Corina Sas

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54ranked-venue papers
13as first author
17since 2021 · last 2026
0000-0001-9297-9612ORCID · verified

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Human-computer interaction and ubiquitous computing · 52 · 11 first-author · 17 since 2021Systems, architecture and hardware · 1 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2026 Co-designing an Intervention Protocol and Web-based Interface for Identifying and Setting Qualitative Goals
abstract
Personal informatics research has predominantly explored the setting and tracking of quantitative goals, with less focus on qualitative goals. To address this gap, we report staged participatory design sessions with 26 stakeholders, including goal-oriented work practitioners, self-trackers, and designers. Leveraging practitioners’ expertise, we co-designed a novel multi-session, 4-week intervention for goal identifying and goal setting, consisting of sequentially scheduled tools from goal-oriented work. We also explored the intervention’s pre-use acceptability, the perception of user interaction, and usability of the digital format. Our findings informed four design implications to support identification of ambitious yet realistic goals, structured and customizable support for goal identification and setting, iterative goal revision, and reduced reliance on quantitative tools. We also reflect on the value of engaging multiple stakeholders in participatory design.
Sruzan Lolla, Corina Sas
DIS2
2026 Mindful Eating Aspects as Bridging Concepts Represented through the MEDEC Cards: Towards a Design Framework for Mindful Eating Technologies
abstract
Eating is complex, as is people’s relationship to food, which significantly impacts well-being and health. Mindful eating interventions have been shown to be effective in addressing problematic eating, and mindful eating has also gained increasing interest as a research topic in Human-Computer Interaction (HCI), albeit with limited grounding in health research, so that we know little about how HCI work could be informed by health research on mindful eating and its interventions. Such a theoretical foundation grounded in health research is crucial to ensure the design of safe and effective mindful eating technologies and interventions. To address this gap, we present an analysis of health research on mindful eating principles, measurement scales, and therapeutic interventions such as the MB-EAT program, which helped us identify the main aspects of mindful eating. Then, we conducted a scoping review on technologies targeting these aspects, from which we curated 16 design exemplars representing the breadth of these technologies and generated a new SmartPlate conceptual design. Then, we designed the Mindful Eating Design Critique (MEDEC) cards and reported workshops with 36 mindful eating practitioners who used the MEDEC cards to critique the set of design exemplars. Our main contributions include a solid theoretical foundation grounded in health research for the design of mindful eating technologies, the MEDEC cards as a novel critique tool consisting of 29 cards improved based on practitioners’ feedback, and a design framework to further support research and development of mindful eating technologies.
Lala Guluzade, Corina Sas
ACM Trans. Comput. Hum. Interact.2
2026 TouchEmotion: An Augmented Reality Interface Leveraging Metaphorical Emotional Trajectories for Emotion Regulation
abstract
Emotion regulation skills are crucial for wellbeing, yet mastering them is not trivial. Because of wearability, private passthrough display, and ability to keep users connected to their surroundings, Augmented Reality (AR) technologies have potential for supporting on-the-spot emotion regulation. We designed TouchEmotion, an AR design exemplar consisting of three prototypes aimed to support metaphorical emotional trajectories for regulating anxiety, anger, and boredom. We employed Snap Spectacles to design interactive animations and touchpad interactions, which we examined through an exploratory study with 18 participants. Findings indicate potential of AR technologies and in particular of metaphorical emotional trajectories coupled with touch-based interactions for on-the-spot regulation of three discrete negative emotions. We advanced a design space for on-the-spot emotion regulation technologies, and proposed five design implications: nature-inspired slow transitions, frictions to support frustration tolerance, layered randomness to support surprise, and finger-worn devices integrated with AR technologies for increased acceptance in public contexts.
Corina Sas, Katherine Isbister
ACM Trans. Comput. Hum. Interact.2
2025 A Systematic Review and Meta-Analysis of Research on Goals for Behavior Change
abstract
HCI research on goals and behavior change has significantly increased over the past decade.However, while emerging work has synthesized personal informatics goals, fewer efforts have focused on also integrating HCI research on behavior change to chart future research directions.We conducted a systematic review of 180 papers focused on goals and behavior change from over 10 years of SIGCHI journals and conference proceedings.We further analyzed 37 papers from the data set that included evaluations of interventions' effectiveness in-the-wild.We also reported on the effectiveness of 76 of such technology-based interventions and the meta-analysis of 28 of these interventions.We find that most research has focused on goals in the health and wellbeing domains, centered on the individual, low intrinsic goals, and partial use of theoretical constructs in technology-based interventions.We highlight opportunities for supporting multiple-domain, social, high intrinsic, and qualitative goals in HCI research for behavior change, and for more effective technology-based interventions with stronger theoretical underpinning, supporting users' awareness of deep motives for qualitative goals.
Jun Zhu 0013, Sruzan Lolla, Meeshu Agnihotri, Sahar Asgari Tappeh, Lala Guluzade, Elena Agapie, Corina Sas
CHI7
2025 Creating and Managing Transactions and Budgets: Analysis of Marketplace Descriptions and Functionality Review of Budgeting Apps
abstract
Abstract While financial practises permeate our lives, the effective management of personal finance is not trivial, as indicated in the increasing number of commercial apps aimed to support budgeting. Such apps however have been limitedly explored, despite the growing HCI interest in financial practises. To address this gap, we present the functionality review of 45 top-rated budgeting apps from Google Play and Apple Store, together with an analysis of their descriptions on marketplaces. Findings indicate the value of richer, multimodal app descriptions, support for budgeting literacy and for stronger theoretical underpinning of these apps. They also highlight main functionalities for supporting different types of transactions and accounts, for entering and managing transactions, securing data, as well as for creating and managing budgets. We conclude with five design implications to better support each of these functionalities.
