VLDB 2026 Research / reviewers in the wild / expert
Chiao-Ju Chang
dblp:345/0127
· DBLP profile ↗
4ranked-venue papers
1as first author
4since 2021 · last 2024
0000-0001-5190-1640ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Exploring Augmented Reality Interface Designs for Virtual Meetings in Real-world Walking ContextsabstractResearch has shown that walking during meetings improves creativity, memory, attention, health, and happiness. While mobile technologies have freed users from having to be stationary during virtual meetings, mobile phones pose several usability challenges, such as reduced productivity due to small screens and safety concerns. In this paper, we present the first exploration of augmented reality (AR) interface design for virtual meetings in real-world walking conditions. We conducted design sessions in-situ with 16 user interface and AR designers using a 2x2 experimental design: meeting while walking in two levels of traffic conditions and with two types of meeting formats. Results show that the designed AR windows averaged 14.5 times in viewing size compared to the most popular smartphone screens. Also, Traffic Level significantly affected the size, opacity, and placement of windows, as well as the preference of anchoring modes, while Meeting Format significantly affected size and opacity. Furthermore, clustering analysis identified two groups of designs that can serve as initial reference designs for further customization and research. Chiao-Ju Chang, Yu Lun Hsu, Wei Tian Mireille Tan, Pin-Chun Lu, Yu Chen 0078, Yi-Han Wang, Mike Y. Chen |
Conference on Designing Interactive Systems | 1 |
| 2024 | VeeR: Exploring the Feasibility of Deliberately Designing VR Motion that Diverges from Mundane, Everyday Physical Motion to Create More Entertaining VR ExperiencesabstractThis paper explores the feasibility of deliberately designing VR motion that diverges from users’ physical movements to turn mundane, everyday transportation motion (e.g., metros, trains, and cars) into more entertaining VR motion experiences, in contrast to prior car-based VR approaches that synchronize VR motion to physical car movement exactly. To gain insight into users’ preferences for veering rate and veering direction for turning (left/right) and pitching (up/down) during the three phases of acceleration (accelerating, cruising, and decelerating), we conducted a formative, perceptual study (n=24) followed by a VR experience evaluation (n=18), all conducted on metro trains moving in a mundane, straight-line motion. Results showed that participants preferred relatively high veering rates, and preferred pitching upward during acceleration and downward during deceleration. Furthermore, while veering decreased comfort as expected, it significantly enhanced immersion (p<.01) and entertainment (p<.001) and the overall experience, with comfort being considered, was preferred by 89% of participants. Pin-Chun Lu, Che-Wei Wang, Yu Lun Hsu, Alvaro Lopez, Ching-Yi Tsai, Chiao-Ju Chang, Wei Tian Mireille Tan, Li-Chun Lu, Mike Y. Chen |
CHI | 6 |
| 2024 | Experience from Designing Augmented Reality Browsing Interfaces for Real-world Walking ScenariosabstractMobile phones have enabled users to browse information in varying mobility contexts. For high-mobility settings such as walking, however, phones pose several usability challenges, particularly safety and limited screen sizes. While Augmented Reality (AR) has been proposed to address these issues, prior work has yet to investigate AR interface design in real-world walking conditions beyond text readability and notification design. This paper presents the first exploration of AR browsing interface design and extended usage while walking in the wild. We first conducted design sessions with 12 UI designers while walking in varied environments to design the window size, distance, opacity, anchor type, and placement for three categories of apps: text, video, and mixed content. Results show that traffic level significantly affects the designed window size, whereas content type significantly affects window size, distance, opacity, and vertical placement. To gain further insights from real-world usage, we conducted a multi-day observational study with 5 participants and observed that participants on average switched among window layouts every 3.3 minutes, for reasons such as safety and the level of extended visual attention. Yen-Pu Wang, Chiao-Ju Chang, Wei Tian Mireille Tan, Yu Lun Hsu, Yu Chen 0078, Mike Y. Chen |
Proc. ACM Hum. Comput. Interact. | 3 |
| 2023 | TurnAhead: Designing 3-DoF Rotational Haptic Cues to Improve First-person Viewing (FPV) ExperiencesabstractFirst-Person View (FPV) drone is a recently developed category of drones designed for precision flying and for capturing exhilarating experiences that could not be captured before, such as navigating through tight indoor spaces and flying extremely close to subjects of interest. FPV viewing experiences, while exhilarating, typically have frequent rotations that can lead to visually induced discomfort. We present TurnAhead, which uses 3-DoF rotational haptic cues that correspond to camera rotations to improve the comfort, immersion, and enjoyment of FPV experiences. It uses headset-mounted air jets to provide ungrounded rotational forces and is the first device to support rotation around all 3 axes: yaw, pitch, and roll. We conducted a series of perception and formative studies to explore the design space of timing and intensity of haptic cues, followed by user experience evaluation, for a combined total of 44 participants (n=12, 8, 6, 18). Results showed that TurnAhead significantly improved overall comfort, immersion, and enjoyment, and was preferred by 89% of participants. Bo-Cheng Ke, Min-Han Li, Yu Chen 0078, Chia-Yu Cheng, Chiao-Ju Chang, Yun-Fang Li, Shun-Yu Wang, Chiao Fang, Mike Y. Chen |
CHI | 5 |