Latest papers

11 papers1 paper in the last four weeks, with none the four weeks before. 0.0% of all new papers.

Sep 21, 2026

"MeBo Leaves a Piece of You Behind": Designing a Relational Voice-Based Memory Companion for Older Adults

Autobiographical remembering supports identity, well-being, and social connection in later life, yet voice-based memory technologies largely rely on isolated prompts. We designed and built MeBo, a fully functional relational voice-based memory companion, through participatory design with 11 older adults. Their accounts shaped four Design Strategies that guided MeBo's interaction design and multi-agent implementation. In a mixed-methods evaluation with 20 older adults, participants found MeBo exceptionally usable (SUS = 87.75), enjoyable, sociable, emotionally responsive, and trustworthy. Participants reported higher positive affect and momentary social connection and lower negative affect after the session than before. Participants described how MeBo followed their stories, returned to earlier memories, adapted to their preferences, and made its growing memory visible and controllable. MeBo's relational framing surfaces tensions around what it should remember, who may access memories produced through interaction, and what becomes of them when the user or MeBo is no longer present.
Aug 19, 2026

Designing Social Robots for Social-Cognition Training with Autistic Adults

Social robots have been widely explored as tools for autism intervention, yet this literature has focused predominantly on children and has rarely involved autistic adults as active contributors to design. This creates a mismatch between existing systems and the social-cognitive challenges autistic adults actually face in everyday life, including navigating ambiguous interpersonal contexts, managing conversational timing, and interpreting implied emotional meaning. To address this gap, we conducted an online focus group and co-design session with five autistic adults to explore what a social robot for social-cognition training should do, how it should interact, and under what conditions it would be genuinely useful. The 90-minute session combined open discussion with structured co-design activities on a shared digital whiteboard, and the resulting verbal and visual data were analysed using reflexive thematic analysis. The analysis yielded seven themes that define core design requirements: the robot should function as a scaffold rather than a substitute, prioritise authenticity over comfort, provide personalised and user-controlled feedback, accommodate emotional self-awareness gaps, respect privacy and contextual boundaries, support rehearsal for real-world social situations, and remain configurable in identity, form, and expression. Together, the findings suggest that autistic adults envision the robot not as a companion or live social assistant, but as a private, configurable rehearsal partner designed to support independence over time.
Aug 6, 2026

Decolonizing Linguistic Policies in Automated Speech Recognition: A Framework for Cross-Culturally Competent Speech AI

This paper focuses on automatic speech recognition (ASR) and ASR-mediated voice interfaces that shape access to public services, healthcare, and education. We argue that persistent failures for low-resource, Indigenous, and non-standard language varieties are not only technical errors, but also implicit linguistic policies that reproduce colonial language hierarchies. Drawing on linguistic capital, raciolinguistic ideology, language policy research, and decolonial computing, we show how data, metrics, and model priors determine whose voices become machine-legible. We introduce the Three Harms (3M) taxonomy---Misrecognition, Misalignment, and Mistrust---and a seven-layer situatedness model for linguistic diversity in ASR and ASR-mediated voice interfaces. We then propose a participatory framework and minimum audit protocol for culturally competent ASR, positioning affected communities as co-designers, evaluators, and governance partners.
Jun 13, 2026

Co-Creating Buildable and Open Social Robot Study Companions with University Students

Open-source social robots offer accessibility, repairability, and student empowerment, yet the build itself often presents a barrier. Existing platforms either ship pre-assembled, foreclosing hands-on learning, or expose students to unfamiliar fasteners, opaque wiring, and inaccessible service points that erode engagement. Whether targeted mechanical redesign can lower this barrier whilst maintaining structural integrity remains untested. Here we show that Design for Assembly (DfA) and Design for Disassembly (DfD) interventions reshape how a build feels before they shorten how long it takes. Working with university students in Guyana and Estonia, we applied the Double Diamond framework to co-create the Robot Study Companion (RSC) v4.1: mapping pain points, then redesigning its chassis around twist-lock fasteners, snap-fit joints, and tool-free service latches. Across two studies with developers and first-time builders, system usability climbed from Poor to Excellent (SUS 59.4 to 89.4), perceived workload trended downward (NASA-TLX 4.29 to 4.00), and mean assembly time trended downward (21.4 to 13.7 minutes, with juniors' learning effect), whilst orientation cues and navigation continuity for first-time builders emerged as the next documentation frontier. Perceived workload, not completion time, appears to govern whether students take up open hardware.
May 19, 2026