Mariam Alenazi, Corina Sas
Interact. Comput.2
2024 Functionality and User Review Analysis of Mobile Apps for Mindfulness Eating and Eating Disorders
abstract
A growing number of mobile apps have focused on healthy or problematic eating, albeit limited research has focused on evaluating such apps from users’ perspectives. To address this, we evaluated the functionalities of 27 apps on mindfulness eating, and eating disorders from the Apple App, and Google Play Stores, and conducted a content analysis of 1248 user reviews, totaling over 60,000 words. Findings indicate the main functionalities of tracking data on eating behaviors, emotions, thoughts, bodily sensations, symptoms, as well as triggers of eating disorders, and of providing interventions such as mindfulness, goal setting, psychoeducation, CBT, and holistic ones. Findings also highlight key usability and ethical challenges, which we used to inform five design implications namely tracking and reflecting on multiple aspects of mindfulness and healthy eating, supporting personalized interventions and AI-based ones, as well as the sensitive design for diagnosis, and for tracking and monitoring problematic data.
Lala Guluzade, Corina Sas
Conference on Designing Interactive Systems2
2024 Patient Acceptance of Self-Monitoring on a Smartwatch in a Routine Digital Therapy: A Mixed-Methods Study
abstract
Self-monitoring of mood and lifestyle habits is the cornerstone of many therapies, but it is still hindered by persistent issues including inaccurate records, gaps in the monitoring, patient burden, and perceived stigma. Smartwatches have the potential to deliver enhanced self-reports, but their acceptance in clinical mental health settings is unexplored and rendered difficult by a complex theoretical landscape and need for a longitudinal perspective. We present the Mood Monitor smartwatch application for mood and lifestyle habits self-monitoring. We investigated patient acceptance of the app within a routine 8-week digital therapy. We recruited 35 patients of the UK’s National Health Service and evaluated their acceptance through three online questionnaires and a post-study interview. We assessed the clinical feasibility of the Mood Monitor by comparing clinical, usage, and acceptance metrics obtained from the 35 patients with a smartwatch with those from an additional 34 patients without a smartwatch (digital treatment as usual). Findings showed that the smartwatch app was highly accepted by patients, revealed which factors facilitated and impeded this acceptance, and supported clinical feasibility. We provide guidelines for the design of self-monitoring on a smartwatch and reflect on the conduct of human-computer interaction research evaluating user acceptance of mental health technologies.
Camille Nadal, Caroline Earley, Angel Enrique, Corina Sas, Derek Richards, Gavin Doherty
ACM Trans. Comput. Hum. Interact.4
2023 "It took me back 25 years in one bound": self-generated flavor-based cues for self-defining memories in later life
abstract
HCI research on food has focused predominantly on multisensory experience, embodiment, and meaning, but less on its value for memories. However, consistent findings have shown the importance of flavor in supporting the recall of episodic memories, particularly for older people. We report on a two-month project with 12 older adults from whom we elicited 72 self-defining memories, codesigned their bespoke flavor-based cues, and explored the impact of these 3D printed flavor-based cues on recall. Our findings indicate that 78% of memories prompted by flavor-based cues were recalled with intense feelings of being brought back in time, strong positive affect, and sensorial richness. We advance theory on 3D printed flavor-based cues as flexible resource for design of memory technologies integrating sense data, and highlight their qualities. Our findings led to three implications for the design of novel recreational, and therapeutic multisensory reminiscing, and for body-centric multisensory design methods.
Tom Gayler, Corina Sas, Vaiva Kalnikaité
Hum. Comput. Interact.2
2023 Exploring Anima: a brain-computer interface for peripheral materialization of mindfulness states during mandala coloring
abstract
I could feel my mind buzzing after another long day at work. Driving home, I am looking forward to my “me time” ritual of playing with colors. As I arrive, I get myself comfortable, pick up an oran...
Claudia Daudén Roquet, Corina Sas, Dominic Potts
Hum. Comput. Interact.2
2022 FlavorDesigner App: Capturing Multisensory Experiences and Crafting Personalized Flavors for Cueing their Recall
abstract
Food experiences integrate multisensory bodily experiences within social interactions infused with rich emotional meaning. This makes food a promising material to be leveraged in the design of novel interactions. However, this richness also raises challenges for food-based design, as current technologies for capturing food experiences have limitedly accounted for their multisensory qualities. We present the design of FlavorDesigner app, a mobile application aimed to support the capture of multisensory food experiences and the crafting of personalized flavor cues to support their later recall. The app interface was evaluated through workshops with 12 participants. Findings outline richer understandings of capturing multisensory experiences, both live and remembered, vocabulary to inform conversations about them, rationale for our app design, and three implications for design and design research including evocative representations for capturing taste and smell; interactive, engaging and valid sensory evaluation scales; and new classes of technologies for food-based multisensory interactions.
Tom Gayler, Corina Sas, Vaiva Kalnikaité
Conference on Designing Interactive Systems2
2022 User Perspectives and Ethical Experiences of Apps for Depression: A Qualitative Analysis of User Reviews
abstract
Apps for depression can increase access to mental health care but concerns abound with disparities between academic development of apps and those available through app stores. Reviews highlighted ethical shortcomings of these self-management tools, with a need for greater insight into how ethical issues are experienced by users. We addressed these gaps by exploring user reviews of such apps to better understand user experiences and ethical issues. We conducted a thematic analysis of 2,217 user reviews sampled from 40 depression apps in Google Play and Apple App Store, totaling over 77,500 words. Users reported positive and negative experiences, with ethical implications evident in areas of benefits, adverse effects, access, usability and design, support, commercial models, autonomy, privacy, and transparency. We integrated our elements of ethically designed apps for depression and principles of nonmaleficence, beneficence, justice, autonomy, and virtue, and we conclude with implications for ethical design of apps for depression.
