<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>BritCHI 2026 on BCS BritCHI 2026</title><link>https://2ebd894a.britchi.pages.dev/</link><description>Recent content in BritCHI 2026 on BCS BritCHI 2026</description><generator>Hugo</generator><language>en</language><lastBuildDate>Thu, 29 Jan 2026 00:00:00 +0000</lastBuildDate><atom:link href="https://2ebd894a.britchi.pages.dev/index.xml" rel="self" type="application/rss+xml"/><item><title>Full Papers</title><link>https://2ebd894a.britchi.pages.dev/programme/papers/</link><pubDate>Thu, 29 Jan 2026 00:00:00 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/papers/</guid><description>&lt;p>For inquiries, please contact the &lt;a href="https://2ebd894a.britchi.pages.dev/committee/#pap">Full Papers Chairs&lt;/a>.&lt;/p>
&lt;h3 id="important-dates">Important Dates&lt;/h3>
&lt;p>Submission Deadline: &lt;strong>21st May 2026 Anywhere on Earth&lt;/strong>.&lt;/p>
&lt;!--Notification: **2nd July 2026**.~~ 
Camera-Ready Deadline: **30th July 2026**.~~-->
&lt;h3 id="call">Call&lt;/h3>
&lt;p>&lt;em>Please note that this information is provided in an advisory capacity, and is subject to change until confirmed by the committee.&lt;/em>&lt;/p>
&lt;p>We invite researchers, practitioners, and academics to submit original full research papers (&amp;lsquo;Long Papers&amp;rsquo;).
This track provides an opportunity for authors to present comprehensive studies, groundbreaking research, and significant developments in the field of HCI.&lt;/p></description></item><item><title>Accessible &amp; Collaborative Digital Practices</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/accessible-collaborative-digital-practices/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/accessible-collaborative-digital-practices/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Tuesday 11 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/3.20 Turing Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>15:30-15:40&lt;/td>
 &lt;td>Strategic Pausing in Digital Reading: A Pilot Evaluation of SmartPause on Cognitive Performance&lt;/td>
 &lt;td>Digital reading environments are prone to premature disengagement, which can impair comprehension and cognitive performance. This pilot study introduces a simplified version of SmartPause—a lightweight, timing-sensitive intervention that encourages readers to continue until a natural breakpoint. Unlike earlier conceptual designs that included reflection prompts and note-taking, this version isolates the effect of exit timing alone, offering a more minimal and scalable interaction. By removing additional scaffolding and controlling for individual variability, we test whether timing cues by themselves support cognitive performance. Fourteen participants read two digital passages in a fixed order: one passage ended at a natural breakpoint, while the other was exited partway through. Exit timing was counterbalanced across participants to compare cognitive outcomes associated with early versus full completion. Measures included selective attention, free recall, perceived workload, engagement and affective state. Preliminary results suggest directional benefits in favour of natural breakpoint-aligned exits, particularly for memory, attentional control, and affective tone. These trends tentatively support the role of cognitively aligned pausing in enhancing digital reading outcomes without adding user burden. This exploratory pilot offers early evidence for context-aware disengagement as a design principle and motivates future development of adaptive reading systems aligned with cognitive rhythms.&lt;/td>
 &lt;td>Naile Burcu Hacioglu, Maria Chiara Leva and Hyowon Lee&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>15:40-15:50&lt;/td>
 &lt;td>StemA11y: An AI-Driven Mobile System for Non-Visual and Multisensory Access to STEM Content&lt;/td>
 &lt;td>Blind and low-vision (BLV) learners encounter persistent barriers in accessing STEM educational materials. Traditional accommodations, including manual Braille transcription and tactile graphic production, are labor-intensive and time-consuming, often resulting in significant delays that impede timely engagement with STEM content. To address this gap, we present StemA11y, an AI-powered iOS application that automatically converts STEM materials into accessible formats and delivers them via speech, audio cues, haptics, and VoiceOver support. We evaluated StemA11y with 11 BLV participants across two content types&amp;ndash;math worksheets and adapted SAT papers. Our results revealed that System Usability Scale (SUS) scores exceeded the industry benchmark of 68 for both math worksheets (M=75.2) and SAT papers (M=83.2). Technology Acceptance Model (TAM) ratings indicated high perceived ease of use, ease of learning, and overall satisfaction. Further, qualitative feedback demonstrated the importance of customizable math verbosity, consistent graphic cues, and context-aware navigation. Drawing on these insights, we discuss design considerations for developing multisensory AI-powered mobile systems to improve STEM accessibility for BLV learners, including configurable content verbosity, strategies to reduce redundant cues and cognitive load, and enhanced support for exploring graphical information.&lt;/td>
 &lt;td>Hari Palani and Rudaiba Adnin&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>15:50-16:00&lt;/td>
 &lt;td>Towards Human-AI collaborative methods in UX: a qualitative case study for discovery research platforms&lt;/td>
 &lt;td>This paper introduces human and Artificial Intelligence (AI) collaboration for the preparation and analysis of empirical qualitative data. Through a case study, we explore this collaboration with user experiences of researchers across four research disciplines: (1) Molecular Dynamics; (2) Earth Systems; (3) Social Sciences and Humanities; and (4) Mathematics, alongside commercial data providers. Generative AI and Large Language Models (LLMs) conducted processes within the thematic analysis of empirical interview transcripts led by researchers. Over a six-month period, we iteratively translated user insights into design artefacts – user personas, scenarios, and tool functionalities. Here, we report on the focus of the analysis stages combining AI-process and critical human decision-making. This case study demonstrates how using generative AI can streamline traditional qualitative methods in discovery tool design, whilst maintaining quality of research outcomes. We highlight the stages required for delivery of meaningful, collaborative, user-centred design artefacts, and reflect on our Human-AI interactions.&lt;/td>
 &lt;td>Diane Morrow, Franjo Pehar, Crystal Silver, Kathy-Ann Fletcher and Stefano De Paoli&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>16:00-16:10&lt;/td>
 &lt;td>Understanding Human Centred AI in Digital Health: Policies and Privacy protection for African users&lt;/td>
 &lt;td>This study examines the data protection and the application of human-centred artificial intelligence (AI) in digital health across 10 African countries, emphasizing informed consent and privacy. With increasing AI use in healthcare, particularly in low-income nations, concerns around data privacy and inconsistent regulations have emerged. Using systematic review methods, this study reviews data protection laws of 10 African countries enacted between 2015 and 2025. These 10 countries were selected because they tailored their data protection laws to incorporate specific protections for sensitive data, which emphasize data security, accountability, and data subject rights. A comparative analysis was conducted using Africa’s Malabo Convention, the U.S. code of federal regulation (CFR), and Europe&amp;rsquo;s General Data Protection Regulation (GDPR). Major issues identified include fragmented laws, weak enforcement, and insufficient provisions for user consent and data erasure. The study emphasizes the value of aligning regulatory efforts with the African Union’s framework, recognizing distinct African ethical standards rather than relying solely on international norms. Additionally, it explores how human-centred AI, particularly user autonomy, can ethically guide digital health implementation. The research contributes by outlining how harmonized regulations and AI designs adapted to local contexts can effectively address privacy challenges.&lt;/td>
 &lt;td>Chizoba Agwaonye and Neda Azarmehr&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Community 1</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/community-1/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/community-1/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Tuesday 11 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/2.22 - Sandpit/Katherine Johnson Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>13:00-13:30&lt;/td>
 &lt;td>Who cares? Revisiting Vincent / Design and Development of an Embodied and Collective Digital Mental Health Intervention for Healthcare Professionals&lt;/td>
