Aske Mottelson

dblp:179/5123 · DBLP profile ↗
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17ranked-venue papers
6as first author
7since 2021 · last 2026
0000-0003-1827-8513ORCID · verified

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

Human-computer interaction and ubiquitous computing · 16 · 5 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
YearPublicationVenuePosition
2026 On the Computational Reproducibility of Human-Computer Interaction
abstract
An increasing number of HCI researchers have embraced open science ideas, such as sharing data and analysis code. However, such practices are only meaningful when the shared data and code enable other researchers to reproduce and reuse the reported findings. To investigate the reproducibility of HCI research, we identified all CHI papers that have shared study data and analysis code, and attempted to reproduce the results. We were able to fully reproduce 49% of the papers. We surveyed and interviewed authors, asking them to assess the reproducibility of their own work and to reflect on their motivations and obstacles in doing open science. We discuss what improves and hinders reproducibility and provide recommendations on how to increase reproducibility rates in HCI. While the value of replicability remains contested in HCI, we argue that the more modest goal of reproducibility is desirable.
Olga Iarygina, Kasper Hornbæk, Aske Mottelson
CHI3
2026 Results-Actionability Gap: Understanding How Practitioners Evaluate LLM Products in the Wild
abstract
How do product teams evaluate LLM-powered products? As organizations integrate large language models (LLMs) into digital products, their unpredictable nature makes traditional evaluation approaches inadequate, yet little is known about how practitioners navigate this challenge. Through interviews with nineteen practitioners across diverse sectors, we identify ten evaluation practices spanning informal ‘vibe checks’ to organizational meta-work. Beyond confirming four documented challenges, we introduce a novel fifth we call the results-actionability gap, in which practitioners gather evaluation data but cannot translate findings into concrete improvements. Drawing on patterns from successful teams, we contribute strategies to bridge this gap, supporting practitioners’ formalization journey from ad-hoc interpretive practices (e.g., vibe checks) toward systematic evaluation. Our analysis suggests these interpretive practices are necessary adaptations to LLM characteristics rather than methodological failures. For HCI researchers, this presents a research opportunity to support practitioners in systematizing emerging practices rather than developing new evaluation frameworks.
Willem van der Maden, Malak Sadek, Ziang Xiao, Aske Mottelson, Qingzi Vera Liao, Jichen Zhu
CHI4
2025 Does Random Movements mean Random Results? Why Asynchrony in Experiments on Body Ownership does not Work as Intended
abstract
Effects of embodying virtual avatars are routinely validated experimentally by comparing synchronous and asynchronous movements between virtual and real bodies. This experimental paradigm, however, lacks justification, validation, and standardization. Asynchrony is implemented in numerous ways, such as through delayed, dislocated, or prerecorded movements, and these may impact embodiment and user experience distinctively. An online study ($N = 202$) revealed that variations of asynchrony cause disparate responses to embodiment and user experience, with prerecorded movements distorting embodiment the most. A think-aloud study ($N = 16$) revealed that asynchronous conditions lead to peculiar and oftentimes negative experiences. Furthermore, asynchronous conditions in some cases maintain, rather than break the body ownership illusion, as participants imitate the virtual body. Our results show that asynchrony in experiments on embodiment entails profound validity issues and should therefore be used with caution.
Olga Iarygina, Kasper Hornbæk, Aske Mottelson
CHI3
2025 Demand characteristics in human-computer experiments
abstract
Demand characteristics refer to cues that can inform participants in experiments about the hypothesis and influence their behavior. They lead researchers to erroneously infer non-existing effects, undermining the experimental integrity of empirical studies. Despite a widespread acknowledgment of their confounding influence in experimental psychology, experiments involving humans and computers to a lesser extent consider effects of demand characteristics, as computerized protocols are thought to be immune to some experimenter biases. Furthermore, demand characteristics are considered to mainly effect subjective measures. As a result, demand characteristics often remain uncontrolled in studies involving computers, and in particular for objective measures such as performance. In this paper, we present two experiments that underline the importance of demand characteristics in human–computer interaction experiments. In a text-entry study, we made participants believe they were evaluating a research-based keyboard. This belief led to increased performance and self-reported user experience. In a second study, we conducted a thought experiment on the illusion of body ownership in virtual reality, where the experimental design indicated the study hypothesis. We found hypothesis-compliant responses from participants, even when they did not experience the illusion. We conclude that demand characteristics pose a significant challenge to the interpretation and validity of human–computer experiments, even when they are fully automated. We discuss the implications and offer guidelines to mitigate effects of demand characteristics.