Dionne Bowie, Corina Sas, Heather Iles-Smith, Sandra Sünram-Lea
CHI2
2022 The TAC Toolkit: Supporting Design for User Acceptance of Health Technologies from a Macro-Temporal Perspective
abstract
User acceptance is key for the successful uptake and use of health technologies, but also impacted by numerous factors not always easily accessible nor operationalised by designers in practice. This work seeks to facilitate the application of acceptance theory in design practice through the Technology Acceptance (TAC) toolkit: a novel theory-based design tool and method comprising 16 cards, 3 personas, 3 scenarios, a virtual think-space, and a website, which we evaluated through workshops conducted with 21 designers of health technologies. Findings showed that the toolkit revised and extended designers’ knowledge of technology acceptance, fostered their appreciation, empathy and ethical values while designing for acceptance, and contributed towards shaping their future design practice. We discuss implications for considering user acceptance a dynamic, multi-stage process in design practice, and better supporting designers in imagining distant acceptance challenges. Finally, we examine the generative value of the TAC toolkit and its possible future evolution.
Camille Nadal, Shane McCully, Kevin Doherty, Corina Sas, Gavin Doherty
CHI4
2022 Application level performance evaluation of wearable devices for stress classification with explainable AI
Niaz Chalabianloo, Yekta Said Can, Corina Sas, Cem Ersoy
Pervasive Mob. Comput.4
2022 Exploring the Design Space for Human-Food-Technology Interaction: An Approach from the Lens of Eating Experiences
abstract
Embedded in everyday practices, food can be a rich resource for interaction design. This article focuses on eating experiences to uncover how bodily, sensory, and socio-cultural aspects of eating can be better leveraged for the design of user experience. We report a systematic literature review of 109 papers, and interviews with 18 professional chefs, providing new understandings of prior HFI research, as well as how professional chefs creatively design eating experiences. The findings inform a conceptual framework of designing for user experience leveraging eating experiences. These findings also inform implications for HFI design suggesting the value of multisensory flavor experiences, external and internal sensory stimulation and deprivation, aspects of eating for communicating meaning, and designing with contrasting pleasurable and uncomfortable experiences. The article concludes with six charts as novel generative design tools for HFI experiences focused on sensory, emotional, communicative, performative, and temporal experiences.
Tom Gayler, Corina Sas, Vaiva Kalnikaité
ACM Trans. Comput. Hum. Interact.2
2021 Sensory Probes: An Exploratory Design Research Method for Human-Food Interaction
abstract
Designing interactions with food holds potential for rich multisensory experiences but their pervasiveness can challenge our understanding of them. This paper presents the design and evaluation of Sensory probes, a novel, exploratory design research method aimed to sensitize participants towards their food experiences. We report on workshops with 8 participants for co-designing the probes, followed by iterative revision through two-week diary studies with 18 participants. Findings indicate strong engagement with the sensory probes and how they brought forward the bodily and sensory aspects of these experiences, alongside emotional and social ones. We highlight the design rationale for the sensory probes which has been both empirically- and theoretically-grounded, provide reflections on the value of these probes for enabling novel perspectives on food experiences, and on probes’ ability to capture what we called sensory fragments of participants’ experience reflecting distinct sensory aspects form both internal and external senses.
Tom Gayler, Corina Sas, Vaiva Kalnikaité
Conference on Designing Interactive Systems2
2021 Exploring Personalized Vibrotactile and Thermal Patterns for Affect Regulation
abstract
The growing HCI interest in wellbeing has led to the emerging area of haptics for affect regulation. In such technologies, distinct haptic patterns are usually designed by researchers; however, current work provides a limited reflection on the rationale for the implemented patterns or the choice of haptic modality. We also know little about how people may benefit from engagement in designing such patterns and what design principles underpin them. We explored vibrotactile and thermal modalities to address these gaps and report on a study with 23 participants. These created haptic patterns for affect regulation during stress elicitation. Findings indicate that subjective and objective measures of anxiety and stress were lower in participants who received haptic patterns than those who did not, and highlighted key experiential qualities of vibrotactile and thermal patterns, and their potential for affect regulation. These open up new design opportunities for affect regulation technologies, including supporting implicit affect regulation through entrainment of slow bodily rhythms, decoupling it from predominant vibrotactile modality, designing thermal biofeedback patterns, and supporting personalized and adaptive patterns.
Corina Sas, Niaz Chalabianloo, Cem Ersoy
Conference on Designing Interactive Systems2
2021 Interoceptive Interaction: An Embodied Metaphor Inspired Approach to Designing for Meditation
abstract
Meditation is a mind-body practice with considerable wellbeing benefits that can take different forms. Novices usually start with focused attention meditation that supports regulation of attention towards an inward focus or internal bodily sensations and away from external stimuli or distractors. Most meditation technologies employ metaphorical mappings of meditative states to visual or soundscape representations to support awareness of mind wandering and attention regulation, although the rationale for such mappings is seldom articulated. Moreover, such external modalities also take the focus attention away from the body. We advance the concept of interoceptive interaction and employed the embodied metaphor theory to explore the design of mappings to the interoceptive sense of thermoception. We illustrate this concept with WarmMind, an on-body interface integrating heat actuators for mapping meditation states. We report on an exploratory study with 10 participants comparing our novel thermal metaphors for mapping meditation states with comparable ones, albeit in aural modality, as provided by Muse meditation app. Findings indicate a tension between the highly discoverable soundscape's metaphors which however hinder attention regulation, and the ambiguous thermal metaphors experienced as coming from the body and supported attention regulation. We discuss the qualities of embodied metaphors underpinning this tension and propose an initial framework to inform the design of metaphorical mappings for meditation technologies.
