The Nordic Pre-CHI Event
The Nordic Pre-CHI event provides an opportunity for researchers from the Nordics to present their accepted CHI 2025 papers and discuss them in a smaller circle. Additionally, it provides an excellent opportunity for younger researchers to get a taste of the quality of work presented at CHI and network with other peers, as well as senior researchers. Therefore, everyone from students to professors interested in HCI is welcome.
We extended the registration deadline: sign up using this form before March 23, 2025: https://forms.office.com/e/WiPLPGQB1z
Date and Location
Dates: 27 March + 28 March, 2025
Location: CSS building 35, room 35.01.06, Gammeltoftsgade 15, 1355 København, Denmark
Times
March 27: registration from 9:00, welcome starts at 9:30, paper talks start at 10:00
March 28: the event ends at 11:45

Schedule
March 27
9:00 – 9:30 — Registration
9:30 – 10:00 — Welcome
10:00 – 11:00 — Session 1: LLMs
Chair: Willem van der Maden
Paper: Show Me the Work: Fact-Checkers’ Requirements for Explainable Automated Fact-Checking
Authors: Greta Warren, Irina Shklovski, and Isabelle Augenstein
Presenter: Greta Warren
Link to paper: https://arxiv.org/abs/2502.09083, doi: http://doi.org/10.1145/3706598.3713277
Abstract: The pervasiveness of large language models and generative AI in online media has amplified the need for effective automated fact-checking to assist fact-checkers in tackling the increasing volume and sophistication of misinformation. The complex nature of fact-checking demands that automated fact-checking systems provide explanations that enable fact-checkers to scrutinise their outputs. However, it is unclear how these explanations should align with the decision-making and reasoning processes of fact-checkers to be effectively integrated into their workflows. Through semi-structured interviews with fact-checking professionals, we bridge this gap by: (i) providing an account of how fact-checkers assess evidence, make decisions, and explain their processes; (ii) examining how fact-checkers use automated tools in practice; and (iii) identifying fact-checkers’ explanation requirements for automated fact-checking tools. The findings reveal fact-checkers’ unmet explanation needs and identify important criteria for replicable fact-checking explanations that trace the model’s reasoning path, reference specific evidence, and highlight uncertainty and information gaps.
Paper: How CO2STLY Is CHI? The Carbon Footprint of Generative AI in HCI Research and What We Should Do About It
Authors: Nanna Inie, Jeanette Falk, and and Raghavendra Selvan
Presenter: Nanna Inie and Jeanette Falk
Link to the paper: https://doi.org/10.1145/3706598.3714227
Abstract: The energy cost of developing and deploying Generative AI (GenAI) models has exploded with their mass adoption. Carbon emissions due to energy consumption have also increased and the climate impact of this is currently unknown. In Human-Computer Interaction research, GenAI models are also making a carbon footprint. Based on detailed review of 282 papers, we estimate this footprint from energy consumption of the total use of GenAI for CHI 2024 research as between 10,053.17 and 11,792.78 kg CO2e. We show that GenAI is most often used for Prototyping, Evaluation & User studies in HCI research, and that Data Collection and Fine-tuning models incurs the highest CO2st. CHI submissions are unlikely to report GenAI use transparently, which makes precise calculations difficult. By measuring the usage of a subset of the papers on local hardware, we obtain estimations of the energy consumption and carbon footprint. Based on this evidence, we discuss and demonstrate ways to mitigate the issues of GenAI carbon footprint and lack of transparency.
Paper: Privacy Perceptions of Custom GPTs by Users and Creators
Presenter: Jan Vornhagen
Abstract: GPTs are customized versions of ChatGPT, created by OpenAI subscribers for specific tasks without necessitating AI expertise. Significant privacy concerns have arisen, with three million GPTs created in OpenAI’s store. To explore privacy perceptions among users and creators, we interviewed 23 GPT users with varying levels of creation experience. We uncovered a blurred user-creator spectrum and their mental models of GPT data flows. Participants expressed concerns about GPT autonomy (i.e., GPTs independently interacting with connected services, made possible through GPT actions) and third-party involvement, while creators additionally worried about the leakage of their knowledge. Privacy practices adopted include avoiding sensitive input, assessing GPT actions, and employing emotional coping strategies. Moreover, the roles of users and creators appear to shape privacy concerns and practices, with the creator’s expertise and responsibility being key factors. We recommend clarifying responsibilities and increasing data transparency on GPT platforms to address these issues.
