Kenny K. N. Chow

dblp:14/7984 · DBLP profile ↗
← Back
16ranked-venue papers
10as first author
4since 2021 · last 2025
0000-0002-8368-0157ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 11 · 6 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 4 first-author
YearPublicationVenuePosition
2025 Level Up with a Story: A Scoping Review on Narratives in Serious Games for Children and Adolescents' Health
Jiawei Dai, Kenny K. N. Chow
ICIDS (1)2
2023 Technology-Enabled Interventions for Sustaining Behaviour Change in Adolescents: A Scoping Review for Research Gaps
abstract
Long-term behaviour change for adolescents plays an important role in improving the adolescent's future health. However, long-term behaviour changes are rarely sustained. This study aims to inform human-computer interaction researchers of the current state of research regarding the designing of technology-enabled interventions for sustaining behaviour change for adolescents, as well as provide recommendations for future research directions. Through a scoping review, 22 interventions were identified and analysed to report the behaviour change strategies, characteristics, levels of influence, and formats of technology used, as well as the frameworks used to develop these interventions. Based on the review's findings, three research gaps were identified: (1) the exploration of approaches to restructuring the environment; (2) the exploration of the effects of varying levels of social interactivity between people; and (3) the development of frameworks for building interventions.
Grace H. Y. Chin, Kenny K. N. Chow
Proc. ACM Hum. Comput. Interact.2
2022 Who Shapes the Network of a Pedagogical Space? Clues from the Movements in the Physical Places
Kenny K. N. Chow
MoMM2
2021 Applying Animated Parables to Gamification in Daily Context: An Expert Evaluation Study
Kenny K. N. Chow
ICIDS1
2020 Effects of Virtual Reality in the Area of Responsible Decision-Making Training on Adolescents
Daniel A. Muñoz, Kenny K. N. Chow, Huaxin Wei
ArtsIT2
2020 Bukas: Material Messages for Filipino Migrant Workers and Their Transnational Families
Analyn Yap, Huaxin Wei, Kenny K. N. Chow
ArtsIT3
2020 Incingarette: Blending Concepts and Crafting Animated Parables to Track Smoking
abstract
Previous work in HCI about personal informatics and behavior change suggests that representing data in intuitive metaphors and meaningful stories on glace-able displays should be considered to complement typical data visualization for daily user reflection and understanding. Informed by insights from social psychology, providing information regarding one's behavior (i.e., feedback) should (1) link behavioral data to positively or negatively valued outcomes; (2) show changes in the outcomes over time; and (3) include measures for pursuing different outcomes. Grounded in metaphor and blending theories from embodied cognition, we suggest metaphorically mapping less intuitive behavior-outcome links with more direct cause-effect relations from seemingly unrelated yet familiar domains. A behavior and a comparable scenario are cognitively compressed into an "animated parable". This paper describes the theoretical framework and design guidelines, and reports the development of a blended concept, "incingarette" (cigarette and incinerator), and its prototype. The work-in-progress informs updates on design recommendations.
Kenny K. N. Chow
TEI1
2019 Toward a Language of Blended Causality for Transforming Behavioral Data into Reflective User Experiences
abstract
With increasingly pervasive integration of technologies in everyday life, more data are generated around individuals' behaviors. Some of these data are accessible to individuals for reflection yet mostly presented in numbers or graphs, or represented by common metaphorical items, like virtual badges. Grounded in embodied cognition theories including conceptual metaphor and blending, and insights from social psychology, the idea of "blended causality" argues that behavioral data should be represented in virtual terms through blending behavioral consequences with users' existing knowledge of comparable causality. This paper emphasizes elaboration of blended causality into multiple imaginative narratives for reflective user experiences and reports the application of the extended guidelines as a creative design support tool in a series of workshops for designing representations of behavioral data. The concepts developed from the workshops vary in topics and blends, showing the effectiveness of the tool and informing a language of blended causality. Designers can use it to delineate representational mappings in terms of embodied experiences for examination and communication with team members like engineers.