Claudia Daudén Roquet, Corina Sas
CHI2
2020 Material Food Probe: Personalized 3D Printed Flavors for Emotional Communication in Intimate Relationships
abstract
Interactions with food are complex, integrating rich multisensory experiences within emotionally meaningful social contexts. Yet, the opportunities for food as material resource for emotional communication have been less explored. We describe a two-month project with 5 couples centered on the co-design of personalized flavors for emotional communication. These were experienced through a three-day preliminary study involving a 3D food printer in participants' homes. We discuss the value of our findings indicating preferences for both remembered and imagined positive flavors and their integration in focal intimacy practices to support emotional coregulation. We also discuss material food probes and their value for exploring and inspiring both design-with, and design-around food.
Tom Gayler, Corina Sas, Vaiva Kalnikaité
Conference on Designing Interactive Systems2
2020 Body Matters: Exploration of the Human Body as a Resource for the Design of Technologies for Meditation
abstract
Much research on meditation has shown its significant benefits for wellbeing. In turn, there has been growing HCI interest for the design of novel interactive technologies intended to facilitate meditation in real-time. In many of these systems, physiological signals have been mapped onto creative audiovisual feedback, however, there has been limited attention to the experiential qualities of meditation and the specific role that the body may play in them. In this paper, we report on workshops with 24 experts exploring the bodily sensations that emerge during meditation. Through material speculation, participants shared their lived experience of meditation and identified key stages during which they may benefit from additional aid, often multimodal. Findings emphasize the importance of recreating mindful physical sensations during moments of mind-wandering; in particular for supporting the regulation of attention through a range of embodied metaphors and haptic feedback, tailored to key transitions in the meditation process.
Claudia Daudén Roquet, Corina Sas
Conference on Designing Interactive Systems2
2020 ManneqKit Cards: A Kinesthetic Empathic Design Tool Communicating Depression Experiences
abstract
While depression is a mood disorder with significant societal impact, the experiences of people living with depression are yet not easy to access. HCI's tenet to understand users, particularly addressed by the empathic design approach, has prioritized verbal communication of such experiences. We introduce ManneqKit, a kinesthetic empathic design tool consisting of 15 cards with bodily postures and vignettes leveraging the nonverbal aspects of depression experiences. We report the co-design of ManneqKit with 10 therapists, its piloting with 4 therapists and 10 non-therapists, and evaluation through design workshops with 9 interaction designers and 3 therapists. Findings describe metaphorical descriptions of depression experiences and their postures, as well as cards' ability to elicit strong empathy. We discuss the value of these findings for interaction design in terms of novel empathic design tools capturing nonverbal qualities of lived experiences, support for richer understanding of vulnerable users experiencing depression, design ideation underpinned by ethical values, and the need to balance empathy with distancing for designers' wellbeing.
Corina Sas, Kobi Hartley
Conference on Designing Interactive Systems1
2020 ThermoPixels: Toolkit for Personalizing Arousal-based Interfaces through Hybrid Crafting
abstract
Much research has shown the potential of affective interfaces for reflection on, and understanding of bodily responses. Yet, people find it difficult to engage with, and understand their biodata which they have limited prior experience with. Building on affective interfaces and material-centered design, we developed ThermoPixels, a toolkit including thermochromic and heating materials, as well as galvanic skin response sensors for creating representations of physiological arousal. Within 10 workshops, 20 users with no expertise in biosensors or thermochromic materials created personalized representations of physiological arousal and its real-time changes using the toolkit. We report on participants' material exploration, their experience of creating shapes and the use of colors for emotional awareness and regulation. We discuss embodied exploration and creative expression, the value of technology in emotion regulation and its social context, and the importance of understanding material limitations for affective sense-making.
Corina Sas, Miquel Alfaras
Conference on Designing Interactive Systems2
2020 From Biodata to Somadata
abstract
Biosensing technologies are increasingly available as off-the-shelf products, yet for many designers, artists and non-engineers, these technologies remain difficult to design with. Through a soma design stance, we devised a novel approach for exploring qualities in biodata. Our explorative process culminated in the design of three artefacts, coupling biosignals to tangible actuation formats. By making biodata perceivable as sound, in tangible form or directly on the skin, it became possible to link qualities of the measurements to our own somatics - our felt experience of our bodily bioprocesses - as they dynamically unfold, spurring somatically-grounded design discoveries of novel possible interactions. We show that making biodata attainable for a felt experience - or as we frame it: turning biodata into somadata - enables not only first-person encounters, but also supports collaborative design processes as the somadata can be shared and experienced dynamically, right at the moment when we explore design ideas.
Miquel Alfaras, Vasiliki Tsaknaki, Pedro Sanches 0001, Charles Windlin, Corina Sas, Kristina Höök
CHI6
2020 Supporting Stimulation Needs in Dementia Care through Wall-Sized Displays
abstract
Beside reminiscing, the increasing cognitive decline in dementia can also be addressed through sensory stimulation allowing the immediate, nonverbal engagement with the world through one's senses. Much HCI work has prioritized cognitive stimulation for reminiscing or personhood often on small screens, while less research has explored sensory stimulation like the one enabled by large displays. We describe a year-long deployment in a residential care home of a wall-sized display, and explored its domestication through 24 contextual interviews. Findings indicate strong engagement and attachment to the display which has inspired four psychosocial interventions using online generic content. We discuss the value of these findings for personhood through residents' exercise of choices, the tension between generic/personal content and its public/private use, the importance of participatory research approach to domestication, and the infrastructure-based prototype, illustrated by the DementiaWall and its generative quality.
Corina Sas, Nigel Davies 0001, Sarah Clinch, Peter Shaw 0003, Mateusz Mikusz, Madeleine Steeds, Lukas Nohrer
CHI1
2019 Taste Your Emotions: An Exploration of the Relationship between Taste and Emotional Experience for HCI
abstract
Taste offers unexplored opportunities for novel user experiences in HCI, however it is difficult to design for. While most lab research has shown basic tastes are consistently associated with positive or negative emotional experiences, the value of these mappings for user experience is less explored. In this paper we leverage 3D food printing technologies to report an experimental study investigating the relationship between taste and emotional experience for use in HCI. We present four real-life inspired scenarios: product rating, sports match results, experiential vignettes, and website usability, to explore the understanding and expression of emotional meaning through tastes. Our findings extend previous emotion mappings for sweet and bitter tastes to applied scenarios. We also draw out fresh insights into the role of taste, flavor, and embodiment in experience design, reflecting on the role of 3D food printing in supporting taste interfaces.