 &lt;td>Based on the paper on Vincent, a chatbot for self-compassion, I propose a community dialogue to discuss LLMs, emotions, and care. I shortly present the work on Vincent and why it is timely to critically discuss the methods and ethics in HCI, given the changes in conversational agents when comparing between pre- and post-LLM eras. Topic area experts (Aneesha Singh, Rafel Calvo, and Malak Sadek) will kick off the discussion thereafter, followed by questions and contributions from the audience. / Healthcare professionals (HCPs) often face high levels of stress and burnout in their work. Digital mental health interventions (DMHIs) offer affordable, accessible and flexible support, which are ideal for HCPs to relax and mitigate stress and burnout at work. However, a lack of user engagement with DMHIs has been a predominant challenge in academia and the industry. More effort is needed to design and develop engaging DMHIs that are designed for user motivation and retention. In this Community demonstration, we hope to present a novel DMHI, named HealersRx, which is tailored for HCPs to provide embodied and collective mental health and wellbeing sessions. This tool offers unique on-site, embodied and collective interventions for HCPs, with gamified design elements and motivational design considerations.&lt;/td>
 &lt;td>Minha Lee / Zheyuan Zhang, Jingjing Sun, Dorian Peters and Rafael A. Calvo&lt;/td>
 &lt;td>Community&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>13:30-14:00&lt;/td>
 &lt;td>When Communities Lead Design: Tensions, Failures, and Learnings from mHealth Development in Peru&lt;/td>
 &lt;td>This presentation examines real-world learnings from designing dementia screening tools with Community Health Workers across four diverse regions of Peru - tools now screening 32,000 older adults nationwide. Through candid reflection on methodological tensions and implementation failures, we foster genuine dialogue about community-led design in practice. For the BCS HCI community, particularly as healthcare systems shift toward community-based care, these insights from resource-constrained settings offer practical lessons for ethical technology deployment.&lt;/td>
 &lt;td>Marco Da Re and Rafael A. Calvo&lt;/td>
 &lt;td>Community&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Community 2</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/community-2/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/community-2/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Tuesday 11 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/3.20 Turing Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>13:00-14:00&lt;/td>
 &lt;td>Negotiating Machine Perspectives: AI-Mediated Troubleshooting in Repair Ecosystems&lt;/td>
 &lt;td>As artificial intelligence increasingly mediates technical work, repair and maintenance practices are being recalibrated—what counts as expertise, how it is shared, and who retains agency. This interactive panel convenes researchers and practitioners to examine human–AI negotiation in repair, with emphasis on: (1) how AI privileges particular forms of knowledge, (2) equity and practitioner agency when diagnostic tools and digital twins shape decisions, (3) embodied and tacit expertise that resists computational capture, and (4) pathways towards sustainable, right-to-repair futures. Through concise provocations, rotating fishbowl discussions, and structured synthesis, participants will co-produce evaluative frameworks and design principles that leverage AI responsibly while safeguarding craft knowledge and local autonomy.&lt;/td>
 &lt;td>Pranjal Jain, Teresa Castle-Green, Veera R. R. Kovvuri, Phoebe Brown, Abhay Vohra, Laura Fogg-Rogers, Zachary R Madin, Jenny Ford and Kinnari Gatare&lt;/td>
 &lt;td>Community&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Design for Wellbeing &amp; Human-Centred AI</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/design-for-wellbeing-human-centred-ai/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/design-for-wellbeing-human-centred-ai/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Monday 10 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/2.22 - Sandpit/Katherine Johnson Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>14:30-14:50&lt;/td>
 &lt;td>The Real Cost of the Trick Wording Deceptive Pattern: Time Lost, Minds Taxed&lt;/td>
 &lt;td>With the increasing attention on Deceptive Patterns in the digital world, especially from the field of Human-Computer Interaction (HCI), it is becoming more important to understand how Deceptive Patterns influence User Experience (UX) design and reading behavior of users, and what the real cost actually is. This research focuses on a Deceptive Pattern, namely obstruction &amp;ldquo;Trick Wording&amp;rdquo;. Through the use of eye-tracking technology in an experiment, this research aims to find out how the presence of negations in text influence readability by investigating possible relations between negations and cognitive load, fixations, and reading duration. The results showed that there were positive linear relations between all of the aforementioned variables, with the number of negations being a somewhat reliable predictor of cognitive load. There was also a significant difference in cognitive load between questions that were correctly and incorrectly answered. The findings are hard to generalize to as there was a small sample size (n=20) in the experiment. Nevertheless, this research can lay a good foundation for future research by investigating variables (evidence based) that have barely been touched before in the context and field of Deceptive Patterns.&lt;/td>
 &lt;td>Christof van Nimwegen, Evan van de Sande and Almila Akdag&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>14:50-15:10&lt;/td>
 &lt;td>Designing for Financial Wellbeing Informed by Financial Therapists’ and Coaches’ Practices&lt;/td>
 &lt;td>Personal money management and financial decisions are both essential and challenging, and most HCI research in this space has focused on end users, such as individuals&amp;rsquo; or families&amp;rsquo; financial behaviour. However, we know less about the financial practitioners’ practices with their clients to support their financial well-being and address their financial challenges. We report an interview study with 21 financial practitioners including therapists and coaches to explore their practices with their clients, as well as their perspective on financial well-being and problematic financial behaviour. Findings support richer understanding of financial well-being, and its main challenges, as well as the main interventions to address them. We conclude with three design implications to better support financial well-being.&lt;/td>
 &lt;td>Mariam Alenazi and Corina Sas&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>15:10-15:30&lt;/td>
 &lt;td>Understanding #CreepyTech: Exploring the Context of Creepiness of Emerging Technology&lt;/td>
 &lt;td>While emerging technologies open new opportunities, some people might find them &amp;lsquo;creepy&amp;rsquo;. Research on &amp;lsquo;creepy technologies&amp;rsquo; has focused on identifying and quantifying the specific characteristics that make them seem creepy. However, creepiness is subjective, and technologies seen as benign in one situation may become creepy in another. We contribute an exploratory analysis of tweets containing the keyword &amp;lsquo;creepy technology&amp;rsquo; to identify how technological (e.g. what the technology can do) and contextual (e.g. application areas) factors might influence the perception of creepiness.&lt;/td>
 &lt;td>Argenis Ramirez Gomez, Carolina Fuentes, Samuelson Atiba, Nervo Verdezoto and Katarzyna Stawarz&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>15:30-15:40&lt;/td>
 &lt;td>Leveraging Creepiness to Facilitate Ethical Design: Lessons Learned From a Design Workshop&lt;/td>
 &lt;td>Developing novel technologies tends to focus on eliminating or reducing undesirable features and characteristics of novel technologies. However, there is value in exploring the impact of intentionally &amp;lsquo;creepy&amp;rsquo; designs that make these unwanted characteristics an explicit attribute. We have conducted a preliminary design workshop with 10 participants to explore the impact of this approach. The results show how, in focusing on creepiness as a resource for design, participants were organically prompted to reflect on the source of creepiness, namely identifying often overlooked attributes or characteristics. This facilitated the mitigation of potential side effects related to ethical issues that could emerge, as designers were informed by creepiness to create better designs of novel technologies. Overall, our work shows how creepiness could become an accessible framework to facilitate reflection on the ethical frictions of designing technologies based on users&amp;rsquo; sensemaking and their relationship with interactive devices.&lt;/td>
