EDBT 2026 Demo / reviewers in the wild / expert
Reza Hadi Mogavi
dblp:126/0549
· DBLP profile ↗
19ranked-venue papers
8as first author
16since 2021 · last 2026
0000-0002-4690-2769ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 13 · 4 first-author · 12 since 2021Artificial intelligence and machine learning · 7 · 4 first-author · 5 since 2021Systems, architecture and hardware · 4 · 3 first-author · 3 since 2021Databases, data management, data science and information retrieval · 4 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 3 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Who is Responsible When AI Fails? Mapping Causes, Entities, and Consequences of AI Privacy and Ethical IncidentsabstractThe rapid growth of artificial intelligence (AI) technologies has raised major privacy and ethical concerns. However, existing AI incident taxonomies and guidelines lack grounding in real-world cases, limiting their effectiveness for prevention and mitigation. We analyzed 202 real-world AI privacy and ethical incidents to develop a taxonomy that classifies them across AI lifecycle stages and captures contributing factors, including causes, responsible entities, sources of disclosure, and impacts. Our findings reveal widespread harms from poor organizational decisions and legal non-compliance, limited corrective interventions, and rare reporting from AI developers and adopting entities. Our taxonomy offers a structured approach for systematic incident reporting and emphasizes the weaknesses of current AI governance frameworks. Our findings provide actionable guidance for policymakers and practitioners to strengthen user protections, develop targeted AI policies, enhance reporting practices, and foster responsible AI governance and innovation, especially in contexts such as social media and child protection. Hilda Hadan, Reza Hadi Mogavi, Leah Zhang-Kennedy, Lennart E. Nacke |
Int. J. Hum. Comput. Interact. | 2 |
| 2025 | Designing Biofeedback Board Games: The Impact of Heart Rate on Player Experience
Joseph Tu, Eugene Y. Kukshinov, Reza Hadi Mogavi, Derrick M. Wang, Lennart E. Nacke |
CHI | 3 |
| 2025 | From Solo to Social: Exploring the Dynamics of Player Cooperation in a Co-located Cooperative ExergameabstractFigure 1: In our cooperative co-located exergame Space Scavenger Squad, players work together to catch orbs that appear on the ExerCube's panels.In a user study, we compared three cooperative mechanics: free , where players share one task; coupled , where players perform specific tasks; and concurrent , where players have to sync their actions to succeed. Derrick M. Wang, Sebastian Cmentowski, Reza Hadi Mogavi, Kaushall Senthil Nathan, Eugene Y. Kukshinov, Joseph Tu, Lennart E. Nacke |
CHI | 3 |
| 2025 | The Jade Gateway to Trust: Exploring How Socio-Cultural Perspectives Shape Trust Within Chinese NFT CommunitiesabstractToday's world is witnessing an unparalleled rate of technological transformation. The emergence of non-fungible tokens (NFTs) has transformed how we handle digital assets and value. These tokens have captured the interest of scholars and businesspeople alike. However, NFTs have recently seen a sharp decline in popularity. While cryptocurrency volatility and monetary policies greatly influenced NFT market trends, the community aspects of NFT projects--particularly trust-based interactions--also play a crucial role in NFT adoption and sustainability. From a social computing perspective, understanding these trust dynamics offers valuable insights for the development of both the NFT ecosystem and the broader digital economy. China presents a compelling context for examining these dynamics, offering a unique intersection of technological innovation and traditional cultural values. Through an in-depth qualitative study of Chinese NFT communities, we examine how socio-cultural factors influence trust formation and development. We analyzed discussions from eight prominent WeChat groups dedicated to NFTs and conducted 21 semi-structured interviews with three types of NFT community members. We found that trust in Chinese NFT communities is significantly molded by local cultural values. To be precise, Confucian virtues, such as benevolence, propriety , and integrity , play a crucial role in shaping these trust relationships. Our research identifies three critical trust dimensions in China's NFT market: (1) technological , (2) institutional , and (3) social . We examined the challenges in cultivating each dimension. Based on these insights, we developed tailored trust-building guidelines for Chinese NFT stakeholders. These guidelines address trust issues that factor into NFT's declining popularity and could offer valuable strategies for CSCW researchers, developers, and designers aiming to enhance trust in global NFT communities. Our research urges