Paper: Chatbots for Data Collection in Surveys: A Comparison of Four Theory-Based Interview Probes
Authors: Rune M. Jacobsen, Sam R. Cox, Carla F. Griggio, Niels van Berkel
Presenter: Rune Møberg Jacobsen
Link to paper: https://nielsvanberkel.com/files/publications/chi2025b.pdf, doi: https://doi.org/10.1145/3706598.3714128
Abstract: Surveys are a widespread method for collecting data at scale, but their rigid structure often limits the depth of qualitative insights obtained. While interviews naturally yield richer responses, they are challenging to conduct across diverse locations and large participant pools. To partially bridge this gap, we investigate the potential of using LLM-based chatbots to support qualitative data collection through interview probes embedded in surveys. We assess four theory-based interview probes: descriptive, idiographic, clarifying, and explanatory. Through a split-plot study design (N = 64), we compare the probes’ impact on response quality and user experience across three key stages of HCI research: \textit{exploration}, \textit{requirements gathering}, and \textit{evaluation}. Our results show that probes facilitate the collection of high-quality survey data, with specific probes proving effective at different research stages. We contribute practical and methodological implications for using chatbots as research tools to enrich qualitative data collection.
11:00 – 11:30 — Coffee Break
11:30 – 12:00 — Session 2: Robots
Chair: Derya Akbaba
Paper: Enhancing Self-Efficacy in Health Self-Examination through Conversational Agent’s Encouragement
Authors: Naja Kathrine Kollerup, Maria Theresa Hoang, Samuel Cox, and Niels van Berkel
Presenter: Naja Kathrine Kollerup
Link to paper: https://nielsvanberkel.com/files/publications/chi2025c.pdf, doi: https://doi.org/10.1145/3706598.3713142
Abstract: Social robots are employed as companions, helping in industrial and domestic environments. Adapting robots’ capabilities to user needs can be achieved through teaching from human demonstrations. However, the influence of robots’ preexisting proficiency and learning rate on human teachers’ self-efficacy and perception of the robots is underexplored. In this paper, we simulated four robot performance types that combine: (1) preexisting proficiency (low/high) and (2) learning rate (slow/fast). We conducted a controlled lab experiment studying the impact of robots’ performance type on teachers’ self-efficacy, willingness to teach the robot, and perception of the robot (N=24), in which robots placed objects in suitable locations. Fast learners were perceived as more intelligent, anthropomorphic, and likable, and this caused higher teaching self-efficacy regardless of preexisting skills. Slow learners caused frustration while teaching. Moreover, participants stopped teaching robots with low preexisting skills sooner, regardless of the learning rate, indicating potential bias caused by expectations.
Paper: RoboTeach: How Student Robots’ Preexisting Proficiency and Learning Rate Affect Human Teachers Demonstrating Object Placement
Authors: Khaled Kassem, Patrick Gietl, Florian Michahelles, and Andrii Matviienko
Presenter: Andrii Matviienko
Link to paper: https://doi.org/10.1145/3706598.3713113
Abstract: Social robots are employed as companions, helping in industrial and domestic environments. Adapting robots’ capabilities to user needs can be achieved through teaching from human demonstrations. However, the influence of robots’ preexisting proficiency and learning rate on human teachers’ self-efficacy and perception of the robots is underexplored. In this paper, we simulated four robot performance types that combine: (1) preexisting proficiency (low/high) and (2) learning rate (slow/fast). We conducted a controlled lab experiment studying the impact of robots’ performance type on teachers’ self-efficacy, willingness to teach the robot, and perception of the robot (N=24), in which robots placed objects in suitable locations. Fast learners were perceived as more intelligent, anthropomorphic, and likable, and this caused higher teaching self-efficacy regardless of preexisting skills. Slow learners caused frustration while teaching. Moreover, participants stopped teaching robots with low preexisting skills sooner, regardless of the learning rate, indicating potential bias caused by expectations.
