Suzy Su

dblp:372/6862 · DBLP profile ↗
← Back
4ranked-venue papers
0as first author
4since 2021 · last 2026
0009-0005-1344-8095ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 4 · 4 since 2021
YearPublicationVenuePosition
2026 Redesigning Educational Videos for Deaf and Hard-of-Hearing Learners
abstract
Educational videos are widely used, but accessibility guidelines beyond captions for d/Deaf and Hard-of-Hearing (DHH) learners remain limited. Mayer’s multimedia learning theory assumes visual-auditory dual-channel processing, yet DHH learners with limited access to the auditory channel have distinct visual abilities and cognitive demands. This paper introduces motion-driven design ideas to support cognitive processing and improve video-based learning for DHH learners. Through a three-phase study, we identified four key challenges—such as misaligned content and visual overload—and proposed four design ideas that extend multimedia learning theory. We then evaluated these ideas with 16 DHH learners and 6 experts in Deaf education. The results show that motion-driven approaches reduce misalignment, ease visual attention switching, and improve the integration of visual and textual information across video types. For example, guiding visual attention switching minimizes confusion in complex visual contexts, such as programming demonstrations, while using relevant visuals enriches talking-head videos with graphics to clarify abstract ideas in captions. More research is needed to develop these promising ideas into well-defined principles.
Si Chen 0006, Haocong Cheng, Suzy Su, Lu Ming, Sarah Masud, Qi Wang 0088, Yun Huang 0003
CHI3
2025 Customizing Generated Signs and Voices of AI Avatars: Deaf-Centric Mixed-Reality Design for Deaf-Hearing Communication
abstract
This study investigates innovative interaction designs for communication and collaborative learning between learners of mixed hearing and signing abilities, leveraging advancements in mixed reality technologies like Apple Vision Pro and generative AI for animated avatars. Adopting a participatory design approach, we engaged 15 d/Deaf and hard of hearing (DHH) students to brainstorm ideas for an AI avatar with interpreting ability (sign language to English and English to sign language) that would facilitate their face-to-face communication with hearing peers. Participants envisioned the AI avatars to address some issues with human interpreters, such as lack of availability, and provide affordable options to expensive personalized interpreting services. Our findings indicate a range of preferences for integrating the AI avatars with actual human figures of both DHH and hearing communication partners. The participants highlighted the importance of having control over customizing the AI avatar, such as AI-generated signs, voices, facial expressions, and their synchronization for enhanced emotional display in communication. Based on our findings, we propose a suite of design recommendations that balance respecting sign language norms with adherence to hearing social norms. Our study offers insights into improving the authenticity of generative AI in scenarios involving specific and sometimes unfamiliar social norms.
Si Chen 0006, Haocong Cheng, Suzy Su, Stephanie Patterson, Raja S. Kushalnagar, Yun Huang 0003, Qi Wang 0088
Proc. ACM Hum. Comput. Interact.3
2025 Inclusive Emotion Technologies: Addressing the Needs of d/Deaf and Hard of Hearing Learners in Video-Based Learning
abstract
Accessibility efforts for d/Deaf and hard of hearing (DHH) learners in video-based learning have mainly focused on captions and interpreters, with limited attention to learners' emotional awareness--an important yet challenging skill for effective learning. Current emotion technologies are designed to support learners' emotional awareness and social needs; however, little is known about whether and how DHH learners could benefit from these technologies. Our study explores how DHH learners perceive and use emotion data from two collection approaches, self-reported and automatic emotion recognition (AER), in video-based learning. By comparing the use of these technologies between DHH (N=20) and hearing learners (N=20), we identified key differences in their usage and perceptions: 1) DHH learners enhanced their emotional awareness by rewatching the video to self-report their emotions and called for alternative methods for self-reporting emotion, such as using sign language or expressive emoji designs; and 2) while the AER technology could be useful for detecting emotional patterns in learning experiences, DHH learners expressed more concerns about the accuracy and intrusiveness of the AER data. Our findings provide novel design implications for improving the inclusiveness of emotion technologies to support DHH learners, such as leveraging DHH peer learners' emotions to elicit reflections.
Si Chen 0006, Jason Situ, Haocong Cheng, Suzy Su, Desirée Kirst, Lu Ming, Qi Wang 0088, Lawrence Angrave, Yun Huang 0003
Proc. ACM Hum. Comput. Interact.4
2024 Towards Inclusive Video Commenting: Introducing Signmaku for the Deaf and Hard-of-Hearing
abstract
Previous research underscored the potential of danmaku–a text-based commenting feature on videos–in engaging hearing audiences. Yet, for many Deaf and hard-of-hearing (DHH) individuals, American Sign Language (ASL) takes precedence over English. To improve inclusivity, we introduce “Signmaku,” a new commenting mechanism that uses ASL, serving as a sign language counterpart to danmaku. Through a need-finding study (N=12) and a within-subject experiment (N=20), we evaluated three design styles: real human faces, cartoon-like figures, and robotic representations. The results showed that cartoon-like signmaku not only entertained but also encouraged participants to create and share ASL comments, with fewer privacy concerns compared to the other designs. Conversely, the robotic representations faced challenges in accurately depicting hand movements and facial expressions, resulting in higher cognitive demands on users. Signmaku featuring real human faces elicited the lowest cognitive load and was the most comprehensible among all three types. Our findings offered novel design implications for leveraging generative AI to create signmaku comments, enriching co-learning experiences for DHH individuals.
Si Chen 0006, Haocong Cheng, Jason Situ, Desirée Kirst, Suzy Su, Saumya Malhotra, Lawrence Angrave, Qi Wang 0088, Yun Huang 0003
CHI5