Olga Iarygina, Kasper Hornbæk, Aske Mottelson
Int. J. Hum. Comput. Stud.3
2023 Why do people take Screenshots on their Smartphones?
abstract
Screenshots are ubiquitous in mobile computing, yet poorly understood. This paper advances our understanding of reasons for capturing, storing, and sharing screenshots. A crowdsourced user study was conducted where 52 participants shared personal screenshots from their phones, alongside textual reasons for why they were captured. Using mixed methods analyses we uncover common and uncommon screenshot practices that have not previously been documented. By analyzing the language used to describe reasons for taking screenshots, we document a variety of motivations for screenshot captures that provide opportunities for design. We furthermore report nine overarching themes in contemporary mobile screenshot use, considerably extending the currently held view of screenshots as a type of social computing. To inform design, we propose novel screenshot-centered interaction concepts that bridge the empirical findings. Last, we position screenshotting as a style of mobile interaction, which we argue is an undeveloped opportunity for advancing interactivity for mobile computing.
Aske Mottelson
Conference on Designing Interactive Systems1
2023 A Systematic Review and Meta-analysis of the Effectiveness of Body Ownership Illusions in Virtual Reality
abstract
Body ownership illusions (BOIs) occur when participants experience that their actual body is replaced by a body shown in virtual reality (VR). Based on a systematic review of the cumulative evidence on BOIs from 111 research articles published in 2010 to 2021, this article summarizes the findings of empirical studies of BOIs. Following the PRISMA guidelines, the review points to diverse experimental practices for inducing and measuring body ownership. The two major components of embodiment measurement, body ownership and agency, are examined. The embodiment of virtual avatars generally leads to modest body ownership and slightly higher agency. We also find that BOI research lacks statistical power and standardization across tasks, measurement instruments, and analysis approaches. Furthermore, the reviewed studies showed a lack of clarity in fundamental terminology, constructs, and theoretical underpinnings. These issues restrict scientific advances on the major components of BOIs, and together impede scientific rigor and theory-building.
Aske Mottelson, Andreea Muresan, Kasper Hornbæk, Guido Makransky
ACM Trans. Comput. Hum. Interact.1
2021 Pedagogical Agents in Educational VR: An in the Wild Study
abstract
Pedagogical agents are theorized to increase humans’ effort to understand computerized instructions. Despite the pedagogical promises of VR, the usefulness of pedagogical agents in VR remains uncertain. Based on this gap, and inspired by global efforts to advance remote learning during the COVID-19 pandemic, we conducted an educational VR study in-the-wild (N = 161). With a 2 × 2 + 1 between subjects design, we manipulated the appearance and behavior of a virtual museum guide in an exhibition about viruses. Factual and conceptual learning outcomes as well as subjective learning experience measures were collected. In general, participants reported high enjoyment and had significant knowledge acquisition. We found that the agent’s appearance and behavior impacted factual knowledge gain. We also report an interaction effect between behavioral and visual realism for conceptual knowledge gain. Our findings nuance classical multimedia learning theories and provide directions for employing agents in immersive learning environments.
Gustav Bøg Petersen, Aske Mottelson, Guido Makransky
CHI2
2020 Investigating Representation of Text and Audio in Educational VR using Learning Outcomes and EEG
abstract
This paper reports findings from a between-subjects experiment that investigates how different learning content representations in virtual environments (VE) affect the process and outcomes of learning. Seventy-eight participants were subjected to an immersive virtual reality (VR) application, where they received identical instructional information, rendered in three different formats: as text in an overlay interface, as text embedded semantically in a virtual book, or as audio. Learning outcome measures, self-reports, and an electroencephalogram (EEG) were used to compare conditions. Results show that reading was superior to listening for the learning outcomes of retention, self-efficacy, and extraneous attention. Reading text from a virtual book was reported to be less cognitively demanding, compared to reading from an overlay interface. EEG analyses show significantly lower theta and higher alpha activation in the audio condition. The findings provide important considerations for the design of educational VR environments.