Tom Gayler, Corina Sas, Vaiva Kalnikaité
Conference on Designing Interactive Systems2
2019 BlocKit: A Physical Kit for Materializing and Designing for Blockchain Infrastructure
abstract
Blockchain is a disruptive technology which has significantly challenged assumptions that underpin financial institutions, and has provoked innovation strategies that have the potential to change many aspects of the digital economy. However, because of its novelty and complexity, mental models of blockchain technology are difficult to acquire. Building on embodied cognition theories and material centered-design, we report an innovative approach for the design of BlocKit, a physical three-dimensional kit for materializing blockchain infrastructure and its key entities. Through an engagement with different materials such as clay, paper, or transparent containers we identified important properties of these entities and materialized them through physical artifacts. BlocKit was evaluated by 15 experienced bitcoin users with findings indicating its value for their high level of engagement in communicating about, and designing for blockchain infrastructure. Our study advances an innovative approach for the design of such kits, an initial vocabulary to talk about them, and design implications intended to inspire HCI researchers to engage in designing for infrastructures.
Irni Eliana Khairuddin, Corina Sas, Chris Speed
Conference on Designing Interactive Systems2
2019 Towards Affective Chronometry: Exploring Smart Materials and Actuators for Real-time Representations of Changes in Arousal
abstract
Increasing HCI work on affective interfaces aimed to capture and communicate users' emotions in order to support self-understanding. While most such interfaces employ traditional screen-based displays, more novel approaches have started to investigate smart materials and actuators-based prototypes. In this paper, we describe our exploration of smart materials and actuators leveraging their temporal qualities as well as common metaphors for real-time representation of changes in arousal through visual and haptic modalities. This exploration provided rationale for the design and implementation of six novel wrist-worn prototypes evaluated with 12 users who wore them over 2 days. Our findings describe how people use them in daily life, and how their material-driven qualities such as responsiveness, duration, rhythm, inertia, aliveness and range shape people's emotion identification, attribution, and regulation. Our findings led to four design implications including support for affective chronometry for both raise and decay time of emotional response, design for slowness, and for expressiveness.
Corina Sas, Muhammad Hamza Latif
Conference on Designing Interactive Systems2
2019 An Exploration of Bitcoin Mining Practices: Miners' Trust Challenges and Motivations
abstract
Bitcoin blockchain technology is a distributed ledger of nodes authorizing transactions between anonymous parties. Its key actors are miners using computational power to solve mathematical problems for validating transactions. By sharing blockchain's characteristics, mining is a decentralized, transparent and unregulated practice, less explored in HCI, so we know little about miners' motivations and experiences, and how these may impact on different dimensions of trust. This paper reports on interviews with 20 bitcoin miners about their practices and trust challenges. Findings contribute to HCI theories by extending the exploration of blockchain's characteristics relevant to trust with the competitiveness dimension underpinning the social organization of mining. We discuss the risks of collaborative mining due to centralization and dishonest administrators, and conclude with design implications highlighting the need for tools monitoring the distribution of rewards in collaborative mining, tools tracking data centers' authorization and reputation, and tools supporting the development of decentralized pools.
Irni Eliana Khairuddin, Corina Sas
CHI2
2019 Exploring and Designing for Memory Impairments in Depression
abstract
Depression is an affective disorder with distinctive autobiographical memory impairments, including negative bias, overgeneralization and reduced positivity. Several clinical therapies address these impairments, and there is an opportunity to develop new supports for treatment by considering depression-associated memory impairments within design. We report on interviews with ten experts in treating depression, with expertise in both neuropsychology and cognitive behavioral therapies. The interviews explore approaches for addressing each of these memory impairments. We found consistent use of positive memories for treating all memory impairments, the challenge of direct retrieval, and the need to support the experience of positive memories. We aim to sensitize HCI researchers to the limitations of memory technologies, broaden their awareness of memory impairments beyond episodic memory recall, and inspire them to engage with this less explored design space. Our findings open up new design opportunities for memory technologies for depression, including positive memory banks for active encoding and selective retrieval, novel cues for supporting generative retrieval, and novel interfaces to strengthen the reliving of positive memories.
Chengcheng Qu, Corina Sas, Gavin Doherty
CHI2
2019 HCI and Affective Health: Taking stock of a decade of studies and charting future research directions
abstract
In the last decade, the number of articles on HCI and health has increased dramatically. We extracted 139 papers on depression, anxiety and bipolar health issues from 10 years of SIGCHI conference proceedings. 72 of these were published in the last two years. A systematic analysis of this growing body of literature revealed that most innovation happens in automated diagnosis, and self-tracking, although there are innovative ideas in tangible interfaces. We noted an overemphasis on data production without consideration of how it leads to fruitful interventions. Moreover, we see a need to promote ethical practices for involvement of people living with affective disorders. Finally, although only 16 studies evaluate technologies in a clinical context, several forms of support and intervention illustrate how rich insights are gained from evaluations with real patients. Our findings highlight potential for growth in the design space of affective health technologies.
