Yaxin Hu 0002

dblp:296/1532-2 · DBLP profile ↗
← Back
13ranked-venue papers
9as first author
13since 2021 · last 2026
0000-0003-4462-0140ORCID · verified

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

Human-computer interaction and ubiquitous computing · 13 · 9 first-author · 13 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021
YearPublicationVenuePosition
2026 Designing Robots to Support Parent-Child Connections: Opportunities Through Robot-Mediated Communication
abstract
The sense of family connectedness may support positive outcomes including individual well-being, resilience, and healthy family functioning. However, as technologies advance, they often replace human-human interactions instead of nurturing them. In this work, we investigate how robot-facilitated communication tools might instead create new opportunities for family connection. We conducted two studies with families with children aged 5-12. We first explored the design space through in-home technology probe sessions with six families. These probes inspired us to explore two key interaction design dimensions: the robot’s behavior strategy (passive, reactive, proactive) and the mode of communication (synchronous, asynchronous). We then conducted a laboratory study with 20 families to examine how the two dimensions shaped parent-child interaction and connection. Our findings characterize how parents and children appropriated robot-mediated exchanges, the tensions they experienced around initiative, timing, and privacy, and the opportunities they envisioned for supporting everyday connectedness.
Michael F. Xu, Bengisu Cagiltay, Yaxin Hu 0002, Anjun Zhu, Bilge Mutlu
IDC3
2026 Robot-Assisted Group Tours for Blind People
abstract
Group interactions are essential to social functioning, yet effective engagement relies on the ability to recognize and interpret visual cues, making such engagement a significant challenge for blind people. In this paper, we investigate how a mobile robot can support group interactions for blind people. We used the scenario of a guided tour with mixed-visual groups involving blind and sighted visitors. Based on insights from an interview study with blind people (n = 5) and museum experts (n = 5), we designed and prototyped a robotic system that supported blind visitors to join group tours. We conducted a field study in a science museum where each blind participant (n = 8) joined a group tour with one guide and two sighted participants (n = 8). Findings indicated users’ sense of safety from the robot’s navigational support, concerns in the group participation, and preferences for obtaining environmental information. We present design implications for future robotic systems to support blind people’s mixed-visual group participation.
Yaxin Hu 0002, Masaki Kuribayashi, Allan Wang, Seita Kayukawa, Daisuke Sato 0001, Bilge Mutlu, Hironobu Takagi, Chieko Asakawa
CHI1
2026 How Well Can 3D Accessibility Guidelines Support XR Development? An Interview Study with XR Practitioners in Industry
abstract
While accessibility (a11y) guidelines exist for 3D games and virtual worlds, their applicability to extended reality (XR)’s unique interaction paradigms (e.g., spatial tracking, kinesthetic interactions) remains unexplored. XR practitioners need practical guidance to successfully implement a11y guidelines under real-world constraints. We present the first evaluation of existing 3D a11y guidelines applied to XR development through semi-structured interviews with 25 XR practitioners across diverse organization contexts. We assessed 20 commonly-agreed a11y guidelines from six major resources across visual, motor, cognitive, speech, and hearing domains, comparing practitioners’ development practices against guideline applicability to XR. Our investigation reveals that guidelines can be highly effective when designed as transformation catalysts rather than compliance checklists, but fundamental mismatches exist between existing 3D guidelines and XR requirements, creating both implementation barriers and design gaps. This work provides foundational insights towards developing a11y guidelines and support tools that address XR’s distinct characteristics.
Daniel Killough, Tiger F. Ji, Kexin Zhang 0002, Yaxin Hu 0002, Yu Huang 0015, Ruofei Du, Yuhang Zhao 0001
CHI4
2026 Robot Primals: Exploring World Beliefs as a Source for Robot Behavior Design
abstract
Roboticists are continually improving the quality of social robot behaviors and interactions with humans. This is a major goal of the field of social robotics, which seeks to create socially competent robots and improve their overall acceptance. Toward this effort, we propose the utilization of primal world beliefs (i.e., beliefs about the character of the world) to design behaviors that are relatable, intuitive, and based on an internal motivation. However, it is not yet clear whether humans can reliably discern these world beliefs in robots. In this work, we explore whether primals can serve as a novel framework to inform the design of robot personality and attempt to understand whether and how humans perceive primals within robots. Through two large online user studies ( \(n=300\) ; \(n=360\) ), we show that (1) participants are broadly able to discern intended primals in robots, (2) certain participant and robot primals predict participant perception of the robots, and (3) similarity between human and robot primals predicts improved perception of robots.
