Szeyi Chan

dblp:358/9157 · DBLP profile ↗
← Back
6ranked-venue papers
3as first author
6since 2021 · last 2025
0009-0003-5132-5171ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 6 · 3 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 4 since 2021
YearPublicationVenuePosition
2025 Insights from Designing Context-Aware Meal Preparation Assistance for Older Adults with Mild Cognitive Impairment (MCI) and Their Care Partners
Szeyi Chan, Siman Ao, Ibrahim Bilau, Brian D. Jones, Eunhwa Yang, Elizabeth D. Mynatt, Xiang Zhi Tan
Conference on Designing Interactive Systems1
2025 "Mango Mango, How to Let The Lettuce Dry Without A Spinner?": Exploring User Perceptions of Using An LLM-Based Conversational Assistant Toward Cooking Partner
abstract
The rapid advancement of Large Language Models (LLMs) has created numerous potentials for integration with conversational assistants (CAs) assisting people in their daily tasks, particularly due to their extensive flexibility. However, users' real-world experiences interacting with these assistants remain unexplored. In this research, we chose cooking, a complex daily task, as a scenario to explore people's successful and unsatisfactory experiences while receiving assistance from an LLM-based CA, Mango Mango . We discovered that participants value the system's ability to offer customized instructions based on context, provide extensive information beyond the recipe, and assist them in dynamic task planning. However, users expect the system to be more adaptive to oral conversation and provide more suggestive responses to keep them actively involved. Recognizing that users began treating our LLM-CA as a personal assistant or even a partner rather than just a recipe-reading tool, we propose five design considerations for future development.
Szeyi Chan, Bingsheng Yao, Amama Mahmood, Chien-Ming Huang 0001, Holly Jimison, Elizabeth D. Mynatt, Dakuo Wang
Proc. ACM Hum. Comput. Interact.1
2024 Cardistry: Exploring a GPT Model Workflow as an Adapted Method of Gaminiscing
abstract
Cardistry is an application that enables users to create their own playing cards for use in evocative storytelling games. It is driven by OpenAI’s Generative Pre-trained Transformer (GPT) models that generate unique card titles, cards suits, imagery, and poetry based on the user’s input. It allows the user to preserve their digital cards in an online repository and print them for tabletop game play use. Cardistry was designed to begin exploring the question of whether widely available GPT models could be used to adapt the process of gaminiscing to make it more accessible to designers and players alike. This short paper details the concept, design, and implementation of Cardistry as a first step in exploring this research question. It explains how the adapted gaminiscing process is different from the original process, discusses the limitations of the implementation, and expresses what future research would be required to answer the research question.
Brandon Lyman, Ala Ebrahimi, James Cox, Szeyi Chan, Christopher Barney, Bob De Schutter
FDG4
2023 Brukel vs Brukel: Impact of Game Fidelity on Player Experience In Gaminiscing Games
abstract
High-fidelity game development could be advantageous for improving player experience. However, it often comes at a price—labor costs, monetary investments, and lengthy development processes and it is challenging to balance between game fidelity and development cost. This work focuses on a specific genre—gaminiscing games, that are designed in a narrative way to archive and recreate personal oral history. Our study aims to explore the potential possibility of low-fidelity game design but without significantly, or even at all, sacrificing the player experience. Concretely, this paper explores whether a game design with higher fidelity and a specific type of scene would always correlate with a better player experience. An experiment with 42 participants was conducted using a commercial gaminiscing game called Brukel. Results show that it is not the case that both fidelity and scene would always significantly affect the overall experience of the game. This finding could shed light on practical game design, where game designers can choose the level of production that best aligns with their game's objectives.
Szeyi Chan, James Cox, Ala Ebrahimi, Brandon Lyman, Bob De Schutter
CoG1
2023 Catch The Butterfly: A Gaminiscing Game about Immigration
abstract
Catch The Butterfly is a narrative game exploring the real, lived experiences of an immigrant. It was created using the gaminiscing method. In Catch The Butterfly, every mechanic and representation is derived from the authentic stories of the subject. The aim is twofold: to provide insights to game designers interested in the gaminiscing method, and to promote empathy and understanding of immigrants. Through the personal narrative of an immigrant, this game offers a personal perspective on immigration and a unique example of the design process when creating a game with the gaminiscing method.
Ala Ebrahimi, Brandon Lyman, James Earl Cox, Szeyi Chan, Bob De Schutter
CoG4
2023 Catch The Butterfly: Using Gaminiscing to Design a Serious Game about Immigrants
abstract
This short paper explores the utilization of the gaminiscing method in the design of a narrative-driven game, where every game mechanic is derived from the authentic stories of an immigrant. The aim is to provide valuable insights to game designers interested in employing the gaminiscing method for the development of storytelling games that generate empathy. By leveraging the unique and personal narratives of immigrants, this paper offers a perspective on how the gaminiscing approach can enhance the design process and create immersive and engaging gameplay experiences.
Ala Ebrahimi, Brandon Lyman, James Earl Cox, Szeyi Chan, Bob De Schutter
CoG4