Pedro Sanches 0001, Axel Janson, Pavel Karpashevich, Camille Nadal, Chengcheng Qu, Claudia Daudén Roquet, Charles Windlin, Gavin Doherty, Kristina Höök, Corina Sas
CHI11
2019 Designing for the Infrastructure of the Supply Chain of Malay Handwoven Songket in Terengganu
abstract
The growing HCI interest in developing contexts and cultural craft practices is ripe to focus on their under-explored homegrown sociotechnical infrastructures. This paper explores the creative infrastructural actions embedded within the practices of songket's supply chain in Terengganu, Malaysia. We report on contextual interviews with 92 participants including preparation workers, weavers, designers, merchants, and customers. Findings indicate that increased creative infrastructural actions are reflected in these actors' resourcefulness for mobilizing information, materials, and equipment, and for making creative artifacts through new technologies weaved within traditional practices. We propose two novel approaches to design in this craft-based infrastructure. First, we explore designing for the social layer of infrastructure and its mutually advantageous exploitative relationships rooted in culture and traditions. Second, we suggest designing for roaming value-creation artifacts, which blend physical and digital materializations of songket textile design. Developed through a collaborative and asynchronous process, we argue that these artifacts represent less-explored vehicles for value co-creation, and that sociotechnical infrastructures as emerging sites of innovation could benefit from HCI research.
Min Zhang 0027, Corina Sas, Zoé Lambert, Masitah Ahmad
CHI2
2019 Ambiguity as a Resource to Inform Proto-Practices: The Case of Skin Conductance
abstract
Skin conductance is an interesting measure of arousal level, largely unfamiliar to most end-users. We designed a mobile application mirroring end-users’ skin conductance in evocative visualizations, purposefully made ambiguous to invite rich interpretations. Twenty-three participants used the system for a month. Through the lens of a practice-based analysis of weekly interviews and the logged data, several quite different—sometimes even mutually exclusive—interpretations or proto-practices arose: as stress management; sports performance; emotion tracking; general life logging; personality representation; or behavior change practices. This suggests the value of a purposefully open initial design to allow for the emergence of broader proto-practices to be followed by a second step of tailored design for each identified goal to facilitate the transition from proto-practice to practice. We contribute to the HCI discourse on ambiguity in design, arguing for balancing openness and ambiguity with scaffolding to better support the emergence of practices around biodata.
Pedro Sanches 0001, Kristina Höök, Corina Sas, Anna Ståhl
ACM Trans. Comput. Hum. Interact.3
2018 Exploring Self-Defining Memories in Old Age and their Digital Cues
abstract
Self-defining memories represent significant emotional events capturing the most important concerns in our lives. While much HCI work on memory technologies has focused on autobiographic memories and lifelogging technologies for capturing them, there has been little exploration of self-defining memories and how they may be supported by appropriate cues. This is important as such memories are key in the development and maintenance of the sense of self, particularly in old age. We report on interviews with 8 older adults in their homes. Findings advance the understanding of self-defining memories and their possible cues with new insights into their relationship with self-identities and cues' specific qualities supporting richer emotional recall. Our findings led to several design implications such as novel technologies for curating self-defining memories and their cues, for embedding layered meaning in such cues across the lifespan, for crafting them, and sensitive design for their physical handling.
Corina Sas
Conference on Designing Interactive Systems1
2017 Design for Trust: An Exploration of the Challenges and Opportunities of Bitcoin Users
abstract
Bitcoin is a cryptocurrency which has received increasing interest over the last five years. Built upon a decentralized peer to peer system, it supports transparent, fast, cost effective, and irreversible transactions, without the need for trusting third party financial institutions. We know however little about people's motivation and experience with bitcoin currency. This paper reports on interviews with 20 bitcoin users in Malaysia about their experience and trust challenges. Findings show that bitcoins are used more as store of value for speculative investment or savings' protection. The paper advances the HCI theories on trust by identifying main bitcoin characteristics and their impact on trust, such as decentralization, unregulation, embedded expertise, and reputation, as well as transactions' transparency, low cost, and easiness to complete. We discuss insecure transactions, the risk of dishonest traders and its mitigating strategies. The paper concludes with design implications including support for the transparency of two-way transactions, tools for materializing trust, and tools for supporting reversible transactions.
Corina Sas, Irni Eliana Khairuddin
CHI1
2017 Exploring DIY Practices of Complex Home Technologies
abstract
We are surrounded by increasingly complex networks of smart objects, yet our understanding and attachment to them is rather limited. One way to support stronger end users’ engagement with such complex technologies is by involving them in the design process and, with the advent of Arduino prototyping platform, even in their making. While DIY practice offers the potential for stronger user engagement with physical artifacts, we know little about end users’ DIY practice of making complex electronic technologies and their potential to ensure engagement with such devices. In this article, we report on interviews with 18 participants from two green communities who built and used an open source DIY energy monitor, with the aim to explore the end users DIY practices of making such complex electronic devices. Findings indicate four key qualities of DIY monitors: transparent modularity, open-endedness, heirloom, and disruptiveness, and how they contribute to more meaningful engagement with the DIY monitors, elevating them from the status of unremarkable objects to that ofthings. We conclude with three implications for design for supporting end user development of complex electronic DIY: designing transparent open hardware technologies, standardizing communication protocols for the current and future DIY of IoT, and deliberately calling for personal investment and labor in the assembling of DIY kits.
Corina Sas, Carman Neustaedter
ACM Trans. Comput. Hum. Interact.1
2016 Impact of Video Summary Viewing on Episodic Memory Recall: Design Guidelines for Video Summarizations
abstract
Reviewing lifelogging data has been proposed as a useful tool to support human memory. However, the sheer volume of data (particularly images) that can be captured by modern lifelogging systems makes the selection and presentation of material for review a challenging task. We present the results of a five-week user study involving 16 participants and over 69,000 images that explores both individual requirements for video summaries and the differences in cognitive load, user experience, memory experience, and recall experience between review using video summarisations and non-summary review techniques. Our results can be used to inform the design of future lifelogging data summarisation systems for memory augmentation.