Dakota Sullivan, Nathan Thomas White, Yaxin Hu 0002, Jeremy D. W. Clifton, Bilge Mutlu
ACM Trans. Hum. Robot Interact.3
2025 Designing Telepresence Robots to Support Place Attachment
Yaxin Hu 0002, Anjun Zhu, Catalina L. Toma, Bilge Mutlu
HRI1
2025 Multi-User Telepresence Robot to Support Human Place Connection
abstract
We demonstrate a telepresence robot system that supports multiple users to visit a place together remotely. People create meanings in places through their personal and social experiences in the place. Interacting with places is essential for people to obtain new knowledge, build their social ties, and form personal identities. However, people may not always have access to places they want to go, in particular if they want to visit with other people and share the experience together. Telepresence robots have the promise to address this challenge by reducing the travel cost and easing the coordination effort among multiple visitors. We propose the design of a telepresence robot that allows multiple users to have shared experiences in remote places and enhances the bonding between people and the place.
Yaxin Hu 0002, Anjun Zhu, Catalina L. Toma, Bilge Mutlu
HRI1
2025 NarraGuide: an LLM-based Narrative Mobile Robot for Remote Place Exploration
abstract
Figure 1: In this paper, we present NarraGuide, an LLM-based narrative mobile robot that guides users to explore a remote physical place in real-time and uses dialogue to deliver rich location-based information to enhance the experience.
Yaxin Hu 0002, Arissa J. Sato, Jingxin Du, Chenming Ye, Anjun Zhu, Pragathi Praveena, Bilge Mutlu
UIST1
2024 "This really lets us see the entire world: " Designing a conversational telepresence robot for homebound older adults
abstract
In this paper, we explore the design and use of conversational telepresence robots to help homebound older adults interact with the external world. An initial needfinding study (N=8) using video vignettes revealed older adults’ experiential needs for robot-mediated remote experiences such as exploration, reminiscence and social participation. We then designed a prototype system to support these goals and conducted a technology probe study (N=11) to garner a deeper understanding of user preferences for remote experiences. The study revealed user interactive patterns in each desired experience, highlighting the need of robot guidance, social engagements with the robot and the remote bystanders. Our work identifies a novel design space where conversational telepresence robots can be used to foster meaningful interactions in the remote physical environment. We offer design insights into the robot’s proactive role in providing guidance and using dialogue to create personalized, contextualized and meaningful experiences.
Yaxin Hu 0002, Laura Stegner, Yasmine Kotturi, Caroline Zhang, Yi-Hao Peng, Faria Huq, Yuhang Zhao 0001, Jeffrey P. Bigham, Bilge Mutlu
Conference on Designing Interactive Systems1
2024 SMART-TBI: Design and Evaluation of the Social Media Accessibility and Rehabilitation Toolkit for Users with Traumatic Brain Injury
abstract
Traumatic brain injury (TBI) can cause a range of cognitive and communication challenges that negatively affect social participation in both face-to-face interactions and computer-mediated communication. In particular, individuals with TBI report barriers that limit access to participation on social media platforms. To improve access to and use of social media for users with TBI, we introduce the Social Media Accessibility and Rehabilitation Toolkit (SMART-TBI). The toolkit includes five aids (Writing Aid, Interpretation Aid, Filter Mode, Focus Mode, and Facebook Customization) designed to address the cognitive and communicative needs of individuals with TBI. We asked eight users with moderate-severe TBI and five TBI rehabilitation experts to evaluate each aid. Our findings revealed potential benefits of aids and areas for improvement, including the need for psychological safety, privacy control, and balancing business and accessibility needs; and overall mixed reactions among the participants to AI-based aids.
