Wan-Jou She

dblp:292/5367 · DBLP profile ↗
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8ranked-venue papers
1as first author
8since 2021 · last 2026
0000-0002-1549-5777ORCID · verified

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

Human-computer interaction and ubiquitous computing · 8 · 1 first-author · 8 since 2021
YearPublicationVenuePosition
2026 Building Care That Fits Its People: Insights from Social Media-Enabled Community-Based Rehabilitation in Thailand
abstract
Digital health interventions in the Global South often rely on transmission models, assuming that delivering correct medical information yields better care. We challenge this view through an analysis of a multi-platform social media intervention for Community-Based stroke Rehabilitation(CBR) in rural Thailand. Following a collaborative development process with clinicians and a deployment across roughly 2,000 villages, we interviewed 28 caregivers, patients, and health volunteers. We found that communities appropriated the technology in unexpected ways, such as using videos as “social objects” to manage family hierarchies, integrating rehabilitation into Buddhist merit-making, and prioritising offline peer networks over online discussion. Our findings suggest that effective Human-Computer-Interaction (HCI) for digital health in Low- and Middle-Income Countries (LMICs) should look beyond engagement metrics to support the appropriation of digital tools, enabling communities to integrate clinical protocols into their existing cultural and relational fabrics.
Acarima Nanthanasit, Sophia Ppali, Wan-Jou She, Panote Siriaraya, Thammathip Piumsomboon, Siwaporn Sukittanon, Chee Siang Ang, Alexandra Covaci
CHI3
2025 Creating with Care: Co-Designing Immersive Experiences through Art-Making with People Living with Dementia
abstract
This paper explores the integration of co-design and art-making in developing technologies that support personhood in dementia care. While technologies for dementia care have advanced, there remains a gap in creating solutions that are directly informed by the experiences of people living with dementia and support their individuality. In collaboration with the specialist arts organisation Bright Shadow CIO, our work involves engaging people living with dementia in the design process. Over five weeks of co-design sessions, 44 participants worked alongside artists to craft four physical boxes that represent “meaningful places.” The physical boxes were then transformed into VR environments, allowing participants to immerse themselves in and interact with their creations from a first-person perspective. Our findings demonstrate that VR alone is insufficient in dementia care. For VR to be meaningful, it must be be part of a broader intervention that includes trust-building, sensory engagement, and creative involvement. Within this process, art-making serves as both a method and medium, providing a means of self-expression and connection to identity. Our findings challenge conventional approaches to dementia-focused VR, advocating for a shift toward inclusive and care-driven technology design.
Sophia Ppali, Ethan Cheung, Alexandra Covaci, Wan-Jou She, Chee Siang Ang
CHI4
2024 MindTalker: Navigating the Complexities of AI-Enhanced Social Engagement for People with Early-Stage Dementia
abstract
People living with dementia are at risk of social isolation, and conversational AI agents can potentially support such individuals by reducing their loneliness. In our study, a conversational AI agent, called MindTalker, co-designed with therapists and utilizing the GPT-4 Large Language Model (LLM), was developed to support people with early-stage dementia, allowing them to experience a new type of “social relationship” that could be extended to real life. Eight PwD engaged with MindTalker for one month or even longer, and data was collected from interviews. Our findings emphasized that participants valued the novelty of AI, but sought more consistent, deeper interactions. They desired a personal touch from AI, while stressing the irreplaceable value of human interactions. The findings underscore the complexities of AI engagement dynamics, where participants commented on the artificial nature of AI, highlighting important insights into the future design of conversational AI for this population.
Anna Xygkou, Chee Siang Ang, Panote Siriaraya, Jonasz Piotr Kopecki, Alexandra Covaci, Eiman Kanjo, Wan-Jou She
CHI7
2024 "Can I be More Social with a Chatbot?": Social Connectedness Through Interactions of Autistic Adults with a Conversational Virtual Human
abstract
The development of AI to function as communicators (i.e., conversational agents), has opened the opportunity to rethink AI’s place within people’s social worlds, and the process of sense-making between humans and machines, especially for people with autism who may stand to benefit from such interactions. The current study aims to explore the interactions of six autistic and six non-autistic adults with a conversational virtual human (CVH/conversational agent/chatbot) over 1–4 weeks. Using semi-structured interviews, conversational chatlogs and post-study online questionnaires, we present findings related to human-chatbot interaction, chatbot humanization/dehumanization and chatbot’s autistic/non-autistic traits through thematic analysis. Findings suggest that although autistic users are willing to converse with the chatbot, there are no indications of relationship development with the chatbot. Our analysis also highlighted autistic users’ expectations of empathy from the chatbot. In the case of the non-autistic users, they tried to stretch the conversational agent’s abilities by continuously testing the AI conversational/cognitive skills. Moreover, non-autistic users were content with Kuki’s basic conversational skills, while on the contrary, autistic participants expected more in-depth conversations, as they trusted Kuki more. The findings offer insights to a new human-chatbot interaction model specifically for users with autism with a view to supporting them via companionship and social connectedness.