CSCW scholars to take into account the unique socio-cultural contexts when developing trust-enhancing strategies for digital innovations and online interactions. Yifan Cao 0001, Reza Hadi Mogavi, Meng Xia 0002, Leo Yu-Ho Lo, Xiaoqing Zhang 0018, Mei-Jia Lou, Lennart E. Nacke, Yang Wang 0020, Huamin Qu |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Disembodied, Asocial, and Unreal: How Users Reinterpret Designed Affordances of Social VRabstractAlthough Social Virtual Reality (SVR) affordances are designed to enable embodied social activities and interactions within virtual environments, the ways that users perceive and interpret these affordances can shape how SVR platforms are used and experienced. In this study, we examined the design and use of SVR affordances based on qualitative survey data from 100 SVR users. We observed that user practices diverge in important ways from intended designs, adding complexity to conventional interpretations of SVR platforms as embodied social environments. This research highlights dynamic user behaviour in which users interpret and reconfigure the affordances of SVR platforms, ranging from asocial use cases to actions that reflect the current limits of embodied communication. We contribute findings that may improve SVR design by revealing opportunities to foreground user needs and expectations, leveraging both the designed possibilities of SVR and the interpretations of those possibilities. Eugene Y. Kukshinov, Daniel Harley, Kata Szita, Reza Hadi Mogavi, Cayley MacArthur, Lennart E. Nacke |
Conference on Designing Interactive Systems | 4 |
| 2024 | Charting the Future of AI in Project-Based Learning: A Co-Design Exploration with StudentsabstractStudents’ increasing use of Artificial Intelligence (AI) presents new challenges for assessing their mastery of knowledge and skills in project-based learning (PBL). This paper introduces a co-design study to explore the potential of students’ AI usage data as a novel material for PBL assessment. We conducted workshops with 18 college students, encouraging them to speculate an alternative world where they could freely employ AI in PBL while needing to report this process to assess their skills and contributions. Our workshops yielded various scenarios of students’ use of AI in PBL and ways of analyzing such usage grounded by students’ vision of how educational goals may transform. We also found that students with different attitudes toward AI exhibited distinct preferences in how to analyze and understand their use of AI. Based on these findings, we discuss future research opportunities on student-AI interactions and understanding AI-enhanced learning. Chengbo Zheng, Kangyu Yuan, Bingcan Guo, Reza Hadi Mogavi, Zhenhui Peng, Shuai Ma 0005, Xiaojuan Ma |
CHI | 4 |
| 2024 | The Jade Gateway to Exergaming: How Socio-Cultural Factors Shape Exergaming Among East Asian Older AdultsabstractExergaming, blending exercise and gaming, improves the physical and mental health of older adults. We currently do not fully know the factors that drive older adults to either engage in or abstain from exergaming. Large-scale studies investigating this are still scarce, particularly those studying East Asian older adults. To address this, we interviewed 64 older adults from China, Japan, and South Korea about their attitudes toward exergames. Most participants viewed exergames with a positive inquisitiveness. However, socio-cultural factors can obstruct this curiosity. Our study shows that perceptions of aging, lifestyle, the presence of support networks, and the cultural relevance of game mechanics are the crucial factors influencing their exergame engagement. Thus, we stress the value of socio-cultural sensitivity in game design and urge the HCI community to adopt more diverse design practices. We provide several design suggestions for creating more culturally approachable exergames. Reza Hadi Mogavi, Juhyung Son, Simin Yang, Derrick M. Wang, Lydia Choong, Ahmad Yousef Alhilal, Peng Yuan Zhou, Pan Hui 0001, Lennart E. Nacke |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2023 | Understanding Characteristics of Catalyst Users in the WallStreetBets CommunityabstractWallStreetBets (WSB), a Reddit community, impacted stock markets during the 2021 GameStop Short Squeeze. We examine the content and user properties that influence engagement in WSB. Despite WSB's association with emojis and informal terms, engagement among community members depends on more than surface-level factors. Although emojis are commonly used, they are not as effective at fostering interactions among users. Community members engage more with posts that have longer and topic-specific text. Simply producing a high volume of posts is not enough to attract an audience. Consistent topical focus, reciprocal interactions, and previous authorship of catalyst posts influence engagement. WSB posts, regardless of length, generally remain relevant to the community's theme of stock trading. Our findings provide insights into WSB engagement patterns and can be useful for downstream research, such as financial predictive tasks using WSB data. Ehsan ul Haq, Haodi Weng, Gareth Tyson, Lik-Hang Lee, Reza Hadi Mogavi, Tristan Braud, Pan Hui 0001 |