12:15 – 13:15 — Lunch
13:15 – 14:15 — Session 3: Design
Chair: Katka Cerna
Paper: Imagining with the Body: Speculative Designs for Women’s Embodied Empowerment in Feminist Self-Defense
Authors: Bojana Nikolovska, Maria Normark, and Helga Sadowski
Presenter: Bojana Nikolovska
Link to paper: https://doi.org/10.1145/3706598.3713975
Abstract: Feminist self-defence combines physical self-defence with mental strength exercises through role-playing scenarios. It aims to challenge limiting beliefs about women’s’ abilities to respond to interpersonal violence. We present the experiences from feminist self-defense classes in Sweden and the results of a set of speculative designs that combined contribute to imagine how technology could play a role in experiencing these holistic practices. The goal is to illustrate the potential of embodied interaction design to empower beginner feminist self-defense practitioners. To do so, the study was conducted via two methods: semi-structured interviews with students and teachers, and a participatory speculative design workshop with novice practitioners. The speculative concepts demonstrate how design can support the practice of feminist self-defense. Through this study we contribute to the corpus of embodied design interventions, in this case combining design for bodily movements with feminist consciousness raising in relation to the topic of gender-based violence.
Paper: How Do Hackathons Foster Creativity? Towards AI Collaborative Evaluation of Creativity at Scale
Authors: Jeanette Falk, Yiyi Chen, Janet Rafner, Mike Zhang, Johannes Bjerva, Alexander Nolte
Presenter: Jeanette Falk, google scholar: https://scholar.google.com/citations?user=8tAgGMUAAAAJ&hl=en&oi=ao
Link to paper: http://doi.org/10.1145/3706598.3713447
Abstract: Hackathons have become popular collaborative events for accelerating the development of creative ideas and prototypes. There are several case studies showcasing creative outcomes across domains such as industry, education, and research. However, there are no large-scale studies on creativity in hackathons which can advance theory on how hackathon formats lead to creative outcomes. We conducted a computational analysis of 193,353 hackathon projects. By operationalizing creativity through usefulness and novelty, we refined our dataset to 10,363 projects, allowing us to analyze how participant characteristics, collaboration patterns, and hackathon setups influence the development of creative projects. The contribution of our paper is twofold: We identified means for organizers to foster creativity in hackathons. We also explore the use of large language models (LLMs) to augment the evaluation of creative outcomes and discuss challenges and opportunities of doing this, which has implications for creativity research at large
Paper: How Can We Change the System? Understanding and Addressing Redesign Inertia in Digital Public Services
Authors: Barbara Patricia Nino Carreras and Valeria Borsotti
Presenter: Barbara Patricia Nino Carreras
Link to paper: http://doi.org/10.1145/3706598.3713225
Abstract: Intersectional design research shows that the lack of decision-making power of marginalized communities in the design of digital public services perpetuates social injustice. Drawing on two ethnographic studies, we analyze two cases of structural inaccessibility grounded in audism and cisnormativity: the absence of closed captions and Danish sign language on the Danish Parliament’s online TV, and gender binary input forms in Danish public sector job applications. Drawing on lessons learned from participating in complaint processes as researchers, we introduce the concept of redesign inertia as the institutional and structural mechanisms that reproduce discrimination and disempowerment in the maintenance of digital systems. We extend existing conceptualizations of inertia in sociotechnical systems by centering on how structural oppression shapes inaction. Drawing on critical access studies, we argue that user-centered and accessible complaint processes are essential elements of the co-design and maintenance of a digital infrastructure or public service promising digital inclusion.
