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Kai Lukoff

Publications and source records attributed to Kai Lukoff.

12 recordsLinked to original sources

The Missing Link of XR: Empathy-Driven Reality for XR and Beyond

Extended reality (XR) for socialising is becoming increasingly popular. However, unlike conventional social platforms, XR prioritises embodiment and immersion, factors that strongly impact one's physical and mental states. We envision a future for XR where all users, regardless of abilities and backgrounds, can understand one another, participate, and find safe socialisation spaces. An Empathy-Driven Reality (EDR) is a space where understanding each other's emotional, physical, and cognitive states takes centre stage. It has the potential to enhance empathy beyond how we normally perceive it. To explore this concept, we conducted a hybrid-style workshop over two months with 27 industry and academic researchers in XR, emotion, physiology, assistive technology, and social science. This paper reports on the findings and aims to establish a structure and reference for the 1) design guidelines, 2) research challenges, and 3) potential applications for the future of XR as an EDR. We frame EDR as a conceptual design framework rather than a validated system: a structured design space that links requirements to design mechanisms, together with a research agenda for empathy-centred XR.

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Can't Stop: How Context and Individual Traits Influence Effectiveness of Different Gradual Interventions for Infinite Scrolling on Short-Form Video Platforms

Infinite scrolling on short-form video platforms like TikTok encourages prolonged engagement and post-usage regret. Interventions aim to mitigate such behavior, but their effectiveness may depend on the interplay between intervention type, contextual factors, and individual traits. In a 7-day within-subject randomized field study (N=104), we compared a baseline pop-up and two gradually intensifying design frictions (visual and haptic). We evaluated behavioral changes and user experience using objective and subjective measures. Results showed that the pop-up was initially effective but quickly lost impact, whereas the visual gradual intervention sustained subjective ratings the longest. Bayesian modeling revealed that self-regulation traits moderate how participants responded to the three intervention types. For participants with low impulsivity, the type of intervention had little influence on its subjective effectiveness. For participants with high impulsivity, however, differences between intervention types were substantial, with the explicit baseline pop-up being most effective compared to the novel gradual interventions. Contextual factors, in contrast, showed little influence. These findings suggest that intervention modality and individual differences in self-regulation shape intervention effectiveness.

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Generating the Modal Worker: A Cross-Model Audit of Race and Gender in LLM-Generated Personas Across 41 Occupations

As generative AI tools are increasingly used to portray people in professional roles, understanding their racial and gender representational biases is critical. We audit over 1.5 million occupational personas generated by four major large language models (GPT-4, Gemini 2.5, DeepSeek V3.1, and Mistral-medium) across 41 U.S. occupations. Comparing these personas against U.S. Bureau of Labor Statistics (BLS) data, we find that models generate demographics with less variation than real-world data, functionally compressing each occupation toward a dominant demographic profile rather than representing population-level variation. A shift/exaggeration decomposition reveals the structure of these distortions: White (-31 percentage points) and Black (-9 pp) workers are consistently underrepresented, while Hispanic (+17 pp) and Asian (+12 pp) workers are overrepresented, with stereotype exaggeration amplifying existing occupational segregation. These distortions are often extreme, including near-total portrayals of housekeepers as Hispanic and the near-erasure of Black workers from many occupations. Because these patterns recur across models with different institutional and cultural origins, they suggest shared structural sources of bias rather than model-specific artifacts. We argue that auditing generative AI requires evaluation frameworks that examine how synthetic populations systematically reshape demographic visibility across social roles.

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Community Empowerment through Location-Based AR: The Th\'amien Ohlone AR Tour

Community empowerment is the process of enabling communities to increase control over their narratives, resources, and futures. In HCI and design, this social challenge centers on helping marginalized groups gain agency through technology and design interventions. For Indigenous communities in particular, empowerment means not only representation but sovereignty in how their stories are told and by whom. Location-based augmented reality (AR) offers a novel opportunity to address this challenge. By overlaying digital content onto physical places, AR can spatially anchor community narratives in the real world, allowing communities to re-tell the story of a place on their own terms. Such site-specific AR experiences have already been used to reveal hidden histories, re-imagine colonial monuments, and celebrate minority cultures. The affordances of XR - particularly AR\'s spatial interaction and immersive storytelling - make it a promising tool for cultural continuity and community activism. In this position paper, we focus on how these XR affordances can empower communities, using the Th\'amien Ohlone AR Tour as a case study. We outline why traditional digital interventions fall short of true empowerment, how AR's immersive qualities uniquely support Indigenous self-determination, insights from co-designing the Ohlone AR Tour, and future directions to scale such efforts responsibly.

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With or Without Permission: Site-Specific Augmented Reality for Social Justice

Movements for social change are often tied to a particular locale. This makes Augmented Reality (AR), which changes how people perceive their surroundings, a promising technology for social justice. Site-specific AR empowers activists to re-tell the story of a place, with or without permission of its owner. It has been used, for example, to reveal hidden histories, re-imagine problematic monuments, and celebrate minority cultures. However, challenges remain concerning technological ownership and accessibility, scalability, sustainability, and navigating collaborations with marginalized communities and across disciplinary boundaries. This half-day workshop at CHI 2024 seeks to bring together an interdisciplinary group of activists, computer scientists, designers, media scholars, and more to identify opportunities and challenges across domains. To anchor the discussion, participants will each share one example of an artifact used in speculating, designing, and/or delivering site-specific AR experiences. This collection of artifacts will inaugurate an interactive database that can inspire a new wave of activists to leverage AR for social justice.

