Giulia Barbareschi

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45ranked-venue papers
12as first author
39since 2021 · last 2026
0000-0001-9036-3566ORCID · verified

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Human-computer interaction and ubiquitous computing · 42 · 12 first-author · 36 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 since 2021
YearPublicationVenuePosition
2026 Creating Empowering Counter-Narratives through Collective Digital Art by Disabled People
abstract
Art has long been a powerful means by which disabled people and other minority group have established counter-narratives, pushing back against damaging stereotypes. These efforts become particularly meaningful when bringing together the work and stories of multiple disabled people, helping to move away from individual, while striving to preserve the uniqueness of everyone’s contribution. In this paper, we document a collective digital art project led by an internationally acclaimed disabled artist involving 16 local disabled people in Japan, featuring a series of workshops where participants created self-portraits using iPads subsequently included in a larger inflatable sculpture. The generated art piece was exhibited to the local community during a series of events organised for the International Day of People with Disability. We reflect on our experiences to suggest key methodological learnings around peer-led collaborative art for counter-narrative creation and examine the role of technology in the context of curation.
Giulia Barbareschi, Chihiro Sato, Dunya Chen, Eimi Koga, Jason Wilsher-Mills, Kai Kunze
DIS1
2026 Floating Companion: Exploring Design Space for Soft Floating Robots in Indoor Environments
abstract
Soft floating robots (SFRs) represent a shift from rigid machines, offering gravity-defying, compliant, and tactile embodiments for indoor cohabitation. However, their development remains fragmented across isolated prototypes, lacking a coherent design vocabulary. Without a systematic understanding of their interactional capabilities, designers struggle to leverage SFRs’ unique affordances, and these systems often remain limited to novelty applications that are difficult to integrate into everyday life. To address this, we propose a design space for interaction with SFRs. Informed by an exploratory study with 12 experts from HCI, Design, and Robotics, we identify ten design dimensions spanning physical, interactive, and behavioral properties, along with a range of application scenarios. We further present proof-of-concept design examples to demonstrate how this design space can support diverse interaction possibilities. This work contributes a structured framework for understanding and designing interactions with SFRs, supporting their integration into everyday indoor environments.
Mingyang Xu, Yanheng Li 0002, Burcu Nimet Dumlu, Ray LC, Giulia Barbareschi, Matthias Hoppe 0003, Jie Li 0064, Kouta Minamizawa, Kai Kunze
DIS5
2026 Using Generative AI to Design a Recreational Service in a Japanese Aging Community
abstract
As the population of older adults continues to grow, there is increasing need to explore how technology-enhanced recreation can support well-being. While Generative AI (GenAI) shows promise in this area, its role in recreational activities for older adults remains underexplored. We report on a two-year engagement with a suburban Japanese aging community aimed at identifying design considerations for image-based GenAI-supported recreational activities. Through four workshops conducted using a Research-through-Design approach—individual prompting, collective prompting, prompt guessing, and curating prompts—we examined how different forms of participation shaped engagement with GenAI. Our findings suggest that although older adults show clear interest in image-based GenAI, it becomes more meaningful when embedded in culturally recognizable practices and socially mediated infrastructures, rather than framed primarily as an individual creativity or literacy tool. Based on these insights, we discuss implications for integrating GenAI into meaningful community-based recreational activities for older adults.
Jianrui Zhao, Shengtian Li, Ximing Shen, Seray Senyer Sukuti, Giulia Barbareschi, Chihiro Sato
DIS5
2026 Animacy and the Eye of the Beholder: A Mixed-Methods Study on Cognitive Animacy with a Kinetic Origami Surface
abstract
Previous research shows how animacy attribution is shaped by perceptual and cognitive processes based on morphological and behavioural characteristics. Existing evidence is largely focused on passive observation of movement on a screen or scenarios involving predefined interactions. We explore cognitive animacy perceptions of 19 participants during embodied engagement with a spatial-scale kinetic origami surface with no defined interaction modalities. In a mixed-methods study, we collected EEG data, Godspeed Questionnaire evaluations, videos of participants engaging with the surface and semi-structured interviews to understand participants' experiences. Our results show individuals' animacy perceptions are constructed through complex, embodied meaning-making processes, affected by artifacts' morpho-behavioural traits as well as individuals' actions and interpretations. However, widespread brain activations make it hard to pinpoint to specific neurological phenomena. We unpack intrinsic and extrinsic factors shaping animacy perception, articulate the importance of ambiguity in the design of animate' objects and present application scenarios for our prototype.
Charalampos Krekoukiotis, Giulia Barbareschi, Berend te Linde, Katsuki Higo, Ryogo Kawamata, Sotaro Shimada, Takatoshi Yoshida, Kouta Minamizawa
CHI2
2026 Encoding Geometry Learning and Collaboration in Communication-Aware Tangible Interfaces: The Case of TIEboard
Arooj Zaidi, Dunya Chen, Giulia Barbareschi, Junichi Yamaoka
CSEDU (2)3
2026 The RUSH Checklist: A Standardized Framework for Reporting User Studies in Human-Robot Interaction
abstract
Transparent and consistent reporting of user studies is essential for advancing scientific knowledge. In human-robot interaction (HRI), studies are often reported incompletely, even in top-tier venues, limiting proper evaluation, replication, and practical application of findings in practice. This study aimed to generate expert consensus on a reporting checklist for HRI user studies and provide a validated tool to improve transparency, reproducibility, and methodological rigor in the field, leading to easier translation of research into practice. A two-round Delphi study was conducted with 34 HRI experts from academia and industry from over 12 countries. An international panel of nine interdisciplinary experts first synthesized a preliminary list of 116 reporting items from the literature. Experts rated the importance of each item and provided qualitative feed- back. Consensus was defined as 70% agreement, and items were iteratively refined through anonymous online surveys. Overall, consensus was achieved on 106 items, encompassing both essential and context-dependent elements in nine domains. The resulting RUSH checklist (Reporting User Studies in Human-Robot Inter- action) provides the first community-endorsed, consensus-based reporting guideline for HRI user studies.
