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Jordan Aiko Deja

Publications and source records attributed to Jordan Aiko Deja.

At least 19 recordsLinked to original sources

Delegating or Doing? Understanding User Behavior in Hybrid Human-Agent Interfaces

Large Language Models (LLMs) are increasingly embedded into applications, allowing users to complete tasks either through direct manipulation or by delegating actions to conversational agents. However, little is known about how users balance these modalities when both are available. We present a web-based content management system augmented with an LLM agent through the Model Context Protocol (MCP), enabling users to perform CRUD tasks through a graphical interface, a conversational agent, or both. We conducted a between-subjects study (N=73) comparing three interaction modes: Traditional-Only, AI-First, and Hybrid. Across sixteen scenarios, we analyzed task completion time, interaction logs, and delegation behavior. AI-assisted interaction significantly reduced clicks, page navigations, and scrolling indicating lower interaction effort. Surprisingly, these reductions did not translate into faster task completion, as task duration did not differ significantly across conditions. We also found no significant relationship between CRUD operation type and delegation, suggesting that users did not systematically avoid delegating higher-risk actions. Instead, delegation varied far more between participants than between tasks, with individual differences accounting for roughly half the variance in assistant use (ICC = .50). Our findings suggest that the primary benefit of human--agent interfaces may be reducing interaction effort rather than improving speed, and that delegation reflects who the user is more than what the task demands.

cs.HC

Rewiring Perceived Doability in VR: Hand Redirection as a Subtle Cross-Sensory Support for Sustained Practice

In everyday life, physical effort is often minimized and convenience is prioritized, making it difficult for many people to sustain light exercise and stretching despite well-known long-term benefits. This challenge often arises not from objective movement limitations, but from whether an action feels doable in the moment and, therefore worth continuing. This position paper argues that subtle VR hand redirection (HR) can be reframed as a form of cross-sensory support for sustained practice by targeting perceived doability: a moment-to-moment cognitive appraisal that an action is within one's capability while requiring manageable effort. We propose that conservative HR, applied within known perceptual limits, can create repeated micro-success experiences (e.g., reaching a virtual goal earlier with similar physical movement). These micro-successes may increase continuation intention and early re-engagement without relying on overt pressure or intensive coaching. At the same time, such support raises questions about autonomy and authenticity. We therefore articulate two research questions: (RQ1) how HR shifts perceived doability to support sustained practice and positive behavior change; and (RQ2) when HR functions as acceptable support versus becoming counterproductive by undermining authenticity, agency, trust, or fostering dependence. We present an initial sit-and-reach VR prototype, outline a research plan, and identify key design tensions to spark community discussions on autonomy-preserving cross-sensory futures in HCI.

cs.HC

Galaw at Gunita: Extended Reality Murals for Experiencing Filipino Art

Digital and interactive spaces are becoming increasingly prevalent as platforms for cultural engagement, offering new ways to make art more accessible, engaging, and inclusive. In the Philippine context, where visual art is deeply rooted in precolonial, colonial, and postcolonial histories, there is a growing need to explore how digital systems can support art appreciation without replacing or compromising traditional and physical artworks. Rather than treating digital experiences as substitutes, we argue for the value of creating interactive digital twins that allow audiences to explore, touch, and engage with artworks while preserving the integrity of the originals. In this paper, we present SoulWall, an extended reality (XR) interactive mural system designed to augment Filipino artworks through embodied interaction. SoulWall enables viewers to experience paintings and animations at scale, supporting exploratory and playful engagement while respecting artist intent. We describe the design and implementation of the system, including its mural layout, interaction techniques, and interaction logging infrastructure. We report findings from a user study focused on user experience complemented by analyses of interaction logs and spatial engagement patterns. Our results highlight the potential of XR murals as a cultural computing artifact for art appreciation and for showcasing Filipino artists in interactive public and exhibition spaces.

