Nianmei Zhou

dblp:223/2676 · DBLP profile ↗
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4ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0003-4788-2656ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
YearPublicationVenuePosition
2025 Squeeze Away the Worries: Exploring the Potential of Squeezable Interactions for Emotion Regulation for Desk Workers
abstract
Desk workers may often experience more negative than positive emotions in office settings, making emotion regulation (ER) crucial for their mental health. Squeezable interfaces have shown the potential to reduce anxiety and stress in digital and non-digital ER. However, few studies have explored how they can be leveraged to provide tangible and embodied support for workplace ER. We interviewed five mental health experts and 16 desk workers and conducted five co-design workshops with 17 desk workers, aiming to understand how validated practices can be integrated into squeezable interfaces and how they should be designed to support ER and accommodate diverse needs in the context of the workplace. This study contributes to digital ER by identifying design opportunities for squeezable interfaces and by outlining design considerations and challenges for tangible and embodied interactions in ER support within the workplace.
Nianmei Zhou, Steven Devleminck, Lucca Geurts
CHI1
2024 Tangible Affect: A Literature Review of Tangible Interactive Systems Addressing Human Core Affect, Emotions and Moods
abstract
Tangible user interfaces (TUIs) have been applied to assess, communicate, or regulate human core affect, emotions, or moods. Previous studies identified TUIs as an innovative way to serve people’s affective needs. This review examines the design and evaluation of tangible interactive systems that focus on human core affect, emotions, and moods. We provide an overview of current studies. We summarize how tangibility can be leveraged to support affective interaction, and we propose the dimensions of tangible affective interaction, deriving guidelines for design. We highlight three main challenges: understanding tangible affective interaction within real-life scenarios, utilizing embodied interaction to express or influence affective states, and establishing benchmarks for evaluating tangible affective interfaces.
Nianmei Zhou, Steven Devleminck, Lucca Geurts
Conference on Designing Interactive Systems1
2024 Squeezable Interface for Emotion Regulation in Work Environments
abstract
Squeezing objects has been proven to be effective in helping people release negative emotions. This work-in-progress study revolves around the design and development of a proof-of-concept system to facilitate conversations on how to design squeezable interfaces for emotion regulation in the workplace. In this paper, we describe the design and development of EmoSkweezee, an interactive desktop wallpaper controlled by a squeezable ball to support emotion regulation in a peripheral way. In our pilot study, we utilized this proof-of-concept system to provoke discussions with HCI practitioners about their perspectives and the potential of squeezable interfaces for emotion regulation. In the future, the requirements for a squeezable interface for emotion regulation will be explored with desk workers and experts through interviews and co-design workshops. This proof-of-concept will serve as a catalyst for conversations in our future user studies.
Nianmei Zhou, Yuhan Sun 0003, Steven Devleminck, Lucca Geurts
TEI1
2019 Mixed Reality Storytelling Environments Based on Tangible User Interface: Take Origami as an Example
abstract
This paper presents a mixed reality storytelling system, which takes handicrafts as tangible interaction tools. Via the system, users can learn handicraft and then use the handicraft pieces to design, create and tell stories with HoloLens iteratively. In order to overcome the limitations of HoloLens gesture interaction, the system uses hand tracking with Kinect to implement a touch-like effect on the desktop. User study shows that our system has good usability, and it is welcomed by users. In addition, it can stimulate users interest in handicraft and storytelling, and even promote parent-child interaction effectively.
Nianmei Zhou, Wei Gai, Juan Liu 0008, Yulong Bian, Shijun Liu, Li-Zhen Cui 0001, Chenglei Yang
VR2