Shruti Chandra, Katie Seaborn, Giulia Barbareschi, Wing-Yue Geoffrey Louie, Shelly Bagchi, Sara Cooper, Zhao Han, Daniel Tozadore
HRI3
2025 Exploring the Usability of Gaze-based Mobile Communication in Ghana
abstract
In Ghana, people with communication challenges could benefit from gaze-based Augmented and Assistive Communication devices (AACs), widely used in countries with greater resources.However, there is limited evidence about the potential of such devices by people with communication disabilities in the Global South.Our study sought to evaluate the usability, identifying barriers and facilitators of adoption of a freely available Android-based eye-gaze AAC application called Look to Speak.The study included training of 10 local speech and language therapists and 15 people with communication difficulties.Our findings highlight how, despite some initial successes and the positive opinions of clients, caregivers and speech and language therapists the Look to Speak application largely failed to deliver substantial communication benefits to individual users.This was due to a combination of factors including the high cognitive load, design flaws of the application -such as the lack of optimization of the selection process depending on the chosen interaction mode, and lack of wheelchairs with adequate postural support, which are necessary for users to be able to successfully utilise the application.We contribute insights surrounding the mismatch between expectations and reality of gaze-base AACs, and considerations about the broader ecosystem required to support adoption and impact of such technologies in Ghana.
Victoria Austin, Gifty Ayoka, Giulia Barbareschi, Richard Cave, Catherine Holloway
ASSETS3
2025 Toward a Multi-layer Framework to Assess the Quality of Life Impact of Smartphones as Assistive Technology for People with Sensory Disabilities in Kenya
abstract
Recent advances in smartphone technology have elevated their potential as digital assistive technologies (AT) for blind or partially sighted (BPS) and deaf or hard of hearing (DHH) individuals.However, there is a gap in fully understanding the use of smartphones as AT and their impact on the quality of life (QoL) of BPS and DHH individuals.To address this gap, we conducted a mixed-methods longitudinal study over six months with 193 participants in Kenya.The study involved a baseline survey, smartphone digital skills training, and a follow-up survey and interviews to examine the impact of smartphones as AT.The findings emphasise the significant impact of smartphones on their quality of life, including impact on their identity and well-being, social inclusion and leisure, access to information and education, and material well-being.Building on the findings, we contribute an AT Impact Framework, which
Maryam Bandukda, Giulia Barbareschi, Philip Oyier, Henry Athiany, Wallace M. Karuguti, Mwangi J. Matheri, Victoria Austin, Catherine Holloway
ASSETS3
2025 Explore Movement Skills Development in Individuals with Profound Intellectual Disabilities through Collaborative Art Creation
abstract
Figure 1: (A) Art sample demonstrating how to create animals using handprints: selecting colors, stamping handprints, and applying templates.(B) Participant P3 stamping their handprint during the workshop.(C) The completed zoo-themed artwork.(D) The group photo six participants holding their personal art creation in front of the collective creation AbstractIndividuals with profound intellectual disabilities (ID) often experience limited physical activity due to a lack of accessible exercise programs and difficulty understanding abstract health concepts.This study presents a preliminary qualitative exploration of Fundamental Movement Skills (FMS) in this population.Six participants engaged in a large-scale, collaborative art workshop designed to encourage physical movement through creative expression.We categorized participants' existing FMS and investigated how artmaking could serve as a motivating medium for further FMS development.Through observational data and caregiver feedback, we identified current FMS competency and concluded design recommendations for the HCI community.Our findings highlight the
Giulia Barbareschi, Yifan Xu 0022, Chih Ling Kuo, Dunya Chen, Chihiro Sato
ASSETS2
2025 AT@Work: Intelligent Assistive Technologies for Enabling Workplace Inclusion
abstract
Digital assistive technologies (ATs) have been widely used to support people with disabilities at work.However, many existing systems, interfaces, and tools remain inaccessible or insufficiently adaptable to the wide range of human abilities, particularly when cognitive, communicative, or sensory differences are involved.This gap is further exacerbated by what scholars and activists refer to as the disability divide: the sociotechnical disparity between people with and without disabilities in terms of access to, use of, and benefits from digital technologies.Despite increasing policy efforts and legal frameworks, vocational inclusion and training remains a significant challenge.By bringing together a diverse community, this workshop seeks to critically examine the role of digital ATs in advancing vocational inclusion for individuals with disabilities. CCS Concepts• Human-
Mario Heinz-Jakobs, Sinem Görmez, Hailey L. Johnson, Jens Gerken, Max Pascher, Giulia Barbareschi, Saminda Sundeepa Balasuriya, Laurianne Sitbon, Carsten Röcker
ASSETS6
2025 Accessibility Research Across Borders: Collaboration and Community Building in Accessibility and ICTD Research
abstract