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Sociotechnical Considerations for SLAM Anchors in Location-Based AR

In this position paper, we explore the power of storytelling and its connection to place through the use of Augmented Reality (AR) technology, particularly within the context of Thámien Ohlone history on the Santa Clara University campus. To do this, we utilized SLAM and 8th Wall to create virtual, location-based experiences that geolocate tribal stories at present-day sites, showcase the living culture of the Thámien Ohlone tribe, and advocate for physical markers that could exist to recognize their story. When doing so, we made sure to select locations that added to the story each stop tells to serve as our anchors. Our research then investigates both the social and technical considerations involved in selecting anchors for AR experiences, using the Thámien Ohlone AR Tour as a case study.

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Designing for Sustained Motivation: A Review of Self-Determination Theory in Behaviour Change Technologies

Recent years have seen a surge in applications and technologies aimed at motivating users to achieve personal goals and improve their wellbeing. However, these often fail to promote long-term behaviour change, and sometimes even backfire. We consider how self-determination theory (SDT), a metatheory of human motivation and wellbeing, can help explain why such technologies fail, and how they may better help users internalise the motivation behind their goals and make enduring changes in their behaviour. In this work, we systematically reviewed 15 papers in the ACM Digital Library that apply SDT to the design of behaviour change technologies (BCTs). We identified 50 suggestions for design features in BCTs, grounded in SDT, that researchers have applied to enhance user motivation. However, we find that SDT is often leveraged to optimise engagement with the technology itself rather than with the targeted behaviour change per se. When interpreted through the lens of SDT, the implication is that BCTs may fail to cultivate sustained changes in behaviour, as users' motivation depends on their enjoyment of the intervention, which may wane over time. An underexplored opportunity remains for designers to leverage SDT to support users to internalise the ultimate goals and value of certain behaviour changes, enhancing their motivation to sustain these changes in the long term.

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How the Design of YouTube Influences User Sense of Agency

In the attention economy, video apps employ design mechanisms like autoplay that exploit psychological vulnerabilities to maximize watch time. Consequently, many people feel a lack of agency over their app use, which is linked to negative life effects such as loss of sleep. Prior design research has innovated external mechanisms that police multiple apps, such as lockout timers. In this work, we shift the focus to how the internal mechanisms of an app can support user agency, taking the popular YouTube mobile app as a test case. From a survey of 120 U.S. users, we find that autoplay and recommendations primarily undermine sense of agency, while search and playlists support it. From 13 co-design sessions, we find that when users have a specific intention for how they want to use YouTube they prefer interfaces that support greater agency. We discuss implications for how designers can help users reclaim a sense of agency over their media use.

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From Ancient Contemplative Practice to the App Store: Designing a Digital Container for Mindfulness

Hundreds of popular mobile apps today market their ties to mindfulness. What activities do these apps support and what benefits do they claim? How do mindfulness teachers, as domain experts, view these apps? We first conduct an exploratory review of 370 mindfulness-related apps on Google Play, finding that mindfulness is presented primarily as a tool for relaxation and stress reduction. We then interviewed 15 U.S. mindfulness teachers from the therapeutic, Buddhist, and Yogic traditions about their perspectives on these apps. Teachers expressed concern that apps that introduce mindfulness only as a tool for relaxation neglect its full potential. We draw upon the experiences of these teachers to suggest design implications for linking mindfulness with further contemplative practices like the cultivation of compassion. Our findings speak to the importance of coherence in design: that the metaphors and mechanisms of a technology align with the underlying principles it follows.

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'I Just Want to Hack Myself to Not Get Distracted': Evaluating Design Interventions for Self-Control on Facebook

Beyond being the world's largest social network, Facebook is for many also one of its greatest sources of digital distraction. For students, problematic use has been associated with negative effects on academic achievement and general wellbeing. To understand what strategies could help users regain control, we investigated how simple interventions to the Facebook UI affect behaviour and perceived control. We assigned 58 university students to one of three interventions: goal reminders, removed newsfeed, or white background (control). We logged use for 6 weeks, applied interventions in the middle weeks, and administered fortnightly surveys. Both goal reminders and removed newsfeed helped participants stay on task and avoid distraction. However, goal reminders were often annoying, and removing the newsfeed made some fear missing out on information. Our findings point to future interventions such as controls for adjusting types and amount of available information, and flexible blocking which matches individual definitions of 'distraction'.

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Self-Control in Cyberspace: Applying Dual Systems Theory to a Review of Digital Self-Control Tools

Many people struggle to control their use of digital devices. However, our understanding of the design mechanisms that support user self-control remains limited. In this paper, we make two contributions to HCI research in this space: first, we analyse 367 apps and browser extensions from the Google Play, Chrome Web, and Apple App stores to identify common core design features and intervention strategies afforded by current tools for digital self-control. Second, we adapt and apply an integrative dual systems model of self-regulation as a framework for organising and evaluating the design features found. Our analysis aims to help the design of better tools in two ways: (i) by identifying how, through a well-established model of self-regulation, current tools overlap and differ in how they support self-control; and (ii) by using the model to reveal underexplored cognitive mechanisms that could aid the design of new tools.

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