Huy Viet Le, Sarah Clinch, Corina Sas, Tilman Dingler, Niels Henze, Nigel Davies 0001
CHI3
2016 The value of information cues for lifelog video navigation
abstract
With the advent of lifelogging cameras the amount of personal video material is massively growing to an extent that easily overwhelms the user. To efficiently review lifelog data, we need well designed video navigation tools. In this paper, we analyze which cues are most beneficial for lifelog video navigation. We show that the information kind determines the most appropriate cue in single cue systems, but that multicue approaches are more appreciated. These findings can inspire to design video players with multiple navigation cues, including time, place, persons, and events for easier and more efficient lifelog video retrieval.
Katrin Wolf 0001, Lars Lischke, Corina Sas, Albrecht Schmidt 0001
MUM3
2016 Design for Rituals of Letting Go: An Embodiment Perspective on Disposal Practices Informed by Grief Therapy
abstract
People increasingly live their lives online, accruing large collections of digital possessions, which symbolically represent important relationships, events, and activities. Most HCI research on bereavement focuses onretainingthese significant digital possessions to honor the departed. However, recent work suggests that significant digital possessions may complicate moving on; they function as both comforting and painful reminders but currently provide inflexible methods for disposal. A few works have investigated the disposal of digital objects as a means ofletting go. To better understand this we interviewed 10 psychotherapists who employ rituals of letting go to help patients overcome loss in situations such as a divorce, a breakup, or a stillbirth. Patients disposed of either natural artifacts or symbolic personal possessions through actions such as burning, burying, or placing in a body of water. Therapists noted that people increasingly have digital possessions, and that the act of deletion does not offer the same cathartic sense of release as disposal of material artifacts. Based on the analysis of this grief therapy, we propose a new conceptual framework for rituals of letting go that highlights temporality, visibility, and force. It provides a vocabulary to talk about disposal. We then offer design implications connecting the rituals of letting go to the disposal of digital things. Based on our interviews and analytic framework, we propose novel technologies that better connect the embodied nature of letting go rituals to the process of digital disposal.
Corina Sas, Steve Whittaker 0001, John Zimmerman
ACM Trans. Comput. Hum. Interact.1
2015 MeditAid: a wearable adaptive neurofeedback-based system for training mindfulness state
Corina Sas, Rohit Chopra
Pers. Ubiquitous Comput.1
2015 Select & Apply: understanding how users act upon objects across devices
Adalberto L. Simeone, Ming Ki Chong, Corina Sas, Hans-Werner Gellersen
Pers. Ubiquitous Comput.3
2014 Generating implications for design through design research
abstract
A central tenet of HCI is that technology should be user-centric, with designs being based around social science findings about users. Nevertheless a repeated but critical challenge in design is translating empirical findings into actionable ideas that inform design, or generating implications for design. Despite various design methods aiming to bridge this gap, knowledge informing design is still seen as problematic. However there has been little empirical exploration into what design researchers understand by such design knowledge, the functions and principles behind their creation. We report on interviews with twelve expert HCI design researchers probing the roles and types of design implications, and the process of generating and evaluating them. We synthesize different types of design implications into a framework to guide their generation. Our findings identify a broader range than previously described, additional sources and heuristics supporting their development as well some important evaluation criteria. We discuss the value of these findings for interaction design research.
Corina Sas, Steve Whittaker 0001, Steven Dow, Jodi Forlizzi, John Zimmerman
CHI1
2013 VibeRate, An Affective Wearable Tool for Creative Design
abstract
Creative design is both cognitively and emotionally demanding. While some work has explored the value of emotional arousal in the design process, we know little about how designers' awareness and self-regulation of arousal impact early design stages. This paper describes the design and evaluation of VibeRate, an affective wearable system integrating haptic vibrations for signaling increase of arousal levels. We employed an experimental study with 27 designers to explore the value of haptic feedback, expertise and constraints of the design tasks on the number of selected design exemplars. Findings show that approximately 40% of the images novice and expert designers select during the design process elicit high arousal and novice designers select more inspiring images based on the increase of arousal levels when haptic feedback is activated. These findings have implications for design tools supporting arousal-based capturing of design exemplars, and for design training.
Stelios Giannoulis, Corina Sas
ACII2
2013 Design for forgetting: disposing of digital possessions after a breakup
abstract
People are increasingly acquiring huge collections of digital possessions. Despite some pleas for 'forgetting', most theorists argue for retaining all these possessions to enhance 'total recall' of our everyday lives. However, there has been little exploration of the negative role of digital possessions when people want to forget aspects of their lives. We report on interviews with 24 people about their possessions after a romantic breakup. We found that digital possessions were often evocative and upsetting in this context, leading to distinct disposal strategies with different outcomes. We advance theory by finding strong evidence for the value of intentional forgetting and provide new data about complex practices associated with the disposal of digital possessions. Our findings led to a number of design implications to help people better manage this process, including automatic harvesting of digital possessions, tools for self-control, artifact crafting as sense-making, and digital spaces for shared possessions.
Corina Sas, Steve Whittaker 0001
CHI1
2013 Personal clipboards for individual copy-and-paste on shared multi-user surfaces
abstract
Clipboards are omnipresent on today's personal computing platforms. They provide copy-and-paste functionalities that let users easily reorganize information and quickly transfer data across applications. In this work, we introduce personal clipboards to multi-user surfaces. Personal clipboards enable individual and independent copy-and-paste operations, in the presence of multiple users concurrently sharing the same direct-touch interface. As common surface computing platforms do not distinguish touch input of different users, we have developed clipboards that leverage complementary personalization strategies. Specifically, we have built a context menu clipboard based on implicit user identification of every touch, a clipboard based on personal subareas dynamically placed on the surface, and a handheld clipboard based on integration of personal devices for surface interaction. In a user study, we demonstrate the effectiveness of personal clipboards for shared surfaces, and show that different personalization strategies enable clipboards, albeit with different impacts on interaction characteristics.