Sarune Baceviciute, Aske Mottelson, Thomas Terkildsen, Guido Makransky
CHI2
2019 Tool Extension in Human-Computer Interaction
abstract
Tool use extends people's representations of the immediately actionable space around them. Physical tools thereby become integrated in people's body schemas. We introduce a measure for tool extension in HCI by using a visual-tactile interference paradigm. In this paradigm, an index of tool extension is given by response time differences between crossmodally congruent and incongruent stimuli; tactile on the hand and visual on the tool. We use this measure to examine if and how findings on tool extension apply to interaction with computer-based tools. Our first experiment shows that touchpad and mouse both provide tool extension over a baseline condition without a tool. A second experiment shows a higher degree of tool extension for a realistic avatar hand compared to an abstract pointer for interaction in virtual reality. In sum, our measure can detect tool extension with computer-based tools and differentiate interfaces by their degree of extension.
Joanna Bergström, Aske Mottelson, Andreea Muresan, Kasper Hornbæk
CHI2
2019 Resized Grasping in VR: Estimating Thresholds for Object Discrimination
abstract
Previous work in VR has demonstrated how individual physical objects can represent multiple virtual objects in different locations by redirecting the user's hand. We show how individual objects can represent multiple virtual objects of different sizes by resizing the user's grasp. We redirect the positions of the user's fingers by visual translation gains, inducing an illusion that can make physical objects seem larger or smaller. We present a discrimination experiment to estimate the thresholds of resizing virtual objects from physical objects, without the user reliably noticing a difference. The results show that the size difference is easily detected when a physical object is used to represent an object less than 90% of its size. When physical objects represent larger virtual objects, however, then scaling is tightly coupled to the physical object's size: smaller physical objects allow more virtual resizing (up to a 50% larger virtual size). Resized Grasping considerably broadens the scope of using illusions to provide rich haptic experiences in virtual reality.
Joanna Bergström, Aske Mottelson, Jarrod Knibbe
UIST2
2019 What Do We Mean by "Interaction"? An Analysis of 35 Years of CHI
abstract
The notion of interaction is essential to human-computer interaction, yet rarely studied. We use quantitative and qualitative methods to investigate how this notion has been used across 35 years of proceedings from the ACM Conference on Human Factors in Computing (CHI). Using natural language processing, we extract 53,568 occurrences of the word “interaction” across 4,604 papers. In these occurrences, we categorize 2,668 unique words that modify how “interaction” is used in a sentence. We show that the use of “interaction” is both increasing and diversifying, suggesting the importance of the notion, but also the difficulty in developing theory about interaction. Our findings show that styles of interaction are closely associated with changes in technology and that modalities and characteristics of interaction are becoming more of a topic than specific devices or widgets. Interaction qualities, relating to structure, feel, effectiveness, and efficiency, are consistently prominent, and the quality of novelty is increasingly frequent. From this analysis, we identify open questions about interaction, including how to build knowledge across changing technologies, how to work toward a model of quality for interaction, and what the core of a science of interaction could be.
Kasper Hornbæk, Aske Mottelson, Jarrod Knibbe, Daniel Vogel 0001
ACM Trans. Comput. Hum. Interact.2
2018 Your Place and Mine: Designing a Shared VR Experience for Remotely Located Users
abstract
Virtual reality can help realize mediated social experiences where distance disappears and we interact as richly with those around the world as we do with those in the same room. The design of social virtual experiences presents a challenge for remotely located users with room-scale setups like those afforded by recent commodity virtual reality devices. Since users inhabit different physical spaces that may not be the same size, a mapping to a shared virtual space is needed for creating experiences that allow everyone to use real walking for locomotion. We designed three mapping techniques that enable users from diverse room-scale setups to interact together in virtual reality. Results from our user study (N = 26) show that our mapping techniques positively influence the perceived degree of togetherness and copresence while the size of each user's tracked space influences individual presence.
Misha Sra, Aske Mottelson, Pattie Maes
Conference on Designing Interactive Systems2
2018 VMotion: Designing a Seamless Walking Experience in VR
abstract
Physically walking in virtual reality can provide a satisfying sense of presence. However, natural locomotion in virtual worlds larger than the tracked space remains a practical challenge. Numerous redirected walking techniques have been proposed to overcome space limitations but they often require rapid head rotation, sometimes induced by distractors, to keep the scene rotation imperceptible. We propose a design methodology of seamlessly integrating redirection into the virtual experience that takes advantage of the perceptual phenomenon of inattentional blindness. Additionally, we present four novel visibility control techniques that work with our design methodology to minimize disruption to the user experience commonly found in existing redirection techniques. A user study (N = 16) shows that our techniques are imperceptible and users report significantly less dizziness when using our methods. The illusion of unconstrained walking in a large area (16 x 8m) is maintained even though users are limited to a smaller (3.5 x 3.5m) physical space.