Collaboration and community building are crucial for equitable participation in research, especially in disability and accessibility research fields.Engaging with communities of disabled individuals helps understand their unique challenges, expectations, and needs, which should be reflected in assistive technology design.However, a gap exists between research in resource-rich societies and the practices of low-resource settings, where socio-economic and infrastructural constraints are often overlooked.Conversely, the innovation and sustainable solutions in these settings are often
Tamanna Motahar, Vaishnav Kameswaran, Sara Moin, Vikram Kamath Cannanure, Maitraye Das, Giulia Barbareschi, Laura S. Gaytán-Lugo, Aditya Vashistha, Kurtis Heimerl, Syed Ishtiaque Ahmed, Neha Kumar 0001, Nova Ahmed, Maya Cakmak
ASSETS6
2025 Sticking With Electronics for Crafting Practices: An Inclusive Approach to Promote Making Literacy Among Older Adults
Giulia Barbareschi, Chihiro Sato, Seray Senyer Sukuti, Michael Pan Junpeng, Jianrui Zhao, Dunya Chen, Kirsten Ellis, Kai Kunze
CHI1
2025 A Reflective Journey for Individuals with Intellectual Disabilities: Rediscovering Competency Through AI-Enhanced Iron Beads Crafting
Danyang Peng, Giulia Barbareschi, Dunya Chen, Chihiro Sato
CHI3
2025 A Placebo Concert: The Placebo Effect for Visualization of Physiological Audience Data during Experience Recreation in Virtual Reality
Xiaru Meng, Yulan Ju, Christopher Changmok Kim, Giulia Barbareschi, Kouta Minamizawa, Kai Kunze, Matthias Hoppe 0003
CHI5
2025 A Critical Review of Sexuality, Technology and Disability
abstract
The investigation of technologies facilitating sexual interactions and sexuality-related explorations is becoming more established in Human-Computer Interaction (HCI), albeit with little systematic attention to the sexual lives of disabled people. In this space, we undertook a literature review utilising feminist content analysis to take stock and critically analyse the domains of sexuality, technology and disability when they intersect. Our approach aligns with the broader goals of promoting inclusivity, diversity, and equity in technology design and application. We present a descriptive and analytical outline of existing research on sexuality, technology and disability through which we identified unmarked norms governing research. These include a focus on individualised technologies oriented on heteronormative assumptions on sexual desires. In addition, we focus on common methods employed and describe the involvement, or lack thereof, of disabled people in research practice. This highlights gaps in our collective knowledge from which we can derive areas for future work.
Dilisha Patel, Ekat Osipova, Katta Spiel, Giulia Barbareschi
CHI4
2025 "It's Like Being On Stage": Conveying Dancers' Expressiveness Through A Haptic-Installed Contemporary Dance Performance
Ximing Shen, Yoichi Kamiyama, Danny Hynds, Giulia Barbareschi, Ray LC, Sohei Wakisaka, Arata Horie, Kouta Minamizawa
CHI5
2025 Exploring Positionality in HCI: Perspectives, Trends, and Challenges
abstract
Positionality is a concept that acknowledges subjectivities, values and experiences of researchers as influencing approaches to and outcomes and implications of research; it underlines the importance of reflexivity and self-awareness. To understand how positionality is used in HCI, we conducted two studies: (i) a scoping review of positionality and reflexivity statements in the CHI papers in the last 11 years and (ii) a survey of HCI researchers (n=75). Our findings show that positionality statements are often a box-ticking exercise and their influence on the research is rarely discussed. While positionality statements are often used and requested in papers, they are often restricted to more sensitive areas of research and impact marginalised identities. We argue that positionality statements can be valuable but not as markers of methodological rigour. Our contributions include a current snapshot of positionality in HCI and reflections on the role of positionality statements in HCI.
Aneesha Singh, Martin Dechant, Dilisha Patel, Ewan Soubutts, Giulia Barbareschi, Amid Ayobi, Nikki Newhouse
CHI5
2025 The Role of ICT Tools through a Community Program Co-creation in a Japanese Aging Community
Jianrui Zhao, Dunya Chen, Giulia Barbareschi, Chihiro Sato
CHI3
2025 Introspectus AI: Long-term AI-Driven Dialogue Training To Promote Self-Reflection
abstract
Introspectus AI is a generative AI-based system designed to enhance self-reflection and support positive behavior change. By leveraging multimodal information from users' daily life recordings, it provides personalized and detailed feedback, aiming to deepen self-awareness and facilitate positive behavioral adjustments. This study explores the short-term and long-term impacts of interacting with Introspectus AI, focusing on its potential to enhance reflective practices and improve the acceptance of generative AI tools. Following the user experience was defined through an initial round of workshops with four experts. The resulting system was evaluated through a long-term study involving 64 participants. The results demonstrate that AI-supported interventions significantly improved engagement in self-reflection, the need for reflection, and insight, while also increasing user acceptance of generative AI over time. These findings underscore the potential of generative AI as a practical tool for self-improvement, offering insights into its broader applicability in promoting well-being and personal growth.