Paper: De-centering Inclusivity: Fitting Design for Aut-Ethnography
Authors: Sarah Fjelsted Alrøe and Peter Gall Krogh
Presenter: Sarah Fjelsted Alrøe
Link to paper: https://doi.org/10.1145/3706598.3713942
Abstract: Neurodiversity perspectives have in recent years made headway in HCI, broadening the role of autistic people. Outside HCI, an essential tool of the neurodiversity movement is the use of first person methods such as autoethnography. This paper explores how interaction design may contribute to ease the burden of conducting Autistic autoethnography (aut-ethnography), and how aut-ethnography may contribute to HCI. Taking an autoethnographic approach in the design of a set of recording devices, we identify three design sensitivities when designing for aut-ethnography: Inertial, sensory, and social fit. We further nuance these in an exploratory trial with other autistic people. We conclude that designing for the context of aut-ethnography requires significant adaptability of the designed artifacts in order to facilitate maintenance of existing rhythms in practice and adhere to fine-grained idiosyncratic preferences and ideals of practicing care and fairness.
14:15 – 14:40 — Coffee Break
14:40 – 15:40 — Session 4: Theory
Chair: Difeng Yu
Paper: Self-Determination Theory and HCI Games Research: Unfulfilled Promises and Unquestioned Paradigms
Authors: April Tyack and Elisa D. Mekler
Presenter: Elisa Mekler
Link to paper: https://dl.acm.org/doi/pdf/10.1145/3673230
Abstract: Self-determination theory (SDT), a psychological theory of human motivation, is a prominent paradigm in human–computer interaction (HCI) research on games. However, our prior literature review observed a trend towards shallow applications of the theory. This follow-up work takes a broader view—examining SDT scholarship on games, a wider corpus of SDT-based HCI games research (N = 259), and perspectives from a games industry practitioner conference—to help explain current applications of SDT. Our findings suggest that perfunctory applications of the theory in HCI games research originate in part from within SDT scholarship on games, which itself exhibits limited engagement with theoretical tenets. Against this backdrop, we unpack the popularity of SDT in HCI games research and identify conditions underlying the theory’s current use as an oft-unquestioned paradigm. Finally, we outline avenues for more productive SDT-informed games research and consider ways towards more intentional practices of theory use in HCI.
Paper: Does Random Movements mean Random Results? Why Asynchrony in Experiments on Body Ownership does not Work as Intended
Authors: Olga Iarygina, Kasper Hornbæk, and Aske Mottelson
Presenter: Aske Mottelson
Link to paper: http://doi.org/10.1145/3706598.3713506
Abstract: Effects of embodying virtual avatars are routinely validated experimentally by comparing synchronous and asynchronous movements between virtual and real bodies. This experimental paradigm, however, lacks justification, validation, and standardization. Asynchrony is implemented in numerous ways, such as through delayed, dislocated, or prerecorded movements, and these may impact embodiment and user experience distinctively. An online study (N = 202) revealed that variations of asynchrony cause disparate responses to embodiment and user experience, with prerecorded movements distorting embodiment the most. A think-aloud study (N = 16) revealed that asynchronous conditions lead to peculiar and oftentimes negative experiences. Furthermore, asynchronous conditions in some cases maintain, rather than break the body ownership illusion, as participants imitate the virtual body. Our results show that asynchrony in experiments on embodiment entails profound validity issues and should therefore be used with caution.
Paper: A Unified Model for Haptic Experience
Authors: Tor-Salve Dalsgaard and Oliver Schneider
Presenter: Tor-Salve Dalsgaard
Link to paper: https://doi.org/10.1145/3711842
Abstract: Designed haptic feedback—technology-mediated touch feedback—has the potential to mediate positive and meaningful experiences. These experiences are rich and complex in nature and thus challenging to design. Established User Experience (UX) and Haptic Experience (HX) models describe the design of experiences; however, they are too general and evaluation-focused to inform haptic experience design. We review 104 publications designing haptic experiences and analyse how researchers consider pragmatic, hedonic, and eudaimonic qualities of haptic experience. Our findings show that researchers mainly engage with the pragmatic qualities of the experience. We thus propose a unified model for HX for understanding the design of haptic experiences, combining key elements of UX and HX research to give haptic designers a tool for thinking about the rich and complex haptic experiences elicited by their designs. This raises open questions for haptic experience research, as designing mediated touch experiences through haptic technology remains challenging.
