Demo Data from SIGIR 2026 / reviewers in the wild / expert
Bingcan Guo
dblp:317/4592
· DBLP profile ↗
4ranked-venue papers
0as first author
4since 2021 · last 2026
0000-0002-9001-8727ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 3 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
2 papers |
Learning and educational technologies · 55% Human-AI interaction · 45% | |
| Network and information security
1 paper |
Usable security · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Human-AI interaction
GUI agent |
1.0 | 1 | 2026 | Dark Patterns Meet GUI Agents: LLM Agent Susceptibility to Manipulative Interfaces and the Role of Human Oversight · CHI 2026 |
Learning and educational technologies › AI in education
AI-assisted learning |
0.8 | 1 | 2024 | Charting the Future of AI in Project-Based Learning: A Co-Design Exploration with Students · CHI 2024 |
Learning and educational technologies › AI in education
student-AI interaction |
0.8 | 1 | 2024 | Charting the Future of AI in Project-Based Learning: A Co-Design Exploration with Students · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
human-AI team study · 2.0empirical study · 2.0workshop · 0.8co-design study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | ReFinE: Streamlining UI Mockup Iteration with Research FindingsabstractAlthough HCI research papers offer valuable design insights, designers often struggle to apply them in design workflows due to difficulties in finding relevant literature, understanding technical jargon, the lack of contextualization, and limited actionability. To address these challenges, we present ReFinE, a Figma plugin that supports real-time design iteration by surfacing contextualized insights from research papers. ReFinE identifies and synthesizes design implications from HCI literature relevant to the mockup’s design context, and tailors this research evidence to a specific design mockup by providing actionable visual guidance on how to update the mockup. To assess the system’s effectiveness, we conducted a technical evaluation and a user study. Results show that ReFinE effectively synthesizes and contextualizes design implications, reducing cognitive load and improving designers’ ability to integrate research evidence into UI mockups. This work contributes to bridging the gap between research and design practice by presenting a tool for embedding scholarly insights into the UI design process. Bingcan Guo, Jaewook Lee 0005, Lucy Lu Wang, Gary Hsieh |
DIS | 2 |
| 2026 | Dark Patterns Meet GUI Agents: LLM Agent Susceptibility to Manipulative Interfaces and the Role of Human OversightabstractThe dark patterns, deceptive interface designs manipulating user behaviors, have been extensively studied for their effects on human decision-making and autonomy. Yet, with the rising prominence of LLM-powered GUI agents that automate tasks from high-level intents, understanding how dark patterns affect agents is increasingly important. We present a two-phase empirical study examining how agents, human participants, and human-AI teams respond to 16 types of dark patterns across diverse scenarios. Phase 1 highlights that agents often fail to recognize dark patterns, and even when aware, prioritize task completion over protective action. Phase 2 revealed divergent failure modes: humans succumb due to cognitive shortcuts and habitual compliance, while agents falter from procedural blind spots. Human oversight improved avoidance but introduced costs such as attentional tunneling and cognitive load. Our findings show neither humans nor agents are uniformly resilient, and collaboration introduces new vulnerabilities, suggesting design needs for transparency, adjustable autonomy, and oversight. Bingcan Guo, Ibrahim Khalilov, Simret Araya Gebreegziabher, Bingsheng Yao, Dakuo Wang, Yanfang Ye 0001, Tianshi Li 0001, Ziang Xiao, Yaxing Yao, Toby Jia-Jun Li |
CHI | 5 |
| 2024 | Charting the Future of AI in Project-Based Learning: A Co-Design Exploration with StudentsabstractStudents’ increasing use of Artificial Intelligence (AI) presents new challenges for assessing their mastery of knowledge and skills in project-based learning (PBL). This paper introduces a co-design study to explore the potential of students’ AI usage data as a novel material for PBL assessment. We conducted workshops with 18 college students, encouraging them to speculate an alternative world where they could freely employ AI in PBL while needing to report this process to assess their skills and contributions. Our workshops yielded various scenarios of students’ use of AI in PBL and ways of analyzing such usage grounded by students’ vision of how educational goals may transform. We also found that students with different attitudes toward AI exhibited distinct preferences in how to analyze and understand their use of AI. Based on these findings, we discuss future research opportunities on student-AI interactions and understanding AI-enhanced learning. Chengbo Zheng, Kangyu Yuan, Bingcan Guo, Reza Hadi Mogavi, Zhenhui Peng, Shuai Ma 0005, Xiaojuan Ma |
CHI | 3 |
| 2022 | When Gamification Spoils Your Learning: A Qualitative Case Study of Gamification Misuse in a Language-Learning AppabstractMore and more learning apps like Duolingo are using some form of gamification (e.g., badges, points, and leaderboards) to enhance user learning. However, they are not always successful. Gamification misuse is a phenomenon that occurs when users become too fixated on gamification and get distracted from learning. This undesirable phenomenon wastes users' precious time and negatively impacts their learning performance. However, there has been little research in the literature to understand gamification misuse and inform future gamification designs. Therefore, this paper aims to fill this knowledge gap by conducting the first extensive qualitative research on gamification misuse in a popular learning app called Duolingo. Duolingo is currently the world's most downloaded learning app used to learn languages. This study consists of two phases: (I)a content analysis of data from Duolingo forums (from the past nine years) and (II)semi-structured interviews with 15 international Duolingo users. Our research contributes to the Human-Computer Interaction (HCI) and Learning at Scale ([email protected]) research communities in three ways: (1) elaborating the ramifications of gamification misuse on user learning, well-being, and ethics, (2) identifying the most common reasons for gamification misuse (e.g., competitiveness, overindulgence in playfulness, and herding), and (3) providing designers with practical suggestions to prevent (or mitigate) the occurrence of gamification misuse in their future designs of gamified learning apps. Reza Hadi Mogavi, Bingcan Guo, Yuanhao Zhang, Ehsan ul Haq, Pan Hui 0001, Xiaojuan Ma |
L@S | 2 |