Shengyin Li, Guangyao Zhu, Danyang Peng, Ximing Shen, Chenyu Tu, Xiaru Meng, Yun Suen Pai, Giulia Barbareschi, Kouta Minamizawa
Proc. ACM Hum. Comput. Interact.8
2025 "I was Truly Able to Express the Image of Myself that I have within": Exploring VR Group Therapy Approaches with the LGBTQIA+ Community
abstract
Members of the LGBTQIA+ community are more likely to face mental health challenges. However, stigma and the fear of being outed often prevent them from seeking professional support. To address this, we collaborated with mental health professionals and LGBTQIA+ communities in Japan to develop a multi-user Virtual Reality (VR) platform that facilitates access to group therapy sessions. The system allows users to participate using personalized avatars and customized voices, preserving anonymity while enabling them to present themselves as they wish. We conducted a user study with 21 LGBTQIA+ participants and two qualified counselors to evaluate their experiences with VR-based therapy. Findings revealed that the created avatars enabled participants to express their chosen gender identity and increase confidence, acting as protective intermediaries. However, participants also noted how anonymity could affect trust, and suggested that better representation of body language and the introduction of trust-building activities could help compensate for such ambivalence. Overall, the platform fostered a strong sense of co-presence, and both counselors and LGBTQIA+ members felt that, with some ergonomic adjustment to improve the comfort of the headset during longer sessions, VR platforms could offer substantial opportunities for safe and representative access to mental health services.
Kinga Skiers, Danyang Peng, Anish Kundu, Tanner Person, Kenkichi Takase, Tamii Nagoshi, Sawako Nakayama, Yuichiro Yano, Tomoyuki Miyazaki, Kouta Minamizawa, Giulia Barbareschi
IEEE Trans. Vis. Comput. Graph.11
2025 Portable Silent Room: Exploring VR Design for Anxiety and Emotion Regulation for Neurodivergent Women and Non-Binary Individuals
abstract
Neurodivergent individuals, particularly those with Autism and Attention Deficit Hyperactivity Disorder (ADHD), frequently experience anxiety, panic attacks, meltdowns, and emotional dysregulation due to societal pressures and inadequate accommodations. These challenges are especially pronounced for neurodivergent women and non-binary individuals navigating intersecting barriers of neurological differences and gender expectations. This research investigates virtual reality (VR) as a portable safe space for emotional regulation, addressing challenges of sensory overload and motion sickness while enhancing relaxation capabilities. Our mixed-methods approach included an online survey (N=223) and an ideation workshop (N=32), which provided key design elements for creating effective calming VR environments. Based on these findings, we developed and iteratively tested VR prototypes with neurodivergent women and non-binary participants (N=12), leading to a final version offering enhanced adaptability to individual sensory needs. This final prototype underwent a comprehensive evaluation with 25 neurodivergent participants to assess its effectiveness as a regulatory tool. This research contributes to the development of inclusive, adaptive VR environments that function as personalized "portable silent rooms" offering neurodivergent individuals on-demand access to sensory regulation regardless of physical location.
Kinga Skiers, Yun Suen Pai, Marina Nakagawa, Kouta Minamizawa, Giulia Barbareschi
IEEE Trans. Vis. Comput. Graph.5
2024 SeaHare: An omidirectional electric wheelchair integrating independent, remote and shared control modalities
abstract
Depending on one’s needs electric wheelchairs can feature different interfaces and driving paradigms with control handed to the user, a remote pilot, or shared. However, these systems have generally been implemented on separate wheelchairs, making comparison difficult. We present the design of an omnidirectional electric wheelchair that can be controlled using two sensing seats detecting changes in the centre of gravity. One of the sensing seats is used by the person on the wheelchair, whereas the other is used as a remote control by a second person. We explore the use of the wheelchair using different control paradigms (independent, remote, and shared) from both the wheelchair and the remote control seat with 5 dyads and 1 triad of participants, including wheelchair users and non. Results highlight key advantages and disadvantages of the SeaHare in different paradigms, with participants’ perceptions affected by their skills and lived experiences, and reflections on how different control modes might suit different scenarios.
Giulia Barbareschi, Ryoichi Ando, Midori Kawaguchi, Minato Takeda, Kouta Minamizawa
ASSETS1
2024 Brain Body Jockey project: Transcending Bodily Limitations in Live Performance via Human Augmentation
abstract
Musicians with significant mobility limitations, face unique challenges in being able to use their bodies to interact with fans during live performances. In this paper we present the results of a collaboration between a professional DJ with advanced Amyotrophic Lateral Sclerosis and a group of technologists and researchers culminating in two public live performances leveraging human augmentation technologies to enhance the artist’s stage presence. Our system combines Brain Machine Interface, and accelerometer based trigger, to select pre-programmed moves performed by robotic arms during a live event, as well as for facilitating direct physical interaction during a “Meet the DJ” event. Our evaluation includes ethnographic observations and interviews with the artist and members of the audience. Results show that the system allowed artist and audience to feel a sense of unity, expanded the imagination of creative possibilities, and challenged conventional perceptions of disability in the arts and beyond.
Giulia Barbareschi, Songchen Zhou, Ryoichi Ando, Midori Kawaguchi, Mark Armstrong, Mikito Ogino, Shunsuke Aoiki, Eisaku Ohta, Harunobu Taguchi, Yoichi Kamiyama, Masatane Muto, Kentaro Yoshifuji, Kouta Minamizawa
ASSETS1
2024 Building Collaborative Art Creation Environment for People with Intellectual Disabilities through Adaptive Fabric Art Workshops
abstract
This study focuses on designing and implementing adaptive fabric art workshops within a collaborative art creation environment tailored for individuals with intellectual disabilities. Conducted in an inclusive gallery setting, these workshops aimed to enhance self-expression for individuals with intellectual disabilities through simplified art-making processes and user-friendly materials and tools. Following these workshops, the created artworks were exhibited at the gallery. Based on reflections with stakeholders, we suggest the development of online sharing platforms that could facilitate ongoing learning and collaboration for supporters, ultimately promoting inclusivity and accessibility in community art activities for individuals with intellectual disabilities.