Paper: A Concept at Work: A Review of Motivations, Operationalizations, and Conclusions in VR Research about Presence
Authors: Cleo Xiao, Difeng Yu, Kasper Hornbæk, and Joanna Bergström
Presenter: Cleo Xiao
Link to paper: https://doi.org/10.1145/3706598.3714279
Abstract: Presence appears an important concept for virtual reality (VR): It is frequently measured with questionnaires, and theory and methods about it have been discussed in numerous works. Yet, it is unclear how to actually work with this concept: Why is presence important to measure, how to choose an appropriate questionnaire, and what to conclude about it based on findings? To answer these questions, we review how the concept is put to work in 288 VR papers from 2023 measuring presence with questionnaires. Our findings include that measuring presence is often motivated by another construct, such as user experience; the reasons for choosing a specific questionnaire are often weak or not reported at all; and high presence values are frequently used simply to validate an interaction technique. We propose recommendations for working with presence and formulate questions to direct future research.
15:40 – 16:00 — Coffee Break
16:00 – 17:00 — Session 5: Applications
Chair: Christoph Albert Johns
Paper: Tracing Change in Social Media Use: A Qualitative Longitudinal Study
Authors: Beata Jungselius & Alexandra Weilenmann
Presenter: Beata Jungselius
Link to paper: https://doi.org/10.1145/3706598.3713813
Abstract: This study reveals a significant shift in how users perceive and engage with social media over time. Our analysis is based on qualitative longitudinal research carried out over ten years, involving a small group of participants in 2012, 2017, and 2022. Semi-structured, in-depth interviews were conducted using stimulated recall allowing for retrospection and reflection. Through this methodology, we trace the shifting perceptions of social media users, from initially embracing these platforms for quick, fun, and social activities, to later recognizing their potential intrusiveness and seeking strategies to manage their use. We outline three central trajectories that illustrate shifts in social media use across time: from public performance to private interaction, from producing to consuming and from fun to problematic. For HCI and social media studies, these findings underscore the need to prioritize user agency, ethical design practices, and longitudinal research endeavors to understand the evolving impacts of social media.
Paper: Around the World in 60 Cyclists: Evaluating Autonomous Vehicle-Cyclist Interfaces Across Cultures
Authors: Ammar Al-Taie, Andrii Matviienko, Joseph O’Hagan, Frank Pollick, and Stephen Brewster
Presenter: Andrii Matviienko
Link to paper: https://eprints.gla.ac.uk/349337/, doi: https://doi.org/10.1145/3706598.3713407
Abstract: Cultural differences influence how cyclists and drivers interact, affecting global autonomous vehicle (AV) adoption. AV-cyclist interfaces are needed to clarify AV intentions and resolve traffic ambiguities when no human driver is present. These must adapt across cultures and road infrastructure. We conducted a cross-cultural user study across Stockholm (full segregation of cyclists from vehicles), Glasgow (partial segregation), and Muscat (no segregation). Cyclists used an AR simulator to cycle in physical space and experienced three holistic AV-cyclist interfaces. These integrated multiple interfaces into a larger ecosystem, e.g., a smartwatch synchronised with on-vehicle eHMI. Interfaces communicated AV location, intentions, or both. Riders from all cultures preferred combined AV location and intention information but used it differently. Stockholm cyclists focused on location, validating intentions with driving behaviour. Glasgow participants valued both cues equally. Muscat cyclists trusted interfaces, prioritising intentions without relying on driving behaviour. These insights are key for global AV adoption.