Puzzled By ChatGPT? No more! A Jigsaw Puzzle to Promote AI Literacy and Awareness

The rapid adoption of Generative AI, including LLM-based chatbots like ChatGPT, has highlighted the need for accessible ways to support public understanding and AI literacy. To address this need, we introduce a game-based, interactive approach in the form of a jigsaw puzzle whose completed image is a comic-based infographic illustrating the workings, capabilities, limitations, and societal implications of these technologies. Each comic sketch also functions as a standalone informational card, providing focused explanations of specific facets of AI use, design, and impact. The visual content was created in a live collaborative session with a professional illustrator and a multidisciplinary group of experts and non experts, combining structured knowledge with informal, exploratory reflections shared during the discussion. By integrating hands-on assembly, visual storytelling, and collaborative interaction, the puzzle provides an engaging and playful tool for exploring the mechanisms, perks, and perils of AI systems in informal learning contexts.
Apr 21, 2026

Relational AI in Education: Reciprocity, Participatory Design, and Indigenous Worldviews

Education is not merely the transmission of information or the optimisation of individual performance; it is a fundamentally social, constructive, and relational practice. However, recent advances in generative artificial intelligence (GenAI) increasingly emphasise efficiency, automation, and individualised assistance, risking the weakening of relational learning processes. Despite growing adoption, AI in education (AIED) research has yet to fully articulate how AI can be designed in ways that sustain the social and ecological relationships through which learning occurs. In this paper, we re-centre education as relational and frame learner-AI interactions as context-specific relationships with clearly defined purposes and boundaries, rather than positioning them as substitutes for, or replacements of, human interaction. Grounded in participatory design practices and inspired by Indigenous worldviews (including Aboriginal Australian, Native American, and Mesoamerican traditions) that foreground reciprocity and relational accountability, we argue that meaningful educational AI should support learning with others rather than replace them. We advance this perspective by: i) conceptualising AIED as a relational design problem grounded in reciprocity; ii) articulating key tensions introduced by GenAI in education; and iii) outlining design directions that expand the AIED design space toward reciprocity, including when not to use AI, how to define pedagogical boundaries, and how to support responsible uses of AIED innovations that sustain communities and natural environments.
Apr 17, 2026

"Taking Stock at FAccT": Using Participatory Design to Co-Create a Vision for the Fairness, Accountability and Transparency Community

As a relatively new forum, ACM FAccT has become a key space for activists and scholars to critically examine emerging AI and ML technologies. It brings together academics, civil society members, and government representatives from diverse fields to explore the broader societal impacts of both deployed and proposed technologies. We report a large-scale participatory design (PD) process for reflexive conference governance, which combined an in-person CRAFT session, an asynchronous Polis poll and the synthesis of a governance-facing report for the FAccT leadership. Participants shaped the substantive agenda by authoring seed statements, adding new statements and making patterns of agreement, disagreement and uncertainty made visible through voting.Our endeavors represent one of the the first instances of applying PD to a venue that critically interrogates the societal impacts of AI, fostering a niche in which critical scholars are free to voice their concerns. Finally, this work advances large-scale PD theory by providing an effective case study of a co-design paradigm that can readily scale temporally and epistemologically.
Apr 10, 2026

Three Modalities, Two Design Probes, One Prototype, and No Vision: Experience-Based Co-Design of a Multi-modal 3D Data Visualization Tool