Qianrong Fu, Giulia Barbareschi, Chihiro Sato
ASSETS2
2024 Scaffolding Digital Literacy Through Digital Skills Training for Disabled People in the Global South
abstract
Digital inclusion is essential for attaining the United Nations’ Sustainable Development Goals and for ensuring no one is left behind. In low-and-middle countries (LMICs), people lack the digital skills to access good-quality employment opportunities. It has been shown in other contexts that scaffolding the learning of digital skills can enhance people’s attainment of digital skills; specifically, these interventions target increasing the zones of actual development and independent action. However, to date, fewer studies have looked specifically at the role of digital skills training via smartphones for blind and partially sighted and deaf and hard-of-hearing people in LMICs. We conducted classroom-based training and peer learning through WhatsApp groups for 138 people in India and Kenya. Our findings emphasize the role of inclusive scaffolding and instructional and community-based peer learning. As such, we present a new digital scaffolding framework for inclusive instructional and peer learning, extending Vygotsky’s Scaffolding Theory.
Laxmi Gunupudi, Maryam Bandukda, Giulia Barbareschi, Tigmanshu Bhatnagar, Aanchal Singh, Satish Mishra, Catherine Holloway
ASSETS3
2024 Enhancing Communication Equity: Evaluation of an Automated Speech Recognition Application in Ghana
abstract
In Ghana people who struggle to articulate speech as a result of different conditions experience barriers in interacting with others due to difficulties in being understood. Automatic speech recognition software can be used to help listeners understand people with communication difficulties. However, studies have not looked at the practical feasibility of these technologies beyond the Global North. We present a novel user study examining the introduction of one such technology, Google Project Relate, to Ghana. This freely available mobile application can create personalised speech recognition models in English for non-standard speech to support communication. Our user study spans the training of local speech and language therapists and 20 people with communication difficulties. We utilise the Technology Amplification Theory to contribute insights on the need for technological adaptations, awareness and support to reduce differential gaps of access, capacity and motivation to expand the reach of these technologies rather than exacerbating inequalities.
Gifty Ayoka, Giulia Barbareschi, Richard Cave, Catherine Holloway
CHI2
2024 "Speech is Silver, Silence is Golden " Analyzing Micro-communication Strategies between Visually Impaired Runners and their Guides
abstract
Running and jogging are popular activities for many visually impaired individuals thanks to the relatively low entry barriers. Research in HCI and beyond has focused primarily on leveraging technology to enable visually impaired people to run independently. However, depending on their residual vision and personal preferences, many chose to run with a sighted guide. This study presents a comprehensive analysis of the partnership between visually impaired runners and sighted guides. Using a combination of interaction and thematic analysis on video and interview data from 6 pairs of runners and guides, we unpack the complexity and directionality of three layers of vocal communication (directive, contextual, and recreational) and distinguish between intentional and unintentional corporeal communication. Building on the understanding of the importance of synchrony we also present some exploratory data looking at physiological synchrony between 2 pairs of runners with different level of experience and articulate recommendations for the HCI community.
Giulia Barbareschi, Tarika Kumar, Christopher Changmok Kim, George Chernyshov, Kai Kunze
CHI1
2024 People with Disabilities Redefining Identity through Robotic and Virtual Avatars: A Case Study in Avatar Robot Cafe
abstract
Robotic avatars and telepresence technology enable people with disabilities to engage in physical work. Despite the recent popularity of the metaverse, few studies have explored the use of virtual avatars and environments by people with disabilities. In this study, seven disabled participants working in a cafe where remote customer service is provided via robotic avatars, were engaged in the development and use of personalized virtual avatars displayed on a large screen in-situ in combination with existing physical robots, creating a hybrid cyber-physical space. We conducted longitudinal semi-structured interviews to investigate the psychological changes experienced by the participants. The results revealed that mass-produced robotic avatars allowed participants to not disclose their disability if they did not want to, but also backgrounded their identities; by contrast, customized virtual avatars shaped without physical constraints, highlighted their personalities. The combined use of robotic and virtual avatars complemented each other and can support pilots in redefining their identity.
Yuji Hatada, Giulia Barbareschi, Kazuaki Takeuchi, Hiroaki Kato, Kentaro Yoshifuji, Kouta Minamizawa, Takuji Narumi
CHI2
2024 Maintaining Continuing Bonds in Bereavement: A Participatory Design Process of Be.side
abstract
During the grieving process, physical objects often serve as catalysts for remembering and honouring the relationship with departed loved ones. Leveraging a participatory design approach, we created Be.side, a fully customisable multi-modal artefact that incorporates scent, sound, and heartbeat stimulation and acts as a touch-point between the deceased and the bereaved. We conducted a four-week study with three participants to understand how the artefact, continuously attuned to each participant, helped to continue bonds with the deceased. Our results show that Be.side’s bespoke elements helped participants to evoke memories of the deceased. Participants created personalised rituals for remembrance. They sustained bonds by not only interacting with Be.side but also participating in the research. Finally, highlighting that remembrance can both provide comfort and deepen sadness, we discuss future design considerations.