cs.HC

Directing the Robot: Scaffolding Creative Human-AI-Robot Interaction

Robots are moving beyond industrial settings into creative, educational, and public environments where interaction is open-ended and improvisational. Yet much of human-AI-robot interaction remains framed around performance and efficiency, positioning humans as supervisors rather than collaborators. We propose a re-framing of AI interaction with robots as scaffolding: infrastructure that enables humans to shape robotic behaviour over time while remaining meaningfully in control. Through scenarios from creative practice, learning-by-teaching, and embodied interaction, we illustrate how humans can act as executive directors, defining intent and steering revisions, while AI mediates between human expression and robotic execution. We outline design and evaluation implications that foreground creativity, agency, and flow. Finally, we discuss open challenges in social, scalable, and mission-critical contexts. We invite the community to rethink interacting with Robots and AI not as autonomy, but as sustained support for human creativity.

cs.HC

Feelings, Not Feel: Affective Audio-Visual Pseudo-Haptics in Hand-Tracked XR

Hand-tracking enables controller-free XR interaction but does not have the tactile feedback controllers provide. Rather than treating this solely as a missing-sensation problem, we explore whether pseudo-haptic cues on an embodied virtual hand act as tactile or as affect substitutes that shape how interactions feel. We used a mixed reality prototype that keeps the contacted surface visually neutral, rendering cues on the hand with motion modulation for texture, color glow, and movement-coupled sound. In a within-subjects study (n=12), participants experienced 12 conditions (4 effects x 3 modalities: audio, visual, both) and reported subjective affect and cognitive demand. Participants rarely reported sustained tactile, thermal sensations, yet affect shifted systematically: rough-hot lowered valence increasing arousal, while smooth-cold produced calmer pleasant states. These findings suggest that pseudo-haptics in XR may be better understood as an affective feedback channel rather than a direct replacement for physical touch in controller-free systems.

cs.HC

Beyond Faders: Understanding 6DoF Gesture Ecologies in Music Mixing

Extended reality (XR) enables new music-mixing workflows by moving beyond 2D faders toward embodied, spatial interaction. However, it remains unclear which six-degree-of-freedom (6DoF) gestures align with real-world mixing practices and whether such interactions support manageable cognitive load and positive user experience. We conducted a design workshop with experienced mixers to elicit gesture concepts for core audio tasks gain, compression, equalization, and automation, and implemented these in an XR prototype. A user study (n=12) evaluated the ecological validity of the gestures using cognitive load measures, user-experience ratings, and interviews. Participants generally found 6DoF gestures intuitive and well-mapped to mixing tasks, reporting strong immersion and a sense of connection with the audio environment. Cognitive load differences across gestures were minimal, though participants expressed preferences shaped by workflow familiarity and perceived control. We discuss implications for designing XR mixing tools that balance expressiveness, precision, and ecological validity.

cs.HC

Set the Stage: Enabling Storytelling with Multiple Robots through Roleplaying Metaphors

Gestures are an expressive input modality for controlling multiple robots, but their use is often limited by rigid mappings and recognition constraints. To move beyond these limitations, we propose roleplaying metaphors as a scaffold for designing richer interactions. By introducing three roles: Director, Puppeteer, and Wizard, we demonstrate how narrative framing can guide the creation of diverse gesture sets and interaction styles. These roles enable a variety of scenarios, showing how roleplay can unlock new possibilities for multi-robot systems. Our approach emphasizes creativity, expressiveness, and intuitiveness as key elements for future human-robot interaction design.

cs.RO

Designing RoutScape: Geospatial Prototyping with XR for Flood Evacuation Planning

Flood response planning in local communities is often hindered by fragmented communication across Disaster Risk Reduction and Management (DRRM) councils. In this work, we explore how extended reality (XR) can support more effective planning through narrative-driven design. We present Routscape, an XR prototype for visualizing flood scenarios and evacuation routes, developed through iterative prototyping and user-centered design with DRRM officers. By grounding the system in real-world experiences and localized narratives, we highlight how XR can aid in fostering shared understanding and spatial sensemaking in disaster preparedness efforts.

cs.HC

Speak with Confidence: Designing an Augmented Reality Training Tool for Public Speaking

