed disability features may even perpetuate misconceptions about people with disabilities (PWD). As more PWD use social VR, there is an emerging need for comprehensive design standards that guide developers and designers to create inclusive avatars. Our work aim to advance the avatar design practices by delivering a set of centralized, comprehensive, and validated design guidelines that are easy to adopt, disseminate, and update. Through a systematic literature review and interview with 60 participants with various disabilities, we derived 20 initial design guidelines that cover diverse disability expression methods through five aspects, including avatar appearance, body dynamics, assistive technology design, peripherals around avatars, and customization control. We further evaluated the guidelines via a heuristic evaluation study with 10 VR practitioners, validating the guideline coverage, applicability, and actionability. Our evaluation resulted in a final set of 17 design guidelines with recommendation levels. Kexin Zhang 0002, Edward Glenn Scott Spencer, Abijith Manikandan, Andric Li, Ang Li 0018, Yaxing Yao, Yuhang Zhao 0001 |
CHI | 1 |
| 2024 | "I Try to Represent Myself as I Am": Self-Presentation Preferences of People with Invisible Disabilities through Embodied Social VR AvatarsabstractWith the increasing adoption of social virtual reality (VR), it is critical to design inclusive avatars. While researchers have investigated how and why blind and d/Deaf people wish to disclose their disabilities in VR, little is known about the preferences of many others with invisible disabilities (e.g., ADHD, dyslexia, chronic conditions). We filled this gap by interviewing 15 participants, each with one to three invisible disabilities, who represented 22 different invisible disabilities in total. We found that invisibly disabled people approached avatar-based disclosure through contextualized considerations informed by their prior experiences. For example, some wished to use VR’s embodied affordances, such as facial expressions and body language, to dynamically represent their energy level or willingness to engage with others, while others preferred not to disclose their disability identity in any context. We define a binary framework for embodied invisible disability expression (public and private) and discuss three disclosure patterns (Activists, Non-Disclosers, and Situational Disclosers) to inform the design of future inclusive VR experiences. Ria J. Gualano, Lucy Jiang, Kexin Zhang 0002, Tanisha Shende, Andrea Stevenson Won, Shiri Azenkot |
ASSETS | 3 |
| 2024 | Exploring the Design Space of Optical See-through AR Head-Mounted Displays to Support First Responders in the FieldabstractFirst responders (FRs) navigate hazardous, unfamiliar environments in the field (e.g., mass-casualty incidents), making life-changing decisions in a split second. AR head-mounted displays (HMDs) have shown promise in supporting them due to its capability of recognizing and augmenting the challenging environments in a hands-free manner. However, the design space have not been thoroughly explored by involving various FRs who serve different roles (e.g., firefighters, law enforcement) but collaborate closely in the field. We interviewed 26 first responders in the field who experienced a state-of-the-art optical-see-through AR HMD, as well as its interaction techniques and four types of AR cues (i.e., overview cues, directional cues, highlighting cues, and labeling cues), soliciting their first-hand experiences, design ideas, and concerns. Our study revealed both generic and role-specific preferences and needs for AR hardware, interactions, and feedback, as well as identifying desired AR designs tailored to urgent, risky scenarios (e.g., affordance augmentation to facilitate fast and safe action). While acknowledging the value of AR HMDs, concerns were also raised around trust, privacy, and proper integration with other equipment. Finally, we derived comprehensive and actionable design guidelines to inform future AR systems for in-field FRs. Kexin Zhang 0002, Brianna R. Cochran, Ruijia Chen, Lance Hartung, Bryce Sprecher, Ross Tredinnick, Kevin Ponto, Suman Banerjee 0001, Yuhang Zhao 0001 |
CHI | 1 |
| 2023 | A Diary Study in Social Virtual Reality: Impact of Avatars with Disability Signifiers on the Social Experiences of People with DisabilitiesabstractPeople with disabilities (PWD) have shown a growing presence in the emerging social virtual reality (VR). To support disability representation, some social VR platforms start to involve disability features in avatar design. However, it is unclear how disability disclosure via avatars (and the way to present it) would affect PWD’s social experiences and interaction dynamics with others. To fill this gap, we conducted a diary study with 10 PWD who freely explored VRChat—a popular commercial social VR platform—for two weeks, comparing their experiences between using regular avatars and avatars with disability signifiers (i.e., avatar features that indicate the user’s disability in real life). We found that PWD preferred using avatars with disability signifiers and wanted to further enhance their aesthetics and interactivity. However, such avatars also caused embodied, explicit harassment targeting PWD. We revealed the unique factors that led to such harassment and derived design implications and protection mechanisms to inspire more safe and inclusive social VR. Kexin Zhang 0002, Elmira Deldari, Yaxing Yao, Yuhang Zhao 0001 |
ASSETS | 1 |
| 2023 | "Invisible Illness Is No Longer Invisible": Making Social VR Avatars More Inclusive for Invisible Disability RepresentationabstractAs social virtual reality (VR) experiences become more popular, it is critical to design accessible and inclusive embodied avatars. At present, there are few, if any, customization features for invisible disabilities (e.g., chronic health conditions, mental health conditions, neurodivergence) in social VR platforms. To our knowledge, researchers have yet to explore how people with invisible disabilities want to self-represent and disclose disabilities through social VR avatars. We fill this gap in current accessibility research by centering the experiences and preferences of people with invisible disabilities. We conducted semi-structured interviews with nine participants and found that people with invisible disabilities used a unique, indirect approach to inform dynamic disclosure practices. Participants were interested in toggling representation on/off across contexts and shared ideas for representation through avatar design. In addition, they proposed ways to make the customization process more accessible (e.g., making it easier to import custom designs). We see our work as a vital contribution to the growing literature that calls for more inclusive social VR. Ria J. Gualano, Lucy Jiang, Kexin Zhang 0002, Andrea Stevenson Won, Shiri Azenkot |
ASSETS | 3 |
| 2022 | "It's Just Part of Me: " Understanding Avatar Diversity and Self-presentation of People with Disabilities in Social Virtual RealityabstractIn social Virtual Reality (VR), users are embodied in avatars and interact with other users in a face-to-face manner using avatars as the medium. With the advent of social VR, people with disabilities (PWD) have shown an increasing presence on this new social media. With their unique disability identity, it is not clear how PWD perceive their avatars and whether and how they prefer to disclose their disability when presenting themselves in social VR. We fill this gap by exploring PWD’s avatar perception and disability disclosure preferences in social VR. Our study involved two steps. We first conducted a systematic review of fifteen popular social VR applications to evaluate their avatar diversity and accessibility support. We then conducted an in-depth interview study with 19 participants who had different disabilities to understand their avatar experiences. Our research revealed a number of disability disclosure preferences and strategies adopted by PWD (e.g., reflect selective disabilities, present a capable self). We also identified several challenges faced by PWD during their avatar customization process. We discuss the design implications to promote avatar accessibility and diversity for future social VR platforms. Kexin Zhang 0002, Elmira Deldari, Zhicong Lu, Yaxing Yao, Yuhang Zhao 0001 |
ASSETS | 1 |