ASONAM | 7 |
| 2023 | Envisioning an Inclusive Metaverse: Student Perspectives on Accessible and Empowering Metaverse-Enabled LearningabstractThe emergence of the metaverse is being widely viewed as a revolutionary technology owing to a myriad of factors, particularly the potential to increase the accessibility of learning for students with disabilities. However, not much is yet known about the views and expectations of disabled students in this regard. The fact that the metaverse is still in its nascent stage exemplifies the need for such timely discourse. To bridge this important gap, we conducted a series of semi-structured interviews with 56 university students with disabilities in the United States and Hong Kong to understand their views and expectations concerning the future of metaverse-driven education. We have distilled student expectations into five thematic categories, referred to as the REEPS framework: Recognition, Empowerment, Engagement, Privacy, and Safety. Additionally, we have summarized the main design considerations in eight concise points. This paper is aimed at helping technology developers and policymakers plan ahead of time and improving the experiences of students with disabilities. Reza Hadi Mogavi, Jennifer Hoffman, Chao Deng 0002, Yiwei Du, Ehsan ul Haq, Pan Hui 0001 |
L@S | 1 |
| 2023 | Tangible Web: An Interactive Immersion Virtual Reality Creativity System that Travels Across RealityabstractWith the advancement of virtual reality (VR) technology, virtual displays have become integral to how museums, galleries, and other tourist destinations present their collections to the public. However, the current lack of immersion in virtual reality displays limits the user’s ability to experience and appreciate its aesthetics. This paper presents a case study of a creative approach taken by a tourist attraction venue in developing a physical network system that allows visitors to enhance VR’s aesthetic aspects based on environmental parameters gathered by external sensors. Our system was collaboratively developed through interviews and sessions with twelve stakeholder groups interested in art and exhibitions. This paper demonstrates how our technological advancements in interaction, immersion and visual attractiveness surpass those of earlier virtual display generations. Through multimodal interaction, we aim to encourage innovation on the Web and create more visually appealing and engaging virtual displays. It is hoped that the greater online art community will gain fresh insight into how people interact with virtual worlds as a result of this work. Simin Yang, Ze Gao 0003, Reza Hadi Mogavi, Pan Hui 0001, Tristan Braud |
WWW | 3 |
| 2022 | Exploring Mental Health Communications among Instagram CoachesabstractThere has been a significant expansion in the use of online social networks (OSNs) to support people experiencing mental health issues. This paper studies the role of Instagram influencers who specialize in coaching people with mental health issues. Using a dataset of 97k posts, we characterize such users' linguistic and behavioural features. We explore how these observations impact audience engagement (as measured by likes). We show that the support provided by these accounts varies based on their self-declared professional identities. For instance, Instagram accounts that declare themselves as Authors offer less support than accounts that label themselves as a Coach. We show that increasing information support in general communication positively affects user engagement. However, the effect of vocabulary on engagement is not consistent across the Instagram account types. Our findings shed light on this understudied topic and guide how mental health practitioners can improve outreach. Ehsan ul Haq, Lik-Hang Lee, Gareth Tyson, Reza Hadi Mogavi, Tristan Braud, Pan Hui 0001 |
ASONAM | 4 |