Public speaking anxiety affects many individuals, yet opportunities for real-world practice remain limited. This study explores how augmented reality (AR) can provide an accessible training environment for public speaking. Drawing from literature on public speaking, VR-based training, self-efficacy, and behavioral feedback mechanisms, we designed SpeakAR, an AR-based tool that simulates audience interaction through virtual models. SpeakAR was evaluated with five participants of varying anxiety levels, each completing six speaking tasks. Results indicate that AR exposure can enhance confidence, with participants finding the system useful for practice. Feedback highlighted the importance of dynamic facial expressions and idle animations in virtual models to improve realism and engagement. Our findings contribute to the design of AR-based training tools for public speaking, offering insights into how immersive environments can support skill development and anxiety reduction.

cs.HC

Point n Move: Designing a Glove-Based Pointing Device

In-person presentations commonly depend on projectors or screens, requiring input devices for slide transitions and laser pointing. This paper introduces a glove-based pointer device that integrates these functions, offering an alternative to conventional tools. The device leverages accelerometer and gyroscope technology to enhance precision and usability. We evaluated its performance by comparing it to the original CheerPod interface in hierarchical menu navigation tasks, involving participants aged 18 to 25. Results indicate task completion times ranging from 9 to 15 seconds with the proposed device, highlighting its efficiency and consistency. While the original CheerPod interface performed adequately, the glove-based pointer demonstrated advantages in reliability across tasks. These findings contribute to the design considerations for wearable input devices and suggest pathways for future improvements in presentation tools.

cs.HC

How Fitts' Fits in 3D: A Tangible Twist on Spatial Tasks

Expanding Fitts' Law into a 3D context, we analyze PointARs, a mixed reality system that teaches pointer skills through an object manipulation task. Nine distinct configurations, varying in object sizes and distances, were explored to evaluate task complexity using metrics such as completion time, error rate, and throughput. Our results support Fitts' Law, showing that increased distances generally increase task difficulty. However, contrary to its predictions, larger objects also led to higher complexity, possibly due to the system's limitations in tracking them. Based on these findings, we suggest using tangible cubes between 1.5" and 2" in size and limiting the distance between objects to 2" for optimal interaction in the system's 3D space. Future research should explore additional configurations and shapes to further validate Fitts' Law in the context of 3D object manipulation in systems like PointARs. This could help refine guidelines for designing mixed reality interfaces.

cs.HC

Alexa, I Wanna See You: Envisioning Smart Home Assistants for the Deaf and Hard-of-Hearing

Smart Home Assistants (SHAs) have become ubiquitous in modern households, offering convenience and efficiency through its voice interface. However, for Deaf and Hard-of-Hearing (DHH) individuals, the reliance on auditory and textual feedback through a screen poses significant challenges. Existing solutions primarily focus on sign language input but overlook the need for seamless interaction and feedback modalities. This paper envisions SHAs designed specifically for DHH users, focusing on accessibility and inclusion. We discuss integrating augmented reality (AR) for visual feedback, support for multimodal input, including sign language and gestural commands, and context awareness through sound detection. Our vision highlights the importance of considering the diverse communication needs of the DHH community in developing SHA to ensure equitable access to smart home technology.

cs.HC

Simon Says: Exploring the Importance of Notification Design Formats on User Engagement

Push notifications are brief messages that users frequently encounter in their daily lives. However, the volume of notifications can lead to information overload, making it challenging for users to engage effectively. This study investigates how notification behavior and color influence user interaction and perception. To explore this, we developed an app prototype that tracks user interactions with notifications, categorizing them as accepted, dismissed, or ignored. After each interaction, users were asked to complete a survey regarding their perception of the notifications. The study focused on how different notification colors might affect the likelihood of acceptance and perceived importance. The results reveal that certain colors were more likely to be accepted and were perceived as more important compared to others, suggesting that both color and behavior play significant roles in shaping user engagement with notifications.