Anna Xygkou, Panote Siriaraya, Wan-Jou She, Alexandra Covaci, Chee Siang Ang
Int. J. Hum. Comput. Interact.3
2024 Happy Click!: Investigating the Use of a Tangible Interface to Facilitate the Three Good Things Positive Psychology Intervention
abstract
Abstract The ‘Three Good Things’ (TGT), a structured journaling exercise, has shown great effect in helping improve mental well-being. However, the exercise could be quite tedious and difficult to carry out daily. To improve the user experience of the exercise, we developed ‘Happy Click’, a mobile application which makes use of a physically present smart button to enable users to record their daily TGT in a more engaging manner. Two preliminary exploratory studies were carried out to examine the feasibility of our approach where the effects of the TGT intervention designed around the mobile and tangible happy click concepts were examined. The findings suggested that participants had significantly less stress after carrying out the TGT using the tangible interface. Participants also reported better user experience and acceptance when carrying out the exercise using the tangible interface compared to the mobile and higher levels of attractiveness and stimulation with the mobile TGT compared to the traditional approach. While these promising results should be interpreted with caution due to the limited sample size, they also underscore the potential advantages of our ‘Happy click’ approach and highlight the need for further, larger-scale evaluations to be conducted to validate its efficacy and scalability.
Panote Siriaraya, Ryotaro Tanaka, Wan-Jou She, Rushil Jain, Michaela Schok, Martine De Ruiter, Pieter M. A. Desmet, Shinsuke Nakajima
Interact. Comput.3
2023 The "Conversation" about Loss: Understanding How Chatbot Technology was Used in Supporting People in Grief
abstract
While conversational agents have traditionally been used for simple tasks such as scheduling meetings and customer service support, recent advancements have led researchers to examine their use in complex social situations, such as to provide emotional support and companionship. For mourners who could be vulnerable to the sense of loneliness and disruption of self-identity, such technology offers a unique way to help them cope with grief. In this study, we explore the potential benefits and risks of such a practice, through semi-structured interviews with 10 mourners who actively used chatbots at different phases of their loss. Our findings indicated seven approaches in which chatbots were used to help people cope with grief, by taking the role of listener, acting as a simulation of the deceased, romantic partner, friend and emotion coach. We then highlight how interacting with the chatbots impacted mourners’ grief experience, and conclude the paper with further research opportunities.
Anna Xygkou, Panote Siriaraya, Alexandra Covaci, Holly Gwen Prigerson, Robert A. Neimeyer, Chee Siang Ang, Wan-Jou She
CHI7
2021 Living Memory Home: Understanding Continuing Bond in the Digital Age through Backstage Grieving
abstract
Prolong Grief Disorder (PGD) is a condition in which mourners are stuck in the grief process for a prolonged period and continue to suffer from an intense, mal-adaptive level of grief. Despite the increased popularity of virtual mourning practices, and subsequently the emergence of HCI research in this area, there is little research looking into how continuing bonds maintained digitally promote or impede bereavement adjustment. Through a one-month diary study and in-depth interviews with 17 participants who recently lost their loved ones, we identified four broad mechanisms of how grievers engage in what we called ”backstage” grieving (as opposed to bereavement through digital public space like social media). We further discuss how this personal and private grieving is important in maintaining emotional well-being hence avoiding developing PGD, as well as possible design opportunities and challenges for future digital tools to support grieving.
Wan-Jou She, Panote Siriaraya, Chee Siang Ang, Holly Gwen Prigerson
CHI1
2021 A Reflection on Virtual Reality Design for Psychological, Cognitive and Behavioral Interventions: Design Needs, Opportunities and Challenges
abstract
Despite the substantial research interest in using Virtual Reality (VR) in healthcare in general and in Psychological, Cognitive, and Behavioral (PC&B) interventions in specific, as well as emerging research supporting the efficacy of VR in healthcare, the design process of translating therapies into VR to meet the needs of critical stakeholders such as users and clinicians is rarely addressed. In this paper, we aim to shed light onto the design needs, opportunities and challenges in designing efficient and effective PC&B-VR interventions. Through analyzing the co-design processes of four user-centered PC&B-VR interventions, we examined how therapies were adapted into VR to meet stakeholders’ requirements, explored design elements for meaningful experiences, and investigated how the understanding of healthcare contexts contribute to the VR intervention design. This paper presents the HCI research community with design opportunities and challenges as well as future directions for PC&B-VR intervention design.
Luma Tabbaa, Chee Siang Ang, Panote Siriaraya, Wan-Jou She, Holly Gwen Prigerson
Int. J. Hum. Comput. Interact.4