 &lt;td>Katarzyna Stawarz, Alison Burrows and Argenis Ramirez Gomez&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>15:40-15:50&lt;/td>
 &lt;td>Conversational AI in Community Care: Preliminary Insights from a Scoping Review&lt;/td>
 &lt;td>Community-based care represents a strategic priority for healthcare systems globally, yet the integration of conversational artificial intelligence (CAI) in these settings remains underexplored. This preliminary scoping review investigates current applications of CAI in community care settings to identify and categorise functional capabilities that can guide future implementation decisions. Through systematic database searches, we identified 65 papers for detailed analysis. Our initial observation surfaced eight CAI capabilities: identify, detect, generate, create, record, send, adapt, and operate. ‘Generation’ was frequently observed to produce personalised responses, data summaries or care recommendations. ‘Adaptation’ appeared particularly relevant in community care, facilitating linguistically and culturally responsive care. Emergent insights include the role of CAI in supporting relational care, enhancing cultural and contextual sensitivity, enabling collaboration with human agents, and processing multimodal data inputs for diverse care settings. This capability-centred analysis will provide an evidence-based foundation for innovators and clinical teams to make informed decisions about CAI integration in community care environments, with implications for scaling accessible and culturally appropriate care delivery.&lt;/td>
 &lt;td>Minseo Cho, Marco Da Re, Tori Simpson, Matthew Harrison and Rafael Calvo&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Design, Deception &amp; Digital Experience</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/design-deception-digital-experience/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/design-deception-digital-experience/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Monday 10 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/3.20 Turing Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>14:30-14:50&lt;/td>
 &lt;td>A Co-Design Exploration of Screen Design Transitions&lt;/td>
 &lt;td>Young children&amp;rsquo;s technology usage is on the rise and transitioning from on screen to off screen can often be difficult for both parents and children. The aim of this study is to explore whether older children can assist in the design of these transitions with younger users in mind. 75 children, aged 9 - 11, participated in a co-design session where they were required to transition designs for children aged 3 - 5 years. To explore different transitioning solutions, the children were split in three conditions (in device, in app, and external transitions). Our paper offers insights into the way children can design for others in relation to screen time ending, we critique different scaffolding methods that were used and offer advice for others doing similar work in this regard, and we suggest some design ideas for further exploration.&lt;/td>
 &lt;td>Megan Baxter, Matthew Horton and Janet Read&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>14:50-15:10&lt;/td>
 &lt;td>Deletion Considered Harmful&lt;/td>
 &lt;td>In a world of information overload, understanding how we can most effectively manage information is crucial to success. We set out to understand how people view deletion, the removal of material no longer needed: does it help by reducing clutter and improving the signal to noise ratio, or does the effort required to decide to delete something make it not worthwhile? How does deletion relate to other strategies like filing; do people who spend extensive time in filing also prune their materials too? We studied the behaviour of 51 knowledge workers though a series of questionnaires and interviews to evaluate a range of tactics they used aimed at organizing, filing, and retrieving digital resources. Our study reveals that deletion is consistently under-adopted compared to other tactics such as Filing, Coverage, Ontology, and Timeliness. Moreover, the empirical data indicate that deletion is actually detrimental to retrieval success and satisfaction. In this paper, we examine the practice of deletion, review the related literature, and present detailed statistical results and clustering outcomes that underscore its adverse effects.&lt;/td>
 &lt;td>Paul Englefield and Russell Beale&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>15:10-15:30&lt;/td>
 &lt;td>The METUX Matrix - A Design Framework for Human-Centred AI&lt;/td>
 &lt;td>Psychology research has shown that positive user experience is contingent on the fulfilment of three basic psychological needs (Autonomy, Competence and Relatedness). The model for “Motivation Engagement and Thriving in User Experience” (METUX) has provided tools for designing to support these needs across 6 different spheres of technology experience, but the process of addressing needs in the AI context remains challenging. As such, in this paper we present a tool designed to scaffold such a process. We introduce the METUX Matrix, a framework combining the METUX model and insights from multiple literatures to effectively anchor HCI for AI in the basic psychological needs at the heart of human experience. We draw on approaches from literature in psychology and philosophy and explore how the model can be used as part of user research, ethical enquiry, or foresight for AI systems. We do so through three case studies in three critical areas of AI research: 1. Social AI, 2. AI for health, and 3. AI for digital immortality.&lt;/td>
 &lt;td>Dorian Peters and Tomasz Hollanek&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>15:30-15:50&lt;/td>
 &lt;td>Mindful Eating Practice and its Challenges: Insights from Expert Practitioners&lt;/td>
 &lt;td>The exploration of mindfulness technologies and human-food interaction has received increased HCI interest, albeit limited research has explored the intersection of these separate areas. To address this gap, we interviewed 21 mindful eating expert practitioners, including nutritionists, dietitians, psychologists, or mindfulness coaches, to understand their mindful eating practices and the feasibility of technologies to support them. Findings indicate that mindful eating practitioners use mindful eating, mindfulness, and mental health interventions for their four client groups: those living with eating disorders, including mental health conditions, non-clinical conditions, and those interested in improving overall wellbeing. Findings also highlight the challenges of mindful eating practice, and we concluded with four design implications for addressing them.&lt;/td>
 &lt;td>Lala Guluzade and Corina Sas&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Designing for Behaviour, Emotion &amp; Security</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/designing-for-behaviour-emotion-security/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/designing-for-behaviour-emotion-security/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Tuesday 11 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/2.22 - Sandpit/Katherine Johnson Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>15:30-15:50&lt;/td>
 &lt;td>Promoting Compliance: Can the Four Tendencies Framework Help Change Behaviours?&lt;/td>
 &lt;td>The challenge of increasing adherence, particularly medical adherence, is important for many reasons including better quality of life, increased health benefit and reduction of harm. We investigate using the Four Tendencies Framework to categorise people based on how they respond to expectations in order to create tailored interventions, and assess whether this helps increase adherence. We settled on encouraging people to meditate as an appropriate neutral intervention with parallels to medication adherence but with fewer ethical and safety issues for the participants. We developed a smartphone app based on these categorisation and behavioural principles that had two different forms of intervention. The Obliger intervention consisted of a habit tracker whilst the Questioner intervention focused on informing the user of the benefits of meditation. The app notifications were also tailored. Study participants were recruited via social contacts and, of 107 people approached, 19 participated in the 28 day study and 10 completed the post-study survey. The exploratory study suggested that the app did help improve adherence to daily meditation, though no statistically significant difference between the interventions was found. Qualitative results suggest that there were multiple potential confounding factors and hence further research is required. Particular points of interest from the study and survey include whether it is actually possible to design an app that distinctly appeals to a certain tendency, whether the meditation logging system was a good adherence measure, reasons for non-adherence, the impact of the given task and the impact of the study audience.&lt;/td>