cs.HC

Teaching Shortest Path Algorithms With a Robot and Overlaid Projections

Robots have the potential to enhance teaching of advanced computer science topics, making abstract concepts more tangible and interactive. In this paper, we present Timmy-a GoPiGo robot augmented with projections to demonstrate shortest path algorithms in an interactive learning environment. We integrated a JavaScript-based application that is projected around the robot, which allows users to construct graphs and visualise three different shortest path algorithms with colour-coded edges and vertices. Animated graph exploration and traversal are augmented by robot movements. To evaluate Timmy, we conducted two user studies. An initial study (n=10) to explore the feasibility of this type of teaching where participants were just observing both robot-synced and the on-screen-only visualisations. And a pilot study (n=6) where participants actively interacted with the system, constructed graphs and selected desired algorithms. In both studies we investigated the preferences towards the system and not the teaching outcome. Initial findings suggest that robots offer an engaging tool for teaching advanced algorithmic concepts, but highlight the need for further methodological refinements and larger-scale studies to fully evaluate their effectiveness.

cs.RO

That Flick is Sick: Gyroscope Integration in Xbox Controllers

Gyroscope integration in Xbox controllers offers new possibilities for enhancing gaming experiences, particularly in first-person shooter (FPS) games. To investigate its potential, we conducted an empirical study with 11 participants, comparing aim precision and reaction times across three input methods: a computer mouse, a standard Xbox controller, and a gyroscope-enabled controller. Participants completed an aim training task, revealing the mouse as the most accurate device, followed by the standard controller. Interestingly, the gyroscope-enabled controller showed reduced accuracy and slower reaction times, attributed to challenges in sensitivity and control. Participant feedback highlighted areas for improvement, including refined sensitivity settings, control stability, and software design. These findings underscore the need for design innovations, such as camera rotation limits and optimized sensitivity thresholds, to make gyroscope-enabled controllers more competitive. Future work should consider diverse gamer profiles and extended evaluation contexts to better understand the role of gyroscopes in gaming interfaces.

cs.HC

Retzzles: Do Jigsaw Puzzle Actions on Interactive Display Maps Increase the Retention of Map Information?

While maps provide upfront content, this might not always be the most effective way for users to remember information. With the proliferation of interactive displays for tourists and visitors in public spaces, we can create a more playful user experience with maps than just exploring them. Adding interactions with the map could also help users retain more information as they use them. In this paper, we investigated whether completing a jigsaw puzzle of a map supports users in retaining more information about a specific map. The results of a between-subject study with a sample of n=28 indicate that additional interaction helped improve mean scores of textual and spatial recall but not visual recall. However, the results are not statistically significant, and the topic is subject to further investigation. Our findings contribute to discussions on using interactive touchscreen displays in similar learning scenarios involving memory retention.

cs.HC

Teach Me How to ImproVISe: Co-Designing an Augmented Piano Training System for Improvisation

Improvisation is a vital but often neglected aspect of traditional piano teaching. Challenges such as difficulty in assessment and subjectivity have hindered its effective instruction. Technological approaches, including augmentation, aim to enhance piano instruction, but the specific application of digital augmentation for piano improvisation is under-explored. This paper outlines a co-design process developing an Augmented Reality (AR) Piano Improvisation Training System, ImproVISe, involving improvisation teachers. The prototype, featuring basic improvisation concepts, was created and refined through expert interaction. Their insights guided the identification of objectives, tools, interaction metaphors, and software features. The findings offer design guidelines and recommendations to address challenges in assessing piano improvisation in a learning context.

cs.HC

Rolling the Dice: Imagining Generative AI as a Dungeons & Dragons Storytelling Companion

AI Advancements have augmented casual writing and story generation, but their usage poses challenges in collaborative storytelling. In role-playing games such as Dungeons & Dragons (D&D), composing prompts using generative AI requires a technical understanding to generate ideal results, which is difficult for novices. Thus, emergent narratives organically developed based on player actions and decisions have yet to be fully utilized. This paper envisions the use of generative AI in transforming storytelling into an interactive drama using dynamic and immersive narratives. First, we describe scenarios where narratives are created and character conversations are designed within an overarching fantasy disposition. Then, we recommend design guidelines to help create tools using generative AI in interactive storytelling. Lastly, we raise questions on its potential impact on player immersion and cognitive load. Our contributions may be expanded within the broader interactive storytelling domain, such as speech-conversational AI and persona-driven chatbots.

cs.HC