Daisuke Uriu, Giulia Barbareschi, Yoichi Kamiyama, Kouta Minamizawa
CHI3
2024 "Together with Who?" Recognizing Partners during Collaborative Avatar Manipulation
abstract
The development of novel computer interfaces has led to the possibility of integrating inputs from multiple individuals into a single avatar, fostering collaboration by combining skills and sharing the cognitive load. However, the collaboration dynamic and its effectiveness may vary depending on the individuals involved. Particularly in scenarios where two individuals remotely control a robotic avatar without the possibility of direct communication, understanding each other’s characteristics can result in enhanced performance. To achieve this, it is essential to ascertain if individuals can discern their partner’s characteristics within the merged embodiment. This paper investigates the accuracy with which participants can distinguish between two different collaborating partners (one attempting to lead and one attempting to follow) when sharing control of a robot arm during a block pick-and-place task. The results suggested that participants who changed their roles according to the different roles of the two partners achieved the highest discrimination rates. Furthermore, participants changed their movements through the trials, adapting their actions to their preferred approach. This research provides insights into the factors determining individuals’ ability to understand partner characteristics during control of collaborative avatars.
Kenta Hashiura, Takayoshi Hagiwara, Giulia Barbareschi, Sohei Wakisaka, Kouta Minamizawa
ACM Trans. Appl. Percept.3
2024 Adult Autism Research Priorities and Conceptualization in Computing Research: Invitation to Co-lead with Autistic Adults
abstract
Autism research is primarily targeted toward children and at normalizing autistic traits. We conducted a literature review of computing research on adult autism, focusing on identifying research priorities set by autistic adults and their allies, determining participation levels, identifying how autism is conceptualized, and the types of technologies designed and their purposes. We found: (1) that computing research in adult autism is neither representative of older and non-binary adults nor of autistic adults living outside the USA and Europe; (2) a lack of technologies geared towards the priorities set by autistic adults and their allies; and (3) that computing research primarily views adult autism as a medical deficit and builds design solutions and technologies that follow this marginalizing narrative. We discuss the status quo and provide recommendations for computing researchers to encourage research built on user needs and that is respectful of autistic adults.
Dafne Zuleima Morgado Ramirez, Giulia Barbareschi, Catherine Holloway
ACM Trans. Comput. Hum. Interact.2
2023 "I am both here and there" Parallel Control of Multiple Robotic Avatars by Disabled Workers in a Café
abstract
Robotic avatars can help disabled people extend their reach in interacting with the world. Technological advances make it possible for individuals to embody multiple avatars simultaneously. However, existing studies have been limited to laboratory conditions and did not involve disabled participants. In this paper, we present a real-world implementation of a parallel control system allowing disabled workers in a café to embody multiple robotic avatars at the same time to carry out different tasks. Our data corpus comprises semi-structured interviews with workers, customer surveys, and videos of café operations. Results indicate that the system increases workers’ agency, enabling them to better manage customer journeys. Parallel embodiment and transitions between avatars create multiple interaction loops where the links between disabled workers and customers remain consistent, but the intermediary avatar changes. Based on our observations, we theorize that disabled individuals possess specific competencies that increase their ability to manage multiple avatar bodies.
Giulia Barbareschi, Midori Kawaguchi, Hiroaki Kato, Masato Nagahiro, Kazuaki Takeuchi, Yoshifumi Shiiba, Shunichi Kasahara, Kai Kunze, Kouta Minamizawa
CHI1
2023 Towards Greater Inclusion and Accessibility for Physically Disabled Players in Location-Based Games
abstract
Most research on Location-Based Games (LBGs) has been conducted on non-disabled players, meaning the experiences of disabled players are not well understood and potentially overlooked. As such, this research aimed to address the following questions: 1). What are the barriers and needs of disabled LBGs players? 2). How can LBGs be made more inclusive and accessible? To address these questions, two studies were conducted in the form of an online qualitative questionnaire and a series of co-design workshops. Results articulate the needs, barriers, and desired features of 60 participants. Based on our findings and through the collaborative work with disabled players we articulate 4 guidelines for game designers and developers aimed at improving the accessibility of LBGs: 1) Adding avatar features that better represent disabled characteristics, 2). Providing different input options for phone interactions, 3) Allowing for disabled specific accounts and 4) Introducing a messenger feature to LBGs.
Maximillian Oliver Clark, Aneesha Singh, Giulia Barbareschi
Proc. ACM Hum. Comput. Interact.3
2022 A Workshop on Disability Inclusive Remote Co-Design
abstract
The COVID-19 pandemic forced researchers to find new ways to continue research, as universities and laboratories experienced closure due to nationwide lockdowns in many countries worldwide, including conducting experiments, workshops, and ethnographic work online. While this had a significant impact on the majority of research work across SIGCHI, research relating to disability and ageing was most impacted due to the additional challenges of recruiting participants, finding accessible online platforms, and ensuring seamless participation while juggling platform accessibility issues, facilitation, and supporting participants’ needs. These challenges were more extreme for disabled researchers. In this workshop, we aim to bring together researchers, designers, and practitioners to explore effective strategies and brainstorm actionable guidelines for supporting disability inclusive online research methods and platforms.
Maryam Bandukda, Giulia Barbareschi, Aneesha Singh, Dhruv Jain, Maitraye Das, Tamanna Motahar, Jason Wiese, Lynn Cockburn, David M. Frohlich, Catherine Holloway
ASSETS2
2022 Assistive or Artistic Technologies? Exploring the Connections between Art, Disability and Wheelchair Use
abstract
Art has deep connections with both disability and HCI research. From disabled bodies becoming avatars of novel forms of expression, to artistic work being created as an act of resistance, art has been a powerful tool to subvert ableist narratives. Artistic practices have also helped to inspire, innovate and push the boundaries of HCI, giving rise to new technologies and interaction possibilities. Our paper presents the exploration of the experiences and practices of 17 artists who used wheelchairs for mobility. Through the thematic analysis of interviews, we conceptualize three themes: (1) Personal journeys through art and disability; (2) Social encounters through art, (3) Skills and technology in art making. From these themes, we reflect on how art can help HCI researchers to capture the complexity of the experiences of disability and assistive technology use and how collaboration with disabled artists could help to rethink the design of disruptive artistic technologies.