Yaxin Hu 0002, Hajin Lim, Lisa Kakonge, Jade T. Mitchell, Hailey L. Johnson, Lyn S. Turkstra, Melissa C. Duff, Catalina L. Toma, Bilge Mutlu
ASSETS1
2023 Investigating Day-to-day Experiences with Conversational Agents by Users with Traumatic Brain Injury
abstract
Traumatic brain injury (TBI) can cause cognitive, communication, and psychological challenges that profoundly limit independence in everyday life. Conversational Agents (CAs) can provide individuals with TBI with cognitive and communication support, although little is known about how they make use of CAs to address injury-related needs. In this study, we gave nine adults with TBI an at-home CA for four weeks to investigate use patterns, challenges, and design requirements, focusing particularly on injury-related use. The findings revealed significant gaps between the current capabilities of CAs and accessibility challenges faced by TBI users. We also identified 14 TBI-related activities that participants engaged in with CAs. We categorized those activities into four groups: mental health, cognitive activities, healthcare and rehabilitation, and routine activities. Design implications focus on accessibility improvements and functional designs of CAs that can better support the day-to-day needs of people with TBI.
Yaxin Hu 0002, Hajin Lim, Hailey L. Johnson, Josephine M. O'Shaughnessy, Lisa Kakonge, Lyn S. Turkstra, Melissa C. Duff, Catalina L. Toma, Bilge Mutlu
ASSETS1
2023 So, I Can Feel Normal: Participatory Design for Accessible Social Media Sites for Individuals with Traumatic Brain Injury
abstract
Traumatic brain injury (TBI) can result in chronic sensorimotor, cognitive, psychosocial, and communication challenges that can limit social participation. Social media can be a useful outlet for social participation for individuals with TBI, but there are barriers to access. While research has drawn attention to the nature of access barriers, few studies have investigated technological solutions to address these barriers, particularly considering the perspectives of individuals with TBI. To address this gap in knowledge, we used a participatory approach to engage 10 adults with TBI in conceptualizing tools to address their challenges accessing Facebook. Participants described multifaceted challenges in using social media, including interface overload, social comparisons, and anxiety over self-presentation and communication after injury. They discussed their needs and preferences and generated ideas for design solutions. Our work contributes to designing assistive and accessibility technology to facilitate an equal access to the benefits of social media for individuals with TBI.
Hajin Lim, Lisa Kakonge, Yaxin Hu 0002, Lyn S. Turkstra, Melissa C. Duff, Catalina L. Toma, Bilge Mutlu
CHI3
2022 Polite or Direct? Conversation Design of a Smart Display for Older Adults Based on Politeness Theory
abstract
Conversational interfaces increasingly rely on human-like dialogue to offer a natural experience. However, relying on dialogue involving multiple exchanges for even simple tasks can overburden users, particularly older adults. In this paper, we explored the use of politeness theory in conversation design to alleviate this burden and improve user experience. To achieve this goal, we categorized the voice interaction offered by a smart display application designed for older adults into seven major speech acts: request, suggest, instruct, comment, welcome, farewell, and repair. We identified face needs for each speech act, applied politeness strategies that best address these needs, and tested the ability of these strategies to shape the perceived politeness of a voice assistant in an online study (n = 64). Based on the findings of this study, we designed direct and polite versions of the system and conducted a field study (n = 15) in which participants used each of the versions for five days at their homes. Based on five factors merged from our qualitative findings, we identified four distinctive user personas—socially oriented follower, socially oriented leader, utility oriented follower, and utility oriented leader—that can inform personalized design of smart displays.
Yaxin Hu 0002, Yuxiao Qu, Adam Maus, Bilge Mutlu
CHI1
2021 Exploring the Role of Social Robot Behaviors in a Creative Activity
abstract
Robots are increasingly being introduced into domains where they assist or collaborate with human counterparts. There is a growing body of literature on how robots might serve as collaborators in creative activities, but little is known about the factors that shape human perceptions of robots as creative collaborators. This paper investigates the effects of a robot’s social behaviors on people’s creative thinking and their perceptions of the robot. We developed an interactive system to facilitate collaboration between a human and a robot in a creative activity. We conducted a user study (n = 12), in which the robot and adult participants took turns to create compositions using tangram pieces projected on a shared workspace. We observed four human behavioral traits related to creativity in the interaction: accepting robot inputs as inspiration, delegating the creative lead to the robot, communicating creative intents, and being playful in the creation. Our findings suggest designs for co-creation in social robots that consider the adversarial effect of giving the robot too much control in creation, as well as the role playfulness plays in the creative process.
Yaxin Hu 0002, Lingjie Feng, Bilge Mutlu, Henny Admoni
Conference on Designing Interactive Systems1