| 2022 | When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning AppabstractMore and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when users become too fixated on gamification and get distracted from learning. This undesirable phenomenon wastes users' precious time and negatively impacts their learning performance. However, there has been little research in the literature to understand gamification misuse and inform future gamification designs. Therefore, this paper aims to fill this knowledge gap by conducting the first extensive qualitative research on gamification misuse in a popular learning app called Duolingo. Duolingo is currently the world's most downloaded learning app used to learn languages. This study consists of two phases: (I)a content analysis of data from Duolingo forums (from the past nine years) and (II)semi-structured interviews with 15 international Duolingo users. Our research contributes to the Human-Computer Interaction (HCI) and Learning at Scale ([email protected]) research communities in three ways: (1) elaborating the ramifications of gamification misuse on user learning, well-being, and ethics, (2) identifying the most common reasons for gamification misuse (e.g., competitiveness, overindulgence in playfulness, and herding), and (3) providing designers with practical suggestions to prevent (or mitigate) the occurrence of gamification misuse in their future designs of gamified learning apps. Reza Hadi Mogavi, Bingcan Guo, Yuanhao Zhang, Ehsan ul Haq, Pan Hui 0001, Xiaojuan Ma |
L@S | 1 |
| 2022 | More Gamification Is Not Always Better: A Case Study of Promotional Gamification in a Question Answering WebsiteabstractCommunity Question Answering Websites (CQAs) like Stack Overflow rely on continuous user contributions to keep their services active. Nevertheless, they often undergo a sharp decline in their user participation during the holiday season, undermining their performance. To address this issue, some CQAs have developed their own special promotional gamification schemes to incentivize users to maintain their contributions throughout the holiday season. These promotional gamification schemes are often time-limited, optional, and run alongside the default gamification schemes of their websites. However, the impact of such promotional gamification schemes on user behavior remains largely unexplored in the existing literature. This paper takes the first steps toward filling this knowledge gap by conducting a large-scale empirical study of a particular promotional gamification scheme called Winter Bash (WB) on the CQA of Stack Overflow. According to our findings, promotional gamification schemes may not be the panacea they are portrayed to be. For example, in the case of WB, we find that the scheme is not effective for improving the collective engagement of all users. Only some particular user types (i.e., experienced and reputable users) are often provoked under WB. Most novice users, who comprise the majority of Stack Overflow website's user base, seem to be indifferent to such a gamification scheme. Our research also shows the importance of studying the quantity and quality of user engagement in unison to better understand the effectiveness of a gamification scheme. Previous gamification studies in the literature have focused predominantly on studying the quantity of user engagement alone. Last but not least, we conclude our paper by presenting some practical considerations for improving the design of future promotional gamification schemes in CQAs and similar platforms. Reza Hadi Mogavi, Ehsan ul Haq, Sujit Gujar, Pan Hui 0001, Xiaojuan Ma |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2022 | What Do Users Think of Promotional Gamification Schemes? A Qualitative Case Study in a Question Answering WebsiteabstractIn recent years, studies on the user experience have emerged as an indispensable part of any gamification research. The study of user experience enables gamification designers and practitioners to design or adapt their gamification schemes in a more knowledgeable and efficacious manner. However, one popular gamification scheme that has largely remained under-researched in terms of user experience is promotional gamification, which refers to an optional and time-limited gamification program that usually mounts an already gamified platform to increase user incentive and engagement for a short span of time (e.g., during the holiday season). The current study undertakes the first steps necessary to explore users' experiences of working with a promotional gamification scheme in a large-scale online community. To this end, we conduct an extensive qualitative case study of users' experiences with a promotional gamification scheme on the Community Question Answering Website (CQA) of Stack Exchange, called Winter Bash (WB). Notably, the purpose of WB is to operate as a makeshift solution that prevents the decline in user contributions during the holiday season. However, like many other gamification schemes, WB is not devoid of issues, and our research helps identify those issues without overlooking the WB's strengths. Our study denotes not only the first (empirical) typology of users' affective responses to promotional gamification schemes but also the first classification of (de)motivational factors involved in user engagement. At its core, this study