Giulia Barbareschi, Masa Inakage
ASSETS1
2022 Understanding Interactions for Smart Wheelchair Navigation in Crowds
abstract
Shared control wheelchairs can help users to navigate through crowds by enabling the person to drive the wheelchair while receiving support in avoiding pedestrians. To date, research into shared control has largely overlooked the perspectives of wheelchair users. In this paper, we present two studies that aim to address this gap. The first study involved a series of semi-structured interviews with wheelchair users which highlighted the presence of two different interaction loops, one between the user and the wheelchair and a second one between the user and the crowd. In the second study we engaged with wheelchair users and designers to co-design appropriate feedback loops for future shared control interaction interfaces. Based on the results of the co-design session, we present design implications for shared control wheelchair around the need for empathy, embodiment and social awareness; situational awareness and adaptability; and selective information management.
Bingqing Zhang, Giulia Barbareschi, Roxana Ramirez Herrera, Tom Carlson, Catherine Holloway
CHI2
2022 Seeing our Blind Spots: Smart Glasses-based Simulation to Increase Design Students' Awareness of Visual Impairment
abstract
As the population ages, many will acquire visual impairments. To improve design for these users, it is essential to build awareness of their perspective during everyday routines, especially for design students.
Qing Zhang 0007, Giulia Barbareschi, Yifei Huang 0002, Juling Li, Yun Suen Pai, Jamie A. Ward, Kai Kunze
UIST2
2021 Opportunities for Supporting Self-efficacy Through Orientation & Mobility Training Technologies for Blind and Partially Sighted People
abstract
Orientation and mobility (O&M) training provides essential skills and techniques for safe and independent mobility for blind and partially sighted (BPS) people. The demand for O&M training is increasing as the number of people living with vision impairment increases. Despite the growing portfolio of HCI research on assistive technologies (AT), few studies have examined the experiences of BPS people during O&M training, including the use of technology to aid O&M training. To address this gap, we conducted semi-structured interviews with 20 BPS people and 8 Mobility and Orientation Trainers (MOT). The interviews were thematically analysed and organised into four overarching themes discussing factors influencing the self-efficacy belief of BPS people: Tools and Strategies for O&M training, Technology Use in O&M Training, Changing Personal and Social Circumstances, and Social Influences. We further highlight opportunities for combinations of multimodal technologies to increase access to and effectiveness of O&M training.
Maryam Bandukda, Catherine Holloway, Aneesha Singh, Giulia Barbareschi, Nadia Bianchi-Berthouze
ASSETS4
2021 What difference does tech make? Conceptualizations of Disability and Assistive Technology among Kenyan Youth: Conceptualizations of Disability and AT
abstract
Most research which investigates stigma towards with people with disabilities and the use of Assistive Technology (AT) are based in the Global North and focus on the experiences of people with disabilities and the consequences that stigma has on choices surrounding AT. However, stigma is a societal construct rooted in the attitude and beliefs that people without disabilities hold on disability and AT. Furthermore, the portrayal of people with disabilities and AT is dependent on the social context. In this paper, we examine how young Kenyans without disabilities view people with disabilities and AT users. Findings show that while the portrayal of disability is often shaped by negative emotion, participants felt that many of the barriers affecting people with disabilities were created by society. Perceptions of AT differed –devices were not only seen as a mark of disability but also as a sign of access to resources. Therefore, what we see is an emergent picture where social barriers can be reinforced by poverty, and where poverty reinforces social barriers faced by people with disabilities. We conclude that access to appropriate technology alongside societal interventions tackling incorrect beliefs about disability can help to overcome the stigma faced by people with disabilities.
Giulia Barbareschi, Norah Shitawa Kopi, Ben Oldfrey, Catherine Holloway
ASSETS1
2020 TIP-Toy: a tactile, open-source computational toolkit to support learning across visual abilities
abstract
Many computational toolkits to promote early learning of basic computational concepts and practices are inaccessible to learners with reduced visual abilities. We report on the design of TIP-Toy, a tactile and inclusive open-source toolkit, to allow children with different visual abilities to learn about computational topics through music by combining a series of physical blocks. TIP-Toy was developed through two design consultations with experts and potential users. The first round of consultations was conducted with 3 visually impaired adults with significant programming experience; the second one involved 9 children with mixed visual abilities. Through these design consultations we collected feedback on TIP-Toy, and observed children's interactions with the toolkit. We discuss appropriate features for future iterations of TIP-toy to maximise the opportunities for accessible and enjoyable learning experiences.
Giulia Barbareschi, Enrico Costanza, Catherine Holloway
ASSETS1
2020 Value beyond function: analyzing the perception of wheelchair innovations in Kenya
abstract
Innovations in the field of assistive technology are usually evaluated based on practical considerations related to their ability to perform certain functions. However, social and emotional aspects play a huge role in how people with disabilities interact with assistive products and services. Over a five months period, we tested an innovative wheelchair service provision model that leverages 3D printing and Computer Aided Design to provide bespoke wheelchairs in Kenya. The study involved eight expert wheelchair users and five healthcare professionals who routinely provide wheelchair services in their community. Results from the study show that both users and providers attributed great value to both the novel service delivery model and the wheelchairs produced as part of the study. The reasons for their appreciation went far beyond the practical considerations and were rooted in the fact that the service delivery model and the wheelchairs promoted core values of agency, empowerment and self-expression.