Misha Sra, Xuhai Xu, Aske Mottelson, Pattie Maes
Conference on Designing Interactive Systems3
2018 Veritaps: Truth Estimation from Mobile Interaction
abstract
We introduce the concept of Veritaps: a communication layer to help users identify truths and lies in mobile input. Existing lie detection research typically uses features not suitable for the breadth of mobile interaction. We explore the feasibility of detecting lies across all mobile touch interaction using sensor data from commodity smartphones. We report on three studies in which we collect discrete, truth-labelled mobile input using swipes and taps. The studies demonstrate the potential of using mobile interaction as a truth estimator by employing features such as touch pressure and the inter-tap details of number entry, for example. In our final study, we report an F1-score of .98 for classifying truths and .57 for lies. Finally we sketch three potential future scenarios of using lie detection in mobile applications; as a security measure during online log-in, a trust layer during online sale negotiations, and a tool for exploring self-deception.
Aske Mottelson, Jarrod Knibbe, Kasper Hornbæk
CHI1
2017 Virtual reality studies outside the laboratory
abstract
Many user studies are now conducted outside laboratories to increase the number and heterogeneity of participants. These studies are conducted in diverse settings, with the potential to give research greater external validity and statistical power at a lower cost. The feasibility of conducting virtual reality (VR) studies outside laboratories remains unclear because these studies often use expensive equipment, depend critically on the physical context, and sometimes study delicate phenomena concerning body awareness and immersion. To investigate, we explore pointing, 3D tracing, and body-illusions both in-lab and out-of-lab. The in-lab study was carried out as a traditional experiment with state-of-the-art VR equipment; 31 completed the study in our laboratory. The out-of-lab study was conducted by distributing commodity cardboard VR glasses to participants; 57 completed the study anywhere they saw fit. The effects found in-lab were comparable to those found out-of-lab, with much larger variations in the settings in the out-of-lab condition. A follow-up study showed that performance metrics are mostly governed by the technology used, where more complex VR phenomena depend more critically on the internal control of the study. We argue that conducting VR studies outside the laboratory is feasible, and that certain types of VR studies may advantageously be run this way. From the results, we discuss the implications and limitations of running VR studies outside the laboratory.
Aske Mottelson, Kasper Hornbæk
VRST1
2016 An affect detection technique using mobile commodity sensors in the wild
abstract
Current techniques to computationally detect human affect often depend on specialized hardware, work only in laboratory settings, or require substantial individual training. We use sensors in commodity smartphones to estimate affect in the wild with no training time based on a link between affect and movement. The first experiment had 55 participants do touch interactions after exposure to positive or neutral emotion-eliciting films; negative affect resulted in faster but less precise interactions, in addition to differences in rotation and acceleration. Using off-the-shelf machine learning algorithms we report 89.1% accuracy in binary affective classification, grouping participants by their self-assessments. A follow up experiment validated findings from the first experiment; the experiment collected naturally occurring affect of 127 participants, who again did touch interactions. Results demonstrate that affect has direct behavioral effect on mobile interaction and that affect detection using common smartphone sensors is feasible.
Aske Mottelson, Kasper Hornbæk
UbiComp1
2016 Invisiboard: maximizing display and input space with a full screen text entry method for smartwatches
abstract
The small displays of smartwatches make text entry difficult and time consuming. While text entry rates can be increased, this continues to occur at the expense of available screen display space. Soft keyboards can easily use half the display space of tiny-screened devices. To combat this problem, we present Invisiboard: an invisible text entry method using the entire display for both text entry and display simultaneously. Invisiboard combines a numberpad-like layout with swipe gestures. This maximizes input target size, provides a familiar layout, and maximizes display space. Through this, Invisiboard achieves entry rates comparable or even faster than an existing research baseline. A user study with 12 participants writing 3264 words revealed an entry rate of 10.6 Words Per Minute (WPM) after 30 minutes, 7% faster than ZoomBoard. Furthermore, with nominal training, some participants demonstrated entry rates of over 30 WPM.
Aske Mottelson, Christoffer Larsen, Mikkel Lyderik, Paul Strohmeier, Jarrod Knibbe
MobileHCI1