Kenny K. N. Chow
Creativity & Cognition1
2019 Designing Representations of Behavioral Data with Blended Causality: An Approach to Interventions for Lifestyle Habits
Kenny K. N. Chow
PERSUASIVE1
2018 Time Off: Designing Lively Representations as Imaginative Triggers for Healthy Smartphone Use
Kenny K. N. Chow
PERSUASIVE1
2017 Piano Staircase: Exploring Movement-Based Meaning Making in Interacting with Ambient Media
Liang Tan 0002, Kenny K. N. Chow
INTERACT (1)2
2017 Designing Swing Compass with Liveliness: From Personal to Public Interactions
abstract
This paper describes the ongoing project Swing Compass, a configurable recommendation system whose framework is built upon the notion of embodied interaction and blending theory in pursuit of meaning making in users from the operational to the reflective levels. The framework, named "liveliness", is summarized as a protocol of cognitive processes and the methodology includes interpretive analyses, experience prototyping, and user participation. The first instance of Swing Compass is a handheld personal device, which analogically maps recommended items based on intrinsic properties to directions on the compass rose. The second instance is a table-sized public installation, which explores to map out recommendations with their physical locations. Swing Compass is lively in that the recommendations change over time to avoid selection bias. The design challenges span from human scales, perceived affordances, to perception and interpretation of changes. The empirical findings provide real and particular samples for the protocol and inform specific design guidelines for future development.
Kenny K. N. Chow
TEI1
2016 Lock Up the Lighter: Experience Prototyping of a Lively Reflective Design for Smoking Habit Control
Kenny K. N. Chow
PERSUASIVE1
2016 Provoking Imagination and Emotion Through a Lively Mobile Phone: A User Experience Study
abstract
Grounded in cognitive semantics in cognitive science and the psychology of emotion, this paper first theoretically articulates the imaginative and affective user experiences of lively interactive artifacts. It then introduces an exemplar of lively interactive products, the mobile phone NEC FOMA N702iS with an intriguing water-level screen interface. Built upon the concept of a glass of water, the design of the phone can provoke users’ imagination and emotion regarding resource consumption and conservation, persuading one to take action. To collect empirical data as cross-references to the theoretical framework, user experience tests on an implementation of the interface have been conducted. The qualitative findings show how the interactions at different moments provoke participants via conceptual blends, desires, and appraisals. This demonstrates the application of the proposed framework for interpreting users’ meaning-making and emotion elicitation processes.
Kenny K. N. Chow, D. Fox Harrell, Ka Yan Wong, Aditya Ghose
Interact. Comput.1
2015 Designing and Analyzing Swing Compass: A Lively Interactive System Provoking Imagination and Affect for Persuasion
Kenny K. N. Chow, D. Fox Harrell, Ka Yan Wong
PERSUASIVE1
2011 Enduring interaction: an approach to analysis and design of animated gestural interfaces in creative computing systems
abstract
This paper provides an interdisciplinary reflection on the nature meaning-making involving users and animated gestural interfaces. In particular, we propose a new model for analysis of creative computing systems incorporating gestural input into dynamically animated interfaces. Our contributions are based on a theoretical framework synthesizing embodied cognition approaches in cognitive science, phenomenology in philosophy, and user interface design in computing. We introduce the term enduring interaction to refer to the phenomenon of bodily and conceptually engaging interaction within constantly changing computational environments. Our construct centralizes the issue of how users' motor-sensory experiences inform their construction of meaning in the design of interactive systems. We argue that creative computing systems, a class of artifacts including types of hobbyist websites, video games, and computer-based artworks, require a new design perspective quite distinct from user-centric interface design approaches focused on productivity-oriented applications. Using examples including outcomes of the Gestural Narrative and Interactive Expression (GeNIE) project (Harrell, PI; Chow and Erik Loyer collaborators) along with existing prevalent, exceptional, or historically significant artifacts, we articulate a continuum of various kinds of engagement, showing design implications of our perspective, enabling users to use gestural interaction (through multi-touch and gyroscope/accelerometer-based input devices) to result in narratively salient, evocative, and even intimate interaction mechanisms in interactive narrative environments.
Kenny K. N. Chow, D. Fox Harrell
Creativity & Cognition1