Paper: Virtual Voyages: Evaluating the Role of Real-Time and Narrated Virtual Tours in Shaping User Experience and Memories
Authors: Lillian Maria Eagan, Jacob Young, Jesse Bering, and Tobias Langlotz
Presenter: Tobias Langlotz
Link to paper: https://tildeweb.au.dk/au708037/papers/EaganACMCHI2025.pdf
Abstract: Immersive technologies are increasingly being considered for their potential to replicate or enhance existing tourism experiences, especially to share inaccessible or distant environments with visitors who otherwise would not be able to experience them. While the academic literature suggests substantial interest in this area, there have been few, if any, controlled experiments to study how users perceive virtual tours of real-world locations. In this paper we present an initial exploration of virtual real-world tourism focusing on the effects of real-time experiences and narration on presence, place attachment, and user memories of the real-world destination. Our results suggest that pre-recorded and live experiences could both be valid approaches, and that narration can enrich the experience for users in several ways. We discuss the design and evaluation of our system, including feedback from domain experts, and provide insights into current limitations and further opportunities for virtual tourism.
Paper: Visual Augmentations for Ultrasound Assessment Training of Medical Students
Authors: Helena B. Djernæs, Rune M. Jacobsen, Simo Hosio, Niels van Berkel
Presenter: Helena Bøjer Djernæs
Link to paper: https://nielsvanberkel.com/files/publications/chi2025a.pdf, doi: https://doi.org/10.1145/3706598.3714004
Abstract: Ultrasound assessments are key in assessing traumatic injuries to the human body during urgent medical emergencies. Obtaining proficiency in conducting ultrasound assessments is challenging, and relies on hands-on, individually instructed training provided by a scarce number of ultrasound experts. We investigate how to support medical students’ learning of ultrasound assessment through visual augmentations. By enhancing the learning process, we seek to support students in reaching higher proficiency in ultrasound assessments. We followed an ultrasound assessment course to identify the primary challenges faced by medical students learning to conduct ultrasound assessments. Based on our findings, we designed four distinct visual augmentations in collaboration with a course educator that guide students in achieving better ultrasound image quality. We evaluated these visual augmentations in a mixed-method study with 15 medical students. Our findings provide insights on the use of digital technology in supporting clinical training, and the possibilities of bridging existing training practices.
Social Event at Too Old To Die Young
March 28
9:30 – 9:45 — Coffee
9:45 – 10:15 — Session 6: Interactivity (March 28)
Chair: Xiaoyan Zhou
Paper: Text Entry for XR Trove (TEXT): Collecting and Analyzing Techniques for Text Input in XR
Authors: Arpit Bhatia, Moaaz Hudhud Mughrabi, Diar Abdlkarim, Massimiliano Di Luca, Mar Gonzalez-Franco, Karan Ahuja, Hasti Seifi
Presenter: Arpit Bhatia, google scholar: https://scholar.google.com/citations?user=TzSb1OsAAAAJ&hl=en&oi=ao
Link to paper: https://drive.google.com/file/d/11WWXUoclc5m1Ua_WGhuE1B_BI9XaXdVM/view?usp=sharing, doi: http://doi.org/10.1145/3706598.3713382
Abstract: Text input for extended reality (XR) is far from perfect, and a variety of text entry techniques (TETs) have been proposed to fit various contexts of use. However, choosing and comparing between TETs remains challenging due to the lack of a consolidated collection of techniques, and limited understanding of how interaction attributes of a technique (e.g., presence of visual feedback) impact user performance. To address these gaps, this paper examines the current landscape of XR TETs by creating a database of 176 different techniques. We analyze this database to highlight trends in the design of these techniques, the metrics used to evaluate them, and how various interaction attributes impact these metrics. To support design and research, we discuss implications for future techniques and present TEXT: Text Entry for XR Trove, an interactive online tool to navigate our database.
Paper: Co-Designing Multimodal Tools for Radically Mobile Hybrid Meetings
Authors: Julia Kleinau, Jens Emil Grønbæk, and Eve Hoggan
Presenter: Julia Kleinau
Link to paper: https://doi.org/10.1145/3706598.3713993
Abstract: Hybrid meetings have become common practice in collaborative work environments. However, they are constrained by the fixed spatial configurations of videoconferencing technology. This limits opportunities for mobile and spontaneous interactions; qualities that are critical to successful collaboration. In this paper, we explore the concept of radically mobile hybrid meetings. Our work investigates the design space of multimodal devices as mobile alternatives to traditional videoconferencing. We conducted three group co-design sessions, where participants prototyped mobile hybrid meeting technologies to explore how such meetings could be supported. From these workshops, we derive design fictions envisioning future uses of these technologies, which we evaluate with a questionnaire to spark reflections on future mobile hybrid collaboration tools and practices. We contribute an initial exploration of the design space for radically mobile hybrid meetings, laying the groundwork for developing tools that enable spontaneous, effective, and inclusive collaboration in hybrid mobile settings.