Giulia Barbareschi, Sibylle Daymond, Jake Honeywill, Aneesha Singh, Dominic Noble, Nancy N. Mbugua, Ian Harris, Victoria Austin, Catherine Holloway
ASSETS1
2020 Bridging the Divide: Exploring the use of digital and physical technology to aid mobility impaired people living in an informal settlement
abstract
Living in informality is challenging. It is even harder when you have a mobility impairment. Traditional assistive products such as wheelchairs are essential to enable people to travel. Wheelchairs are considered a Human Right. However, they are difficult to access. On the other hand, mobile phones are becoming ubiquitous and are increasingly seen as an assistive technology. Should therefore a mobile phone be considered a Human Right? To help understand the role of the mobile phone in contrast of a more traditional assistive technology – the wheelchair, we conducted contextual interviews with eight mobility impaired people who live in Kibera, a large informal settlement in Nairobi. Our findings show mobile phones act as an accessibility bridge when physical accessibility becomes too challenging. We explore our findings from two perspective – human infrastructure and interdependence, contributing an understanding of the role supported interactions play in enabling both the wheelchair and the mobile phone to be used. This further demonstrates the critical nature of designing for context and understanding the social fabric that characterizes informal settlements. It is this social fabric which enables the technology to be useable.
Giulia Barbareschi, Ben Oldfrey, Long Xin, Grace Nyachomba Magomere, Wycliffe Ambeyi Wetende, Carol Wanjira, Joyce Olenja, Victoria Austin, Catherine Holloway
ASSETS1
2020 Disability design and innovation in computing research in low resource settings
abstract
80% of people with disabilities worldwide live in low resourced settings, rural areas, informal settlements and in multidimensional poverty. ICT4D leverages technological innovations to deliver programs for international development. But very few do so with a focus on and involving people with disabilities in low resource settings. Also, most studies largely focus on publishing the results of the research with a focus on the positive stories and not the learnings and recommendations regarding research processes. In short, researchers rarely examine what was challenging in the process of collaboration. We present reflections from the field across four studies. Our contributions are: (1) an overview of past work in computing with a focus on disability in low resource settings and (2) learnings and recommendations from four collaborative projects in Uganda, Jordan and Kenya over the last two years, that are relevant for future HCI studies in low resource settings with communities with disabilities. We do this through a lens of Disability Interaction and ICT4D.
Dafne Zuleima Morgado Ramirez, Giulia Barbareschi, Maggie Kate Donovan-Hall, Mohammad Sobuh, Nida' Elayyan, Brenda T. Nakandi, Robert Tamale Ssekitoleko, Joyce Olenja, Grace Nyachomba Magomere, Sibylle Daymond, Jake Honeywill, Ian Harris, Nancy N. Mbugua, Laurence P. J. Kenney, Catherine Holloway
ASSETS2
2020 The Social Network: How People with Visual Impairment use Mobile Phones in Kibera, Kenya
abstract
Living in an informal settlement with a visual impairment can be very challenging resulting in social exclusion. Mobile phones have been shown to be hugely beneficial to people with sight loss in formal and high-income settings. However, little is known about whether these results hold true for people with visual impairment (VIPs) in informal settlements. We present the findings of a case study of mobile technology use by VIPs in Kibera, an informal settlement in Nairobi. We used contextual interviews, ethnographic observations and a co-design workshop to explore how VIPs use mobile phones in their daily lives, and how this use influences the social infrastructure of VIPs. Our findings suggest that mobile technology supports and shapes the creation of social infrastructure. However, this is only made possible through the existing support networks of the VIPs, which are mediated through four types of interaction: direct, supported, dependent and restricted.
Giulia Barbareschi, Catherine Holloway, Katherine Arnold, Grace Nyachomba Magomere, Wycliffe Ambeyi Wetende, Gabriel Ngare, Joyce Olenja
CHI1
2018 Towards a Wearable Wheelchair Monitor: Classification of Push Style Based on Inertial Sensors at Multiple Upper Limb Locations
abstract
Measuring manual wheelchair activity by using wearable sensors is becoming increasingly common for rehabilitation and monitoring purposes. Until recently most research has focused on the identification of activities of daily living or on counting the number of strokes. However, how a person pushes their wheelchair - their stroke pattern - is an important descriptor of the wheelchair user's quality of movement. This paper evaluates the capability of inertial sensors located at different upper limb locations plus the wheel of the wheelchair, to classify two types of stroke pattern for manual wheelchairs: semicircle and arc. Data was collected using bespoke inertial sensors with a wheelchair fixed to a treadmill. Classification was completed with a linear SVM algorithm, and classification performance was computed for each sensor location in the upper limb, and then in combination with wheel sensor. For single sensors, forearm location had the highest accuracy (96%) followed by hand (93%) and arm (90%). For combined sensor location with wheel, best accuracy came in combination with forearm. These results set the direction towards a wearable wheelchair monitor that can measure the quality as well as the quantity of movement and which offers multiple on-body locations for increased usability.
Roxana Ramirez Herrera, Behzad Momahed Heravi, Giulia Barbareschi, Tom Carlson, Catherine Holloway
SMC3