 &lt;td>Russell Beale and Lucy Exley&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>15:50-16:10&lt;/td>
 &lt;td>Centring Awe Experiences in Design for HCI&lt;/td>
 &lt;td>We explore how centring human and nonhuman flourishing affects HCI, by cultivating awe: a moral emotion that increases prosociality and fosters connectedness with life, both human and nonhuman. Following a narrative review approach we present a theoretical contribution that introduces everyday awe to HCI. Previous research on awe has focused on grandiose experiences of awe from physical vastness, like viewing a mountain, including the use of VR. However, awe experiences must be accessible in everyday life to cultivate awe as a trait. This helps encourage a deeper appreciation of the ordinary instead of the grandiose, like everyday acts of kindness or encountering a spider&amp;rsquo;s web&amp;rsquo;s complexity. By connecting established HCI research with concepts from social sciences, we derive conceptual tensions and related design strategies to design for everyday awe. We call for diverse HCI research and technology design to promote everyday uncontrollability, ambiguity, taking multiple points of view, and even creepiness. In this way, we explore how computing can move us towards more sustainable and equitable futures.&lt;/td>
 &lt;td>Niels van Velzen and Minha Lee&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>16:10-16:30&lt;/td>
 &lt;td>Playing out cyber security issues: A theatrical dramatisation of news stories&lt;/td>
 &lt;td>Researchers conducting participatory design workshops have an array of tools at their disposal to stimulate participant discussions. However, engagement often depends on the presentation format of said tool and may affect the depth of the data collected. In this paper, we investigate the possibilities of using drama and theatre with professional actors, within the context of a news-story presentation, aimed at initiating discussions with professional and hobbyist coders on aspects of cybersecurity. This approach successfully stimulated deep discussions around security, highlighting certain themes that may affect security while coding (such as coder practices and morality). Even though this paper focuses on coders and lessons learned, the findings of this paper may inform HCI research more generally. The techniques we employed can apply to various stages of technology development, ranging from requirements gathering, usability testing, and the communication of the findings of technology research.&lt;/td>
 &lt;td>Theodoros Georgiou, Olga Chatzifoti, Sheung Chi Chan, Manuel Maarek, Clare Duffy, Rupert Goodwins and Lynne Baillie&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Digital Identities, Inequalities &amp; Inclusive AI</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/digital-identities-inequalities-inclusive-ai/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/digital-identities-inequalities-inclusive-ai/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Tuesday 11 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/2.22 - Sandpit/Katherine Johnson Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>14:00-14:10&lt;/td>
 &lt;td>Listen When Citizen Sensors Speak: Free Text in Urban Problem Reporting Platforms&lt;/td>
 &lt;td>Citizen sensors provide valuable data about the state of municipal infrastructure. Many urban problem reporting platforms have been created that support citizen sensors in this task. Reports typically have four components, location, free text description, category, and image upload. In this paper, we investigate the information contained in the free text descriptions. In a qualitative content analysis of 360 problem reports of a major German city, we find that almost all users of the reporting system provide useful additional data that can help process and act on their reports, even though key information about problem and location has already been provided through a category assignment and a map interface. We discuss how these findings might inform the design of AI tools that improve problem reporting services for citizens and administrators.&lt;/td>
 &lt;td>Dennis Lindt, Mona Bartling, Katharina Meiners, Roland-Ronja Wehking and Maria Klara Wolters&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>14:10-14:20&lt;/td>
 &lt;td>Use of and Concerns about Online Authentication Technologies among British University Staff and Students&lt;/td>
 &lt;td>Having all kinds of personal information, from the mundane to the sensitive, online has now become a normal part of everyday life, with most people have many online accounts. Staff and students at universities have much important information online which needs to be secure. The technologies used for authentication of online accounts as now grown from passwords to a range of different technologies including two-factor authentication (2FA), single sign on (SSO), biometric authentication (most often face or fingerprint recognition), Federated Identity Management (FIM), and Fast Identity Online (FIDO). Research has shown that users have usability issues and concerns about all these technologies. An online survey was undertaken to investigate current levels of use and concerns about seven authentication technologies among British university staff and students. A wide range of technologies was used with passwords still being the most frequently used. Participants’ ratings of ease of use, trust, perception of security and confidence in using the technologies was generally high, and ratings of concerns were low. There were interesting differences between the staff and student samples.&lt;/td>
 &lt;td>Ibtihal Alotaibi, Helen Petrie and Siamak Shahandashti&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>14:20-14:30&lt;/td>
 &lt;td>Unraveling Connected Lives: Exploring Individual Perceptions of Smart Homes&lt;/td>
 &lt;td>In our data-driven world, smart devices are seamlessly integrated into our daily lives, offering convenient and user-friendly interactions based on user data. Human-Data Interaction (HDI) provides holistic frameworks to explore how individuals interact with their digital data. However, these are limited in revealing the entanglement of smart technology in everyday home experiences that inherently include multiple individuals. To this end, we conducted an exploratory survey (n=49) on smart home devices that revealed the synergies between smart technology, data, and individuals within different households. The results show people view smart technology in complex ways, recognising both pragmatic and (an)hedonic qualities, which in turn might influence their adoption of smart devices, as well as how they handle personal and shared data. We call for future work that considers data practices beyond the individual to advocate for a holistic social perspective on human-data interactions in the smart home.&lt;/td>
 &lt;td>Argenis Ramirez Gomez, Kim Sauvé, Carolina Fuentes and Nervo Verdezoto&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>14:30-14:40&lt;/td>
 &lt;td>Digital Colourism? Understanding Emoji Skin Tone Preferences Among Indian-Origin Users&lt;/td>
 &lt;td>Emoji skin tone modifiers, designed to reflect human skin tone diversity, can signal racial and ethnic identities, shaping user preferences. However, much of this knowledge is derived from Western cultural contexts. Given that cultural norms shape user preferences and identity associations with emoji skin tones, understanding perspectives from users globally is essential. To this end, we conducted a survey to examine skin tone modifier preferences among Indian-origin users. Our findings suggest that women, regardless of self-perceived skin tone, are more likely to use emoji skin tones matching their own and value the range of options more than men. Our discussion raises caution about designing for neutrality in computing and offers directions for future research.&lt;/td>
 &lt;td>Ramprabu Thangaraj, Jinan Hussain, Tongxin Li, Sayan Sarcar and Alisha Pradhan&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Digital Mental Health &amp; Explainable AI</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/digital-mental-health-explainable-ai/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/digital-mental-health-explainable-ai/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Monday 10 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/2.22 - Sandpit/Katherine Johnson Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>11:00-11:20&lt;/td>
 &lt;td>Culturally Adapted Design of a Digital Mental Health Intervention to the Chinese context: A design case study&lt;/td>