10:15 – 11:00 — Session 7: Health (March 28)
Chair: Hubert Zając
Paper: Cripping the Co-Design of Pacing Technologies For Energy-Limiting Conditions
Authors: Sarah Homewood, Claudia Hinkle, Irene Kaklopoulou
Presenter: Sarah Homewood
Link to paper: https://doi.org/10.1145/3706598.3713990
Abstract: People with energy-limiting conditions, such as chronic fatigue syndrome(ME/CFS) and Long COVID, need to limit their activity levels and balance exertion with rest and restorative activities. This practice is known as “pacing”. There is an opportunity for technology to help people with this process, but conducting research with this population can be difficult given their limited and unpredictable energy levels. This research explores how we can use crip theory to inform the development of co-design methods suitable for this cohort, and as an analytical lens to explore how these tools should be designed outside of normative and abelist assumptions about fatigue and productivity. This is done through a 5 week Asynchronous Remote Community study utilising various co-design techniques. These findings point to future designs of pacing technologies and contribute insights about developing more accessible approaches to conducting research with people with energy-limiting conditions.
Paper: “Don’t You Dare Go Hollow”: How Dark Souls Helps Players Cope with Depression, a Thematic Analysis of Reddit Discussions
Presenter: Jan Vornhagen
Entertainment videogames have been recognized for their potential therapeutic benefits, but there is a need for more in-depth, game-specific explorations of the game features that could contribute to such benefits. This study examines how players of Dark Souls describe the game helping them cope with depression. We conducted a reflexive thematic analysis of Reddit discussions where players narrate their mental health experiences with the game, using AI to assist in identifying relevant data for a purposive sample. Our findings suggest that Dark Souls could support players’ mental health, for example, by (1) cultivating resilience and perseverance through its challenging gameplay, (2) triggering existential reflections through symbolic representations of depression, and (3) enabling supportive online communities and interactions. Our findings offer rich, player-centered insights into the perceived mental health benefits of commercial videogames, highlighting their potential to transcend entertainment and inform the design of engaging digital mental health tools.
Paper: The Centers and Margins of Modeling Humans in Well- being Technologies: A Decentering Approach.
Authors: Jichen Zhu, Pedro Sanches, Vasiliki Tsaknaki, Willem van der Maden, and Irene Kaklopoulou
Presenter: Vasiliki Tsaknaki
Link to paper: https://arxiv.org/pdf/2503.19132, doi: http://doi.org/10.1145/3706598.3713940
Abstract: This paper critically examines the machine learning (ML) modeling of humans in three case studies of well-being technologies. Through a critical technical approach, it examines how these apps were experienced in everyday life (technology in use) to surface breakdowns and it identifies the assumptions about the “human” body entrenched in the ML models (technology design). To address these issues, this paper applies agential realism to decenter foundational assumptions, such as cycle regularity and health/illness binaries, and speculates more inclusive design and ML modeling paths that acknowledge irregularity, human-system entanglements, and uncertain transitions. This work is among the first to explore the implications of decentering theories in computational modeling of human bodies and well-being, offering insights for more inclusive ML-based technologies.
11:00 – 11:20 — Coffee Break
11:20 – 11:50 — Wrap up and Farewell
14:00 – 16:00 — Lab Visit of KU HCC Section at Sigurdsgade 41, 2200 København
Organizers

Tor-Salve Dalsgaard, Postdoc
University of Copenhagen

Qiushi Zhou, Postdoc
Aarhus University

Jonathan Sutton, Postdoc
University of Copenhagen

Teresa Hirzle, Assistant Professor
University of Copenhagen