comprises two salient parts: (1) a content analysis of user-generated data regarding WB (from the past eight years), and (2) a series of semi-structured interviews with 17 international users who are familiar with WB. We triangulate our findings from (1) and (2) by performing a similar content analysis for two other promotional gamification schemes, namely "Answerathon" (from Travel Meta) and "Discussion Tournament" (from Reddit). Based on the findings of this study, we present certain guidelines for gamification designers and practitioners, enabling them to deploy or adapt their promotional gamification schemes in a more knowledgeable and effective manner. Finally, our work is concluded by highlighting a few novel research opportunities for researchers invested in the fields of Human-Computer Interaction (HCI) and Computer-Supported Cooperative Work (CSCW). Reza Hadi Mogavi, Yuanhao Zhang, Ehsan ul Haq, Yongjin Wu, Pan Hui 0001, Xiaojuan Ma |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2021 | Student Barriers to Active Learning in Synchronous Online Classes: Characterization, Reflections, and SuggestionsabstractAs more and more face-to-face classes move to online environments, it becomes increasingly important to explore any emerging barriers to students' learning. This work focuses on characterizing student barriers to active learning in synchronous online environments. The aim is to help novice educators develop a better understanding of those barriers and prepare more student-centered course plans for their active online classes. Towards this end, we adopt a qualitative research approach and study information from different sources: social media content, interviews, and surveys from students and expert educators. Through a thematic analysis, we craft a nuanced list of students' online active learning barriers within the themes of human-side, technological, and environmental barriers. Each barrier is explored from the three aspects of frequency, importance, and exclusiveness to active online classes. Finally, we conduct a summative study with 12 novice educators and explain the benefits of using our barrier list for course planning in active online classes. Reza Hadi Mogavi, Yankun Zhao, Ehsan ul Haq, Pan Hui 0001, Xiaojuan Ma |
L@S | 1 |
| 2021 | Characterizing Student Engagement Moods for Dropout Prediction in Question Pool WebsitesabstractProblem-Based Learning (PBL) is a popular approach to instruction that supports students to get hands-on training by solving problems. Question Pool websites (QPs) such as LeetCode, Code Chef, and Math Playground help PBL by supplying authentic, diverse, and contextualized questions to students. Nonetheless, empirical findings suggest that 40% to 80% of students registered in QPs drop out in less than two months. This research is the first attempt to understand and predict student dropouts from QPs via exploiting students' engagement moods. Adopting a data-driven approach, we identify five different engagement moods for QP students, which are namely challenge-seeker, subject-seeker, interest-seeker, joy-seeker, and non-seeker. We find that students have collective preferences for answering questions in each engagement mood, and deviation from those preferences increases their probability of dropping out significantly. Last but not least, this paper contributes by introducing a new hybrid machine learning model (we call Dropout-Plus) for predicting student dropouts in QPs. The test results on a popular QP in China, with nearly 10K students, show that Dropout-Plus can exceed the rival algorithms' dropout prediction performance in terms of accuracy, F1-measure, and AUC. We wrap up our work by giving some design suggestions to QP managers and online learning professionals to reduce their student dropouts. Reza Hadi Mogavi, Xiaojuan Ma, Pan Hui 0001 |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2019 | Effects of ego networks and communities on self-disclosure in an online social networkabstractUnderstanding how much users disclose personal information in Online Social Networks (OSN) has served various scenarios such as maintaining social relationships and customer segmentation. Prior studies on self-disclosure have relied on surveys or users' direct social networks. These approaches, however, cannot represent the whole population nor consider user dynamics at the community level. Young D. Kwon, Reza Hadi Mogavi, Ehsan ul Haq, Youngjin Kwon, Xiaojuan Ma, Pan Hui 0001 |
ASONAM | 2 |
| 2019 | HRCR: Hidden Markov-Based Reinforcement to Reduce Churn in Question Answering Forums
Reza Hadi Mogavi, Sujit Gujar, Xiaojuan Ma, Pan Hui 0001 |
PRICAI (1) | 1 |
| 2013 | A new high performance approach: merging optimal multicast sessions for supporting multisource routing
Mohsen Heydarian, Reza Hadi Mogavi |
J. Supercomput. | 2 |