Three-dimensional (3D) data visualizations, such as surface plots, are vital in STEM fields from biomedical imaging to spectroscopy, yet remain largely inaccessible to blind and low-vision (BLV) people. To address this gap, we conducted an Experience-Based Co-Design with BLV co-designers with expertise in non-visual data representations to create an accessible, multi-modal, web-native visualization tool. Using a multi-phase methodology, our team of five BLV and one non-BLV researcher(s) participated in two iterative sessions, comparing a low-fidelity tactile probe with a high-fidelity digital prototype. This process produced a prototype with empirically grounded features, including reference sonification, stereo and volumetric audio, and configurable buffer aggregation, which our co-designers validated as improving analytic accuracy and learnability. In this study, we target core analytic tasks essential for non-visual 3D data exploration: orientation, landmark and peak finding, comparing local maxima versus global trends, gradient tracing, and identifying occluded or partially hidden features. Our work offers accessibility researchers and developers a co-design protocol for translating tactile knowledge to digital interfaces, concrete design guidance for future systems, and opportunities to extend accessible 3D visualization into embodied data environments.
Mar 27, 2026

User Involvement in Robotic Wheelchair Development: A Decade of Limited Progress

Robotic wheelchairs (RWs) offer significant potential to enhance autonomy and participation for people with mobility impairments, yet many systems have failed to achieve sustained real-world adoption. This narrative literature review examined the extent and quality of end-user involvement in RW design, development, and evaluation over the past decade (2015--2025), assessed against core principles shared by major user-involvement approaches (e.g., user-/human-centered design, participatory/co-design, and inclusive design). The findings indicate that user involvement remains limited and is predominantly concentrated in late-stage evaluation rather than in early requirements definition or iterative co-design. Of the 399 records screened, only 23 studies (about 6%) met the inclusion criteria of verifiable end-user involvement, and many relied on small samples, often around ten participants, with limited justification for sample size selection, proxy users, laboratory-based validation, and non-standardized feedback methods. Research teams were largely engineering-dominated (about 89%) and geographically concentrated in high-income countries. Despite strong evidence that sustained user engagement improves usability and adoption in assistive technology, its systematic implementation in RW research remains rare. Advancing the field requires embedding participatory methodologies throughout the design lifecycle and addressing systemic barriers that constrain meaningful user involvement.
Mar 19, 2026

"You've got a friend in me": Co-Designing a Peer Social Robot for Young Newcomers' Language and Cultural Learning

Community literacy programs supporting young newcomer children in Canada face limited staffing and scarce one-to-one time, which constrains personalized English and cultural learning support. This paper reports on a co-design study with United for Literacy tutors that informed Maple, a table-top, peer-like Socially Assistive Robot (SAR) designed as a practice partner within tutor-mediated sessions. From shadowing and co-design interviews, we derived newcomer-specific requirements and added them in an integrated prototype that uses short story-based activities, multi-modal scaffolding and embedded quizzes that support attention while producing tutor-actionable formative signals. We contribute system design implications for tutor-in-the-loop SARs supporting language socialization in community settings and outline directions for child-centered evaluation in authentic programs.
Mar 16, 2026

Intelligent Co-Design: An Interactive LLM Framework for Interior Spatial Design via Multi-Modal Agents

In architectural interior design, miscommunication frequently arises as clients lack design knowledge, while designers struggle to explain complex spatial relationships, leading to delayed timelines and financial losses. Recent advancements in generative layout tools narrow the gap by automating 3D visualizations. However, prevailing methodologies exhibit limitations: rule-based systems implement hard-coded spatial constraints that restrict participatory engagement, while data-driven models rely on extensive training datasets. Recent large language models (LLMs) bridge this gap by enabling intuitive reasoning about spatial relationships through natural language. This research presents an LLM-based, multimodal, multi-agent framework that dynamically converts natural language descriptions and imagery into 3D designs. Specialized agents (Reference, Spatial, Interactive, Grader), operating via prompt guidelines, collaboratively address core challenges: the agent system enables real-time user interaction for iterative spatial refinement, while Retrieval-Augmented Generation (RAG) reduces data dependency without requiring task-specific model training. This framework accurately interprets spatial intent and generates optimized 3D indoor design, improving productivity, and encouraging nondesigner participation. Evaluations across diverse floor plans and user questionnaires demonstrate effectiveness. An independent LLM evaluator consistently rated participatory layouts higher in user intent alignment, aesthetic coherence, functionality, and circulation. Questionnaire results indicated 77% satisfaction and a clear preference over traditional design software. These findings suggest the framework enhances user-centric communication and fosters more inclusive, effective, and resilient design processes. Project page: https://rsigktyper.github.io/AICodesign/