Michele Newman

dblp:363/1503 · DBLP profile ↗
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10ranked-venue papers
2as first author
10since 2021 · last 2026
0000-0002-5293-7992ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 10 · 2 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
YearPublicationVenuePosition
2026 Towards Understanding Children's Collaborative Interaction Patterns in Child-AI Co-creative Interfaces
abstract
Children are increasingly using generative AI for co-creative activities, such as storytelling. While co-creativity is inherently about collaboration between children and AI, little is known about how children naturally engage, respond, and negotiate collaboration with AI. To address this gap, we conducted a participatory design study with children (ages 8–13) to examine the roles children and AI take and the strategies children use to align AI’s output with their intent. Our findings introduce four novel child–AI collaboration profiles. We found that children were open to technical AI refinements (e.g., adding details to their drawings) as scaffolds for developing drawing skills, but resisted conceptual transformations (e.g., changing objects) that altered their original ideas. We introduce the Child-Centered Co-creative AI (CCAI, “Kai”) framework, grounded in children’s natural collaborative behaviors during co-creation with AI, to inform the design of future child–AI co-creativity interfaces.
Francesca Fusco, Caroline Pitt, Michele Newman, Jason C. Yip 0001, Nikita Soni 0001
CHI3
2026 Pringles, Prangles, or Prongles? Negotiating Creative Authorship in Children's Remix Practices
Michele Newman, Daeun Yoo, Runhua Zhao, Emily Tuy, Hannah Yi, Darae Kim, Jin Ha Lee 0001, Jason C. Yip 0001
CHI1
2026 Rethinking Misinformation: A Holistic Community Model for Youth Resilience through Socioemotional Learning and Sociocultural Design
abstract
With the growing prevalence of online mis/disinformation encountered by children, digital media literacy has become an urgent concern. Existing research emphasizes cognitive models, focusing on individual reasoning and specific quantitative criteria to classify people’s information literacy. However, critics argue that focusing solely on cognitive approach neglects the social, emotional, and cultural contexts that shape how mis/disinformation is created and spread. In this study, we expand beyond the cognitive model by examining socioemotional learning (SEL) and sociocultural (SC) perspectives. To explore how children conceptualize mis/disinformation through these lenses, we conducted 26 co-design workshops with children ages 6–11 over a 2.5-year period. Our findings highlight children’s awareness of emotional responses, peer pressure, financial incentives, and the importance of community support. These insights contribute to HCI by foregrounding the need for design approaches that integrate cognitive, SEL, and SC dimensions. We present an integrated framework to inform how community groups can support children and design recommendations that address the growing sophistication of mis/disinformation.
Jason C. Yip 0001, Michele Newman, Runhua Zhao, Darae Kim, Jan R. Lim, Matthew Kyle Pedraja, Swati Sachdeva, Yifang Zhou, Chris Coward, Jin Ha Lee 0001
CHI2
2026 Generative AI in Children's Creative Collaboration: Impact, Perception, and Design Guidelines
abstract
The advent of Generative AI (GenAI) has raised discussions about its effects on individuals. However, little is known about its impact on children’s creative collaboration, despite its importance for social and cognitive development. We examined GenAI’s role in children’s creative collaboration through five co-design sessions with 28 children (ages 5-11) using diverse GenAI tools (text, image, video, voice); 17 parents participated in focus group interviews. Our findings show that GenAI can foster positive social dynamics by enabling “Human vs. AI” teaming and children’s co-creation with shared ownership. However, GenAI disrupted collaborations when roles between children were unclear, AI ignored group dialogue, and AI dominated children’s agency. Children and parents envisioned socially attuned AI that could play an “older sibling” role–scaffolding while allowing playful disagreement–while raising concerns about children’s overreliance on GenAI. This work advances understanding of GenAI in collaboration and proposes design implications for designing AI systems that support child-centered collaboration.
Daeun Yoo, Michele Newman, Caroline Pitt, Kevin Huu Vo, Michelle Zhang, Michelle Kim, Katie Davis 0001, Jason C. Yip 0001
CHI2
2025 Exploring the Collaborative Co-Creation Process with AI: A Case Study in Novice Music Production
abstract
Artificial intelligence is reshaping creative domains, yet its cocreative processes, especially in group settings with novice users, remain under explored.To bridge this gap, we conducted a case study in a college-level course where nine undergraduate students were tasked with creating three original music tracks using AI tools over 10 weeks.The study spanned the entire creative journey from ideation to releasing these songs on Spotify.Participants leveraged AI for music and lyric production, cover art, and distribution.Our findings highlight how AI transforms creative workflows: accelerating ideation but compressing the traditional preparation stage, and requiring novices to navigate a challenging idea selection and validation phase.We also identified a new "collaging and refinement" stage, where participants creatively combined diverse AI-generated outputs into cohesive works.Furthermore, AI influenced group social dynamics and role division among human creators.Based on these insights, we propose the Human-AI Co-Creation Stage Model and the Human-AI Agency Model, offering new perspectives on collaborative co-creation with AI.
Michele Newman, Lewis Going, Qiuzi Feng, Jin Ha Lee 0001
Conference on Designing Interactive Systems2
2025 "I Would Not Be This Version of Myself Today": Elaborating on the Effects of Eudaimonic Gaming Experiences
abstract
While much of the research in digital games has emphasized hedonic experiences, such as flow, enjoyment, and positive affect, recent years have seen increased interest in eudaimonic gaming experiences, typically mixed-affect and associated with personal meaningfulness and growth. The formation of such experiences in games is theorized to have four constituent elements: motivation, game use, experience, and effects. However, while the first three elements have been relatively well explored in the literature, the effects - and how they may influence positive individual outcomes - have been underexplored thus far. To this end, in this work, we investigate the perceived outcomes of eudaimonic gaming and how different components of the experience influence these effects. We conducted a survey (n = 166) in which respondents recounted meaningful gaming experiences and how they affected their present lives. We used a mixed-methods approach to classify effects and identify significant subcomponents of their formation. We contribute an empirical understanding of how meaningful gaming experiences can lead to positive reflective, learning, social, health, and career effects, extending current theoretical models of eudaimonic gaming experiences and offering implications for how researchers and practitioners might use these findings to promote positive outcomes for players.
Nisha Devasia, Georgia Kenderova, Michele Newman, Julie A. Kientz, Jin Ha Lee 0001
Proc. ACM Hum. Comput. Interact.3
2024 Mediating Culture: Cultivating Socio-cultural Understanding of AI in Children through Participatory Design
abstract
The surge in access to and awareness of Generative Artificial Intelligence (GenAI) such as ChatGPT has sparked discussion over the necessary technological literacies and competencies needed to effectively engage with these systems. In this context, we explore AI as a tool that mediates cultural understanding and remediates human values – that are often influenced by biases and inequities. Using participatory design for learning with a group of 13 children (ages 8-13), we engaged in five co-design sessions featuring different modalities for socio-cultural approaches to AI literacy. We found that children were more aware of the cultural mediation aspect of AI when the content of the interaction aligned with their cultural background and context. This underscored the significance of aligning the representation of culture in these GenAI systems with people’s socio-cultural ecosystems in modern technological literacies. We conclude with design principles for a more critical and holistic approach to AI literacy.
Aayushi Dangol, Michele Newman, Robert Wolfe, Jin Ha Lee 0001, Julie A. Kientz, Jason C. Yip 0001, Caroline Pitt
Conference on Designing Interactive Systems2
2024 "I want it to talk like Darth Vader": Helping Children Construct Creative Self-Efficacy with Generative AI
abstract
The emergence of generative artificial intelligence (GenAI) has ignited discussions surrounding its potential to enhance creative pursuits. However, distinctions between children’s and adult’s creative needs exist, which is important when considering the possibility of GenAI for children’s creative usage. Building upon work in Human-Computer Interaction (HCI), fostering children’s computational thinking skills, this study explores interactions between children (aged 7-13) and GenAI tools through methods of participatory design. We seek to answer two questions: (1) How do children in co-design workshops perceive GenAI tools and their usage for creative works? and (2) How do children navigate the creative process while using GenAI tools? How might these interactions support their confidence in their ability to create? Our findings contribute a model that describes the potential contexts underpinning child-GenAI creative interactions and explores implications of this model for theories of creativity, design, and use of GenAI as a constructionist tool for creative self-efficacy.
Michele Newman, Kaiwen Sun 0001, Ilena B. Dalla Gasperina, Grace Y. Shin, Matthew Kyle Pedraja, Ritesh Kanchi, Maia B. Song, Rannie Li, Jin Ha Lee 0001, Jason C. Yip 0001
CHI1
2024 You Are Tilted!: Leveraging Tabletop Gaming to Manage Tilt and Strengthen Team Dynamics in Esports
abstract
Tilt, characterized by heightened frustration, is a prevalent issue in esports, significantly impacting team dynamics and player well-being. Traditional Human-Computer Interaction (HCI) solutions often focus on individual strategies, overlooking the team-based nature of esports. This study introduces 'TILTED', a tabletop game co-designed with youth esports players, aimed at fostering open communication and empathy to collectively manage tilt. Findings from four user testing sessions with collegiate esports teams reveal that team-based interventions like 'TILTED' can enhance team cohesion and provide effective strategies for emotional regulation. The game facilitates understanding and empathy among teammates for managing emotions and maintaining a positive team atmosphere. Our research underscores the importance of resetting strategies and shared mental models in helping to mitigate tilt and offers design implications for future team-based interventions to enhance team dynamics and tilt management strategies as a team.
Yeonhee Cho, Michele Newman, Caroline Pitt, Jason C. Yip 0001, Jin Ha Lee 0001
Proc. ACM Hum. Comput. Interact.2
2023 Gender Differences in Ethical Stances for Playing AR Games: The Case of Pokémon GO
Yeonhee Cho, Michele Newman, Lidia J. Morris, Lane D. Koughan, Jason C. Yip 0001, Jin Ha Lee 0001
DiGRA2