 &lt;td>Culture plays a crucial role in the design of mental health interventions since it influences how people seek assistance, participate in healthy behaviours, and how services are provided. It is believed that by including cultural factors into the intervention, the relevance, acceptability, effectiveness, and sustainability would be improved. In this paper, we present the design process of a case study of adapting an evidence-proven Australian digital mental health intervention to the Chinese context, following culturally sensitive design frameworks including the ADAPT Model and the Ecological Validity Model. Through cultural adaptation, the localised intervention, namely 云舒 (CloudEase), received a higher overall satisfaction score in the System Usability Scale, compared to the literal translated version of the original intervention. Documenting each step of this process demonstrates a practical roadmap and guidelines for customising similar digital mental health interventions in Chinese or other cultural settings.&lt;/td>
 &lt;td>Sijin Sun, Jiyuan Cao, Zheyuan Zhang and Rafael A. Calvo&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:20-11:40&lt;/td>
 &lt;td>Co-Designing Augmented Paper for Health Education with Older Adults&lt;/td>
 &lt;td>Health education plays a crucial role in promoting healthy ageing. This study investigates the co-design of two augmented paper prototypes to enhance health education provision for older adults. Two seed concepts were developed based on user requirements from prior research: (1) self-printed postcards for physical exercises linked to audio or video demonstrations on a smartphone, (2) a folding leaflet on eating well linked to explanatory text, audio and video clips. Links were implemented through a custom app (1) or a QR LinktreeTM (2). Ten participants aged 65 or older were invited to re-design each concept, using the Focusgroup+ method. Two new concepts revealed a shift of printed text content from paper to audio, and an innovation of self-constructed printed paper formats following medical consultations or online health information searches. These demonstrate the potential for blending physical and digital resources to enhance the accessibility of health information for older people.&lt;/td>
 &lt;td>Larissa Taveira Ferraz, David Frohlich, Charo Hodgkins and Paula Castro&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:40-12:00&lt;/td>
 &lt;td>Are All Design Frictions Equal? Exploring Types of Frictions and their Perceived Value for Digital Wellbeing&lt;/td>
 &lt;td>Much research on digital wellbeing has focused on interventions for digital self-control while less work explored design frictions (which deliberately aim to inconvenience users) despite their potential to more sensitively account for users’ contexts. To address this gap, we identified five types of design frictions: cognitive, emotional, motivational, social, and physical for which we provided working definitions, and illustrated with design exemplars from the state-of-the-art. We also report workshops with 19 participants to explore these types of frictions and users’ perception of their value for digital wellbeing. We conclude with four design implications for digital wellbeing including supporting design frictions at app level, supporting adaptive design frictions, sensitive design of emotional frictions, and balancing user’s need for privacy in social frictions.&lt;/td>
 &lt;td>Sultan Almoallim and Corina Sas&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>12:00-12:20&lt;/td>
 &lt;td>Expert Nutritionists’ Perception of XAI Visualisations for Overweight Prediction&lt;/td>
 &lt;td>The integration of Artificial Intelligence (AI) in overweight prediction has shown significant promise. However, the adoption of these systems relies healthcare professionals’ understanding of AI algorithms and outputs. This study explores how expert nutritionists understand and engage with AI Random Forest Classifier algorithm and understand its prediction while using visualisations from two Explainable AI (XAI) tools: SHAP LIME. We report workshops with ten practitioners to investigate also their perception of the dataset used for overweight prediction, and their experiences with SHAP and LIME visualisations. Our findings highlight insights regarding dataset provenance and relevance, benefits and limitations of these visualisations and key features supporting nutritionists’ understanding of overweight prediction. We conclude with a reflection on our key findings and their importance for AI-HCI research in health.&lt;/td>
 &lt;td>Ahmad Alaqsam and Corina Sas&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Futures of Interaction &amp; Everyday Tech</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/futures-of-interaction-everyday-tech/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/futures-of-interaction-everyday-tech/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Tuesday 11 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/2.22 - Sandpit/Katherine Johnson Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>11:00-11:10&lt;/td>
 &lt;td>Choreographing Trash Cans: On Speculative Futures of Weak Robots in Public Spaces&lt;/td>
 &lt;td>Delivering groceries or cleaning airports, mobile robots exist in public spaces. While these examples showcase robots that execute tasks, this paper explores mobile robots that encourage posthuman collaboration rather than managing environments independently. With feigned fragility, cuteness and incomplete functionalities, the so-called &amp;lsquo;&amp;lsquo;weak robots&amp;rsquo;&amp;rsquo; invite passersby to engage not only on a utilitarian level, but also through imaginative and emotional responses. After examining the workings of &amp;lsquo;&amp;lsquo;weak robots&amp;rsquo;&amp;rsquo; by queering notions of function and ability, we introduce two speculative design fiction vignettes that describe choreographies of such robots in future urban spaces&amp;mdash;one exploring a utopian weak robot and the other a dystopian weak robot. We introduce these speculations in order to discuss how different values may drive design decisions, and how such decisions may shape and drive different socio-technical futures in which robots and humans share public spaces that incentivise collaboration.&lt;/td>
 &lt;td>Minja Axelsson and Lea Luka Sikau&lt;/td>
 &lt;td>Futures&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:10-11:20&lt;/td>
 &lt;td>Back to the Future Museum - Speculative Design for Virtual Citizen-Curated Museums&lt;/td>
 &lt;td>This forward-looking paper uses speculative design fiction to explore future museum scenarios where citizen curators design and share immersive virtual reality museums populated with tangible heritage artefacts, intangible virtual elements and interactive experiences. The work also explores takeaway ‘asset packs’ containing 3D artefact models, as well as interactive experiences, and envisages a visit to the future museum, where the physical and virtual experiences interplay. Finally, the paper considers the implications of this future museum in terms of resources and the potential impacts on traditional museums.&lt;/td>
 &lt;td>Richard Rhodes and Sandra Woolley&lt;/td>
 &lt;td>Futures&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:20-11:30&lt;/td>
 &lt;td>Human-Human-AI Codesign for Person-Centred STEAM Futures&lt;/td>
 &lt;td>This work explores a person-centred vision for future STEAM education through Human–Human–AI Co-design. In a series of participatory workshops, learners from diverse backgrounds collaborated with generative AI tools (ChatGPT, DALL·E) to co-create speculative STEAM learning scenarios. The work reflects on how AI can support—not replace—human-to-human creativity and proposes a novel collaborative structure, Human–Human–AI Co-design, for inclusive educational engagement. This research underscores the importance of embodied reflection and structured co-design workflows for building transdisciplinary, equitable futures.&lt;/td>
 &lt;td>Jiarong Yu, Beverley Hood and Laura Colucci-Gray&lt;/td>
 &lt;td>Futures&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:40-12:00&lt;/td>
 &lt;td>Exploring user requirements for immersive indoor-to-outdoor video conferencing between older people and their remote family&lt;/td>
 &lt;td>The key focus of this study is to understand perceptions of potential features in novel video conferencing system designs that can effectively support social connection between older adults and their remote family members. This study employs focus group discussions to gain insights into the basic user requirements of older adults. By analysing their current communication with family members and their experiences with existing video-conferencing systems, the research aims to explore their social needs and personal experiences with technology in depth. Additionally, through the presentation of immersive, panoramic VR conferencing demonstrations, this study gathered feedback from target users, as well as their aspirations and personal suggestions for future technological developments. The findings from this study will contribute to developing an interactive prototype and provide valuable inspiration for future research and innovation.&lt;/td>