Dominik Schmidt, Corina Sas, Hans-Werner Gellersen
CHI2
2012 Introduction to this Special Issue on Designing for Personal Memories: Past, Present, and Future
abstract
This special issue focuses on new uses of digital media to help people remember in everyday situations. We begin this introduction by describing the field’s origins (personal memories past), using this to contextualise the papers presented here (personal memories present). We conclude by identifying a number of important research challenges that we feelmust be addressed by future work in this area (personal memories future).
Elise van den Hoven, Corina Sas, Steve Whittaker 0001
Hum. Comput. Interact.2
2011 Image schemata in animated metaphors for insight problem solving
abstract
While most of the work on metaphors has focused on conceptual ones, less attention has been paid to the visual metaphors for insight problems. This paper investigates the role of dynamism and realism in visual metaphors for cueing the insight problem solving process. To match the visual-kinesthetic feature of the eight-coin insight problem, the developed metaphors represented the insight cues, both kinetically and kinesthetically. An experimental study showed the superiority of metaphors as realistic and continuous animations over schematic and discrete animations.
Eric Luchian, Corina Sas
Creativity & Cognition2
2010 Do emotions matter in creative design?
abstract
A wealth of research has suggested that emotions play a significant role in creative problem solving, but less work has focused on investigating their roles in design. This is surprising given that creative problem solving lies at the heart of the design process. In an exploratory study we interviewed 9 expert designers about their emotions during the design process. We identified several relevant emotions and extended Wallas model of creative problem solving with emotional components for each of its stages. We also identified ways in which expert designers regulate their emotions and concluded with a discussion of the contributions of our work for design methods and tools, design thinking and design expertise.
Corina Sas, Chenyan Zhang
Conference on Designing Interactive Systems1
2007 A typology of course of motion in simulated environments based on Bézier curve analysis
Corina Sas, Nikita Schmidt
Knowl. Inf. Syst.1
2006 Sharing control of dispersed situated displays between nand residential users
abstract
As the number of public displays in the environment increases, new opportunities open up to improve situated interaction and to enable new kinds of applications. In order to make distributed display resources available to nomadic users, a key issue to address is how control can be dynamically shared between display users. It is important to study how control over a shared display can be acquired, released or shared by nomadic and residential users given their competing demands for display resources.In this paper, we present a system and a user study investigating these issues in the context of two applications both competing for display resources provided by a deployment of interactive office doorplates. The first application (Hermes II) provides situated note leaving and messaging services whereas the second one (GAUDI) supports user navigating a university department. Office occupants (i.,e. residential users) can control whether the navigation application may (temporarily) use their doorplate display (thus giving priority to the navigation needs of nomadic users to the department). We report on findings from a user study, and discuss interface design implications for specifying display control.
Christian Kray, Keith Cheverst, Dan Fitton, Corina Sas, John Patterson, Mark Rouncefield, Christoph Stahl
Mobile HCI4
2005 Exploring bluetooth based mobile phone interaction with the hermes photo display
abstract
One of the most promising possibilities for supporting user interaction with public displays is the use of personal mobile phones. Furthermore, by utilising Bluetooth users should have the capability to interact with displays without incurring personal financial connectivity costs. However, despite the relative maturity of Bluetooth as a standard and its widespread adoption in today's mobile phones, little exploration seems to have taken place in this area - despite its apparent significant potential. This paper describe the findings of an exploratory study involving our Hermes Photo Display which has been extended to enable users with a suitable phone to both send and receive pictures over Bluetooth. We present both the technical challenges of working with Bluetooth and, through our user study, we present initial insights into general user acceptability issues and the potential for such a display to facilitate notions of community.
Keith Cheverst, Alan J. Dix, Dan Fitton, Christian Kray, Mark Rouncefield, Corina Sas, George Saslis-Lagoudakis, Jennifer G. Sheridan
Mobile HCI6
2005 Virtual environment trajectory analysis: a basis for navigational assistance and scene adaptivity
Corina Sas, Gregory M. P. O'Hare, Ronan G. Reilly
Future Gener. Comput. Syst.1
2005 Mobile agents for mobile tourists: a user evaluation of Gulliver's Genie
abstract
How mobile computing applications and services may be best designed, implemented and deployed remains the subject of much research. One alternative approach to developing software for mobile users that is receiving increasing attention from the research community is that of one based on intelligent agents. Recent advances in mobile computing technology have made such an approach feasible. We present an overview of the design and implementation of an archetypical mobile computing application, namely that of an electronic tourist guide. This guide is unique in that it comprises a suite of intelligent agents that conform to the strong intentional stance. However, the focus of this paper is primarily concerned with the results of detailed user evaluations conducted on this system. Within the literature, comprehensive evaluations of mobile context-sensitive systems are sparse and therefore, this paper seeks, in part, to address this deficiency.
Michael J. O'Grady, Gregory M. P. O'Hare, Corina Sas
Interact. Comput.3
2005 Exploring Issues of User Model Transparency and Proactive Behaviour in an Office Environment Control System
Keith Cheverst, Hee Byun, Dan Fitton, Corina Sas, Christian Kray, Nicolas Villar
User Model. User Adapt. Interact.4
2003 Electronic Navigation - Some Design Issues
Corina Sas, Michael J. O'Grady, Gregory M. P. O'Hare
Mobile HCI1
2001 Agent mediation and management of virtual communities: a redefinition of the traditional community concept
abstract
The paper explores the evolution of the concept of community in the light of computer mediated immersive virtual environments. The traditional concept of community has become strained in its attempts to capture the evolving virtual community. We believe the concept of the virtual community is of paramount importance and examine the extent to which this is being redefined to cater for it. We examine the management and mediation of such an environment and specifically the social process associated with the cohabited users. We advocate the use of multi-agent systems in delivering this functionality.
Gregory M. P. O'Hare, Corina Sas, Caroline A. Byrne
SMC2