 &lt;td>Kebing Zhang, David Frohlich and Emily Corrigan-Kavanagh&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Human-AI Interaction, Chatbots &amp; Social Norms</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/human-ai-interaction-chatbots-social-norms/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/human-ai-interaction-chatbots-social-norms/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Monday 10 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/3.20 Turing Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>11:00-11:20&lt;/td>
 &lt;td>From Queries to Prompts: Comparing User Experience in Generative AI Tools and Search Engines&lt;/td>
 &lt;td>Recent advances in large language models (LLMs) and the rise of Generative Artificial Intelligence (GenAI) tools, such as ChatGPT and Copilot, are ushering in a significant shift in the way people interact with information-seeking systems. This study presents a mixed-methods investigation aimed at comparing user experiences of GenAI tools and Conventional Search Engines (CSEs). Twenty-four participants completed fact-finding and browsing tasks using both types of tools. Quantitative data was gathered using Tobii Fusion eye tracking device and a paper-based NASA-TLX survey, while qualitative data was gathered through semi-structured interviews after task completion. Results revealed that GenAI prompts were significantly longer and more conversational, and GenAI tools imposed higher cognitive load during fact-finding, but less cognitive load during browsing tasks. Qualitative findings indicated that users value GenAI for abstract, creative and personalised tasks, but expressed concerns over accuracy, trust, and data privacy. This study expands the limited body of research on comparing user behaviour and experiences when seeking information using CSEs and GenAI tools. It offers a novel contribution by identifying differences in cognitive load associated with completing different task types across the different tool types, highlighting patterns in GenAI interaction behaviours, while also identifying the factors that influence user preferences, perceptions, and overall experience of GenAI tools. The paper concludes with a discussion of the implications of these findings and provides recommendations for designing GenAI tools to enhance user experience.&lt;/td>
 &lt;td>Misbahu Zubair, Muhammad Alhassan and Farid Bello&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:20-11:40&lt;/td>
 &lt;td>“Chattable” Avatars: Using LLMs to Power Visitor Engagement with Historical Persons&lt;/td>
 &lt;td>Cultural Heritage institutions such as Galleries, Libraries, Archives, and Museums (GLAMs) are tasked with preserving our history and heritage for future generations while engaging new audiences with an appetite for said engagement to be increasingly digital and interactive. To explore how advances in natural language processing, particularly large language models (LLMs), may help GLAMs in their mission, we designed a prototype &amp;lsquo;Chattable&amp;rsquo; avatar, a 3D high-polygon animated character which visitors can talk to and interact with. We report the design of our avatar, and a workshop we conducted with curators and staff from a GLAM institution, to understand the problems, requirements, and opportunities LLMs present in the cultural heritage space. We present results from a qualitative analysis of our workshop highlighting themes such as trust, authority, social experience, and location, finding LLMs may be more suited to deployments focused on non-factual data dissemination. We conclude with implications for GLAMs and suggestions for future research to realise how best to integrate GenerativeAI like LLMs into the GLAM space.&lt;/td>
 &lt;td>Zhuoling Jiang, Yipeng Qin and Daniel J. Finnegan&lt;/td>
 &lt;td>Research&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:40-11:50&lt;/td>
 &lt;td>Towards Explainable User Interfaces&lt;/td>
 &lt;td>This paper argues that user interfaces need to be explainable whether or not they contain artificial intelligence components. Even with the best design, complex applications often leave users confused; this is exacerbated on small touchscreens, where small slips can lead to markedly different outcomes and when notifications or intelligent agents may autonomously change the interface. This can be disorienting even for the most tech savvy user, but doubly so for those less confident or with motor-control issues. We are often left asking “what just happened?” or “how can I do this again?”. We need explainable user interfaces.&lt;/td>
 &lt;td>Alan Dix, Tommaso Turchi and Ben Wilson&lt;/td>
 &lt;td>Futures&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:50-12:00&lt;/td>
 &lt;td>Exploring User Acceptance of a Fintech Chatbot powered by LLMs among Older Adults&lt;/td>
 &lt;td>Many banks have shut their physical offices and shifted to online banking. Many will benefit from this transition, but older adults may be left behind due to their traditional views on money and technology. Without proper consideration of their needs and preferences, older adults may become marginalized in this digitalization process. In this paper, we investigate why older adults may or may not be comfortable with the technology-enabled ways of banking and their acceptance of a fintech chatbot. Towards this, we built a chatbot specifically designed to help older adults complete financial transactions such as money transfers, checking balances and managing their pensions. We developed this chatbot using human-centred design principles and inclusive and accessibility design methods. We incorporated Large Language Models (LLMs) into our prototype to enable users to engage in casual conversations with the chatbot to mimic chats with human bank advisors in physical venues. To assess the effectiveness of the prototype, we carried out user studies involving older adults. We analysed the study’s results to identify the factors that contribute to the trust and acceptance of the chatbot and in online banking in general. We further extrapolate these findings to provide recommendations for designing fintech chatbots for older adults.&lt;/td>
 &lt;td>Swaroop Panda, Farkhandah Komal, Effie Lai-Chong Law, Syed Murad, Zhongtian Sun, Ben Summerill, Delali Konu and Thuy-Vy Nguyen&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>12:00-12:10&lt;/td>
 &lt;td>Social Norms, Social AI : Investigating the Effects of AI (Im)politeness and Gender on User Perception&lt;/td>
 &lt;td>The inherently social functionality of conversational AI systems requires attention – how users interact with these systems has the potential to both reflect and implicate imbalanced social norms. Such interactions are the result of specific design choices, including the ‘gendering’ of many conversational AI, which is typically based in stereotyped characterisations and thus poses specific risks for external gender relations. To analyse the extent to which these design choices affect user perception, we conduct a 2x2 between-subjects experiment manipulating the language style and ‘gender’ of four conversational AI systems and initiating unstructured human-AI interaction with participants. The subsequent participant ratings of the conversational AI provide insight into how design choices and users’ expectations intersect. The results found a significant overall preference for polite AI but no overall effect of AI gender on participant perception, although isolating participant gender highlighted gender-specific characterisations and preferences for conversational AI.&lt;/td>
 &lt;td>Aoife O&amp;rsquo;Driscoll and Alan Blackwell&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Panel 1</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/panel-1/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/panel-1/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Monday 10 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/2.22 - Sandpit/Katherine Johnson Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>13:30-14:30&lt;/td>
 &lt;td>Generative AI in HCI - Opportunities, Issues and Challenges&lt;/td>
 &lt;td>The aim of the panel is to present the pros and cons of Generative AI (GenAI, or LLMs) across different areas to encourage relfection, debate, and engagement. Many people in HCI (and more widely) have not really engaged with it, others are panicking, others are exploring the opportunities it offers. We will focus on the human element - how it changes human capabilities, what impact it has on education, creativity, work and play, what challenges it presents, what the ethical issues are, what the policy and societal implications are. The idea is to air and identify issues, opportunities and challenges, not to solve them. We aim to raise awareness, understanding and relevance of GenAI especially in our discipline, where the nature of interaction, the role of human and computer, and the societal implications are all hugely affected.&lt;/td>
 &lt;td>Russell Beale, Mark Blythe, Ben Cowan, Alan Dix, Daniel J. Finnegan and Fernando Loizides&lt;/td>
 &lt;td>Panel&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Panel 2</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/panel-2/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/panel-2/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Monday 10 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/3.20 Turing Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>13:30-14:30&lt;/td>
 &lt;td>Experiences of GenerativeAI Adoption in the Tertiary Sector&lt;/td>
 &lt;td>The advent of Generative Artificial Intelligence (GenerativeAI or \genai) tools and services like OpenAI&amp;rsquo;s ChatGPT, Anthropic&amp;rsquo;s Claude, and Google&amp;rsquo;s Gemini 2.5 are having profound impact on how content is created, curated, and disseminated. One key aspect to consider when adopting any new technology is governance; how, when, and where the technology is applied to operations and communications to achieve some effect. In this panel, we will hear from representatives from academia and the charity sector about their journeys adopting AI across the ethic(s/al) dimensions of governance.&lt;/td>
 &lt;td>Daniel J. Finnegan&lt;/td>
 &lt;td>Panel&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Robots, Listening &amp; Learning Interactions</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/robots-listening-learning-interactions/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/robots-listening-learning-interactions/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Tuesday 11 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/3.20 Turing Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>14:00-14:10&lt;/td>
 &lt;td>Active Listening in Interactive Coaching: Prompt Strategies and User Assessment&lt;/td>
 &lt;td>For Conversational Agents (CA) to live up to their potential in supporting behaviour change for good, it is essential that high levels of appropriate conversational skills be applied in a systematic and controllable way. In light of this challenge, we present a model and study of the role of Active Listening in virtual health coaches. We detail the design and parameterization of AMOS, an LLM driven virtual health coach, and present a 45 participant within-subject evaluation of the impact of explicit Active Listening behaviour on participant attitudes toward AMOS itself and our targeted behaviour change goals. The results demonstrated that explicit Active Listening resulted in higher engagement and effectiveness in the potential for achieving health goals in comparison to an alternative focused on direct support compared to a chatbot lacking these attributes. Additionally, data on participants’ personality scores were collected to explore potential relationships between personality traits and intervention outcomes. Participant openness and conscientiousness appear to positively influence outcomes in the case of explicit Active Listening, but this effect tends to weaken—or even reverse—in the case of no explicit Active Listening.&lt;/td>
 &lt;td>Ghulam Hussain, Brian Keegan and Robert Ross&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>14:10-14:20&lt;/td>
 &lt;td>The Benefit of Multi-robot Socially Interactive Systems: A Survey of Controlled Experiments&lt;/td>
 &lt;td>A survey of 28 human-robot interaction controlled experiments assessed the benefits of multi-agent interactive systems (e.g., two robots) vs. lone robots. Design factors explored included: input, output, agent-agent communication, role, personality, physical appearance, hardware/software embodiment and agent name. The benefits of two or more robots vs. a lone robot based on 16 of 28 comparative studies finding positive effects include greater synchronization, attention, liking of praise, sales and cuteness. Preliminary analysis of design factors grouped by experimental result showed that the presence of agent-agent communication and the same hardware/software may be useful to achieving a benefit of multiple robots. This work offers rationale for using multiple robots in social interaction as well as an exploration of the design space for such multi-robot interaction.&lt;/td>
 &lt;td>Jamy Li, Aleksander Bielinski and Callum Goddard&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>14:20-14:30&lt;/td>
 &lt;td>Envisioning Social Robots in Daily Life: A Home-Based Design Study with Older Adults in Pakistan&lt;/td>
 &lt;td>As life expectancy increases, the global population is aging, which has led to increased interest in social robots designed to support independent living, emotional well-being, and caregiving. However, most research and development in this area is based on Western cultural assumptions and infrastructures, creating a gap in understanding how these social robots may be accepted in low- and middle-income countries (LMICs). In this paper, we present findings from our design sessions conducted with older adults in Pakistan, as part of a broader home-based research study exploring the role of social robots in later stages of life. This study examined how older adults envision incorporating robots into their daily routines and what expectations they have regarding their use through co-design methods. The results highlight the importance of culturally sensitive robot design and user involvement in the development of social robots for LMICs. The study presents design recommendations for developing social robots that are contextually relevant and aligned with the values and care needs of older adults in Pakistan. Additionally, it compares the cultural dynamics of LMICs with the literature from high-income countries (HICs).&lt;/td>
 &lt;td>Sunbul Muneeb Ahmad, Muneeb Imtiaz Ahmad, Carolina Fuentes Toro, Nervo Verdezoto Dias and Katarzyna Stawarz&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>14:30-14:40&lt;/td>
 &lt;td>Social Robots in Education: A Biometrically Driven Approach to Supporting Wellbeing&lt;/td>
 &lt;td>This pilot study explores the comparative effectiveness of human, robotic, and digital facilitators in guiding meditation sessions, focusing on anxiety reduction and perceived trust among university students. Participants engaged in sessions led by each facilitator type, with physiological stress responses measured via biometric sensors, Photoplethysmography (PPG) for heart rate variability and Galvanic Skin Response (GSR) for skin conductance. Subjective data was gathered through the State-Trait Anxiety Inventory (STAI), the Godspeed Questionnaire Series (GQS), and semi-structured post-session interviews. Results show that while robot-led sessions were associated with lower reported trust, they achieved the greatest reductions in anxiety. These findings are particularly relevant in educational contexts, where access to mental health support is often limited. The study highlights the potential of human-centred social robots, responsive to biometric feedback, to deliver scalable and emotionally adaptive wellbeing interventions. Such systems may offer valuable support during periods of heightened stress, including examinations or life transitions, contributing to the evolving role of therapeutic robotics in education.&lt;/td>
 &lt;td>Aaron Darmudas, Emilia Sobolewska and Carl Strathearn&lt;/td>
 &lt;td>Late Breaking Work&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Speculative &amp; Critical Futures in HCI</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/speculative-critical-futures-in-hci/</link><pubDate>Mon, 10 Nov 2025 10:14:14 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/speculative-critical-futures-in-hci/</guid><description>&lt;p>&lt;strong>Date:&lt;/strong> Tuesday 11 Nov 2025&lt;br>
&lt;strong>Room:&lt;/strong> S/3.20 Turing Suite&lt;/p>
&lt;table>
 &lt;thead>
 &lt;tr>
 &lt;th>Time&lt;/th>
 &lt;th>Presentation&lt;/th>
 &lt;th>Abstract&lt;/th>
 &lt;th>Authors&lt;/th>
 &lt;th>Contribution type&lt;/th>
 &lt;/tr>
 &lt;/thead>
 &lt;tbody>
 &lt;tr>
 &lt;td>11:00-11:10&lt;/td>
 &lt;td>Exploring Creepy Futures: Reflecting on the Value of Creepiness as Design Fiction&lt;/td>
 &lt;td>What can designers learn from living in a Creepy Future? This paper presents a vision of the future drawn by a fictional autoethnography study imagining and living with fictional devices. Using an imaginary creepy device as a starting point, this paper reflects on the value of imagining Creepy Futures. We start evoking a future in which devices are designed with creepiness as a normative design feature with the description of the Catonator &amp;ndash; a device that creates a nanorobotic twin of your pet when you are abroad. Using Design Fiction and a visual representation created with generative AI, we present insights on reflecting on a week of living with the fictional device. Through a reflection of our interpretation as the designer and end-user, we discuss the value of designing creepiness as a resource for responsible futures.&lt;/td>
 &lt;td>Argenis Ramirez Gomez and Katarzyna Stawarz&lt;/td>
 &lt;td>Futures&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:10-11:20&lt;/td>
 &lt;td>Healthier, thinner or more profitable? Technosolutionism, fat bodies and fat futures&lt;/td>
 &lt;td>Fat people are valuable and deserve equitable access to society, yet face significant discrimination when seeking healthcare, employment, housing, education and other basic needs, as well as exclusion from public spaces due to the physical design of the environment. Fat bodies continue to represent a site of interest for medicine and for health data and technologies. Yet, the push for weight loss to a ‘healthy’ BMI seeks to reduce the number of fat people to zero. In this paper, we critically engage with values and assumptions about fat bodies that positions them as deviant and in need of medical and technological intervention, and with the framing of obesity as a pressing social crisis, which underpins and feeds into the datasets used to train generative AI models. We posit that this absence of critical engagement in the use of data and AI about fatness and the fat body are premised on foundations of capital accumulation and a collective desire to &amp;lsquo;solve&amp;rsquo; fatness, and which are central to the continuing social and medical aims to make fat bodies smaller. Why are we fixated on a medical or technical &amp;lsquo;cure&amp;rsquo; for fatness without consideration for the actual health or desires? What does it mean to build image and text generators which are premised on a world that would be better with no fat people in it?&lt;/td>
 &lt;td>Laura Carter and Aisha Sobey&lt;/td>
 &lt;td>Futures&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:20-11:30&lt;/td>
 &lt;td>Subaltern Futures in AI&lt;/td>
 &lt;td>We intend to publicize a digital archive Sultan After AI in a form of a hybrid,interactive exhibition at this conference. This archive results from a month-long Human-AI interaction experiment in which we tried to reproduce select artworks by a Bangladeshi artist through systematic prompting techniques using a T2I AI tool. Through the exhibition, we intend to spark thought-provoking conversations around how current HCI research around AI art-making practices marginalizes Global South perspectives. The exhibition audience will be able to access a digital form where they can share their thoughts and critical reflections, and comment on their overall experience, as well as suggest way-forwards towards decolonial design thinking. Building upon these shared perspectives and collective efforts, we plan to eventually develop a design manifesto around AI art. Our contribution aims to re imagine plural, inclusive futures in AI, by not ‘othering’, but embracing subaltern imaginations of marginalized groups who are systematically excluded form positions of power and influence in postcolonial societies.&lt;/td>
 &lt;td>Abdullah Hasan Safir, Tomasz Hollanek, Alan Blackwell and Ramit Debnath&lt;/td>
 &lt;td>Futures&lt;/td>
 &lt;/tr>
 &lt;tr>
 &lt;td>11:30-11:40&lt;/td>
 &lt;td>Speculative Design of Equitable Robotics: Queer Fictions and Futures&lt;/td>
 &lt;td>This paper examines the speculative topic of equitable robots through an exploratory essay format. It focuses specifically on robots by and for LGBTQ+ populations. It aims to provoke thought and conversations in the field about what aspirational queer robotics futures may look like, both in the arts and sciences. First, it briefly reviews the state-of-the-art of queer robotics in fiction and science, drawing together threads from each. Then, it discusses queering robots through three speculative design proposals for queer robot roles: 1) reflecting the queerness of their “in-group” queer users, building and celebrating “in-group” identity, 2) a new kind of queer activism by implementing queer robot identity performance to interact with “out-group” users, with a goal of reducing bigotry through familiarisation, and 3) a network of queer-owned robots, through which the community could reach each other, and distribute and access important resources. The paper then questions whether robots should be queered, and what ethical implications this raises. Finally, the paper makes suggestions for what aspirational queer robotics futures may look like, and what would be required to get there.&lt;/td>
 &lt;td>Minja Axelsson&lt;/td>
 &lt;td>Futures&lt;/td>
 &lt;/tr>
 &lt;/tbody>
&lt;/table></description></item><item><title>Conference Topics</title><link>https://2ebd894a.britchi.pages.dev/topics/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/topics/</guid><description>&lt;p>We welcome submissions that encompass the diverse range of research within HCI and encourage contributions on topics including, but not limited to:&lt;/p>
&lt;p>Explainable AI (XAI) and User Trust&lt;br>
Conversational Interfaces &amp;amp; Chatbots&lt;br>
AI-driven Personalization&lt;br>
Ethical AI in UX Design&lt;br>
AI-Augmented Creativity &amp;amp; Design Support Tools&lt;br>
Human-AI Collaboration &amp;amp; Decision-Making&lt;br>
Bias &amp;amp; Fairness in AI-powered UX&lt;br>
AI for Accessibility &amp;amp; Assistive Technology&lt;br>
Natural Language Processing (NLP) in UX&lt;br>
AI-generated Content &amp;amp; Interfaces (e.g., Generative UI, AI-assisted Prototyping)&lt;br>
Core HCI / UX Topics&lt;br>
User Experience (UX) Design &amp;amp; Evaluation&lt;br>
Human-Centered AI &amp;amp; Interaction Design&lt;br>
Usability Testing &amp;amp; Methods&lt;br>
Interaction Techniques &amp;amp; Modalities (e.g., touch, voice, gesture, AR/VR, brain-computer interfaces)&lt;br>
Accessible &amp;amp; Inclusive Design&lt;br>
HCI and Healthcare (eHealth, mHealth, assistive tech, telemedicine)&lt;br>
Information Visualization &amp;amp; Visual Analytics&lt;br>
Gamification &amp;amp; Serious Games&lt;br>
Collaborative systems and CSCW
Social Computing &amp;amp; Online Communities&lt;br>
Human-Robot Interaction (HRI)&lt;br>
Cross-Cultural and Global UX&lt;br>
Sustainable HCI &amp;amp; Green Computing&lt;br>
Privacy, Security, and Ethical UX&lt;br>
Educational Technology &amp;amp; Learning UX&lt;br>
Affective Computing &amp;amp; Emotion in UX&lt;br>
HCI for the Workplace &amp;amp; Productivity Tools&lt;br>
Cognitive Load &amp;amp; Decision Support in UX&lt;br>
Persuasive Technology &amp;amp; Behavior Change&lt;br>
Wearable Technology &amp;amp; Smart Devices&lt;br>
Multimodal &amp;amp; Multisensory Interfaces&lt;/p></description></item><item><title>Organising Committee</title><link>https://2ebd894a.britchi.pages.dev/committee/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/committee/</guid><description>&lt;p>BCS BritCHI 2026 is organized by several volunteer members from the community, including an organizing committee of track and venue chairs, sub-committee chairs and associate chairs for the papers program, student volunteers, jury members, reviewers and many more.&lt;/p>





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 &lt;p class="person-affiliation">Brunel University of London&lt;/p>
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 &lt;h3 class="person-name">Monica Pereira&lt;/h3>
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 &lt;h3 class="person-name">Aneesha Singh&lt;/h3>
 &lt;p class="person-affiliation">UCL&lt;/p>
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 programme@britchi.uk
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 &lt;h3 class="person-name">Anna Cox&lt;/h3>
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								Full Papers Chairs
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 &lt;h3 class="person-name">Max Wilson&lt;/h3>
 &lt;p class="person-affiliation">University of Nottingham&lt;/p></description></item><item><title>Registration</title><link>https://2ebd894a.britchi.pages.dev/registration/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/registration/</guid><description>How to register for the conference.</description></item><item><title>Venue</title><link>https://2ebd894a.britchi.pages.dev/venue/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/venue/</guid><description>Venue details, maps and travel information.</description></item><item><title>Workshops @ BCS HCI 2026</title><link>https://2ebd894a.britchi.pages.dev/programme/schedule/workshops/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://2ebd894a.britchi.pages.dev/programme/schedule/workshops/</guid><description>&lt;p>We excited to announce information on the accepted workshops at BCS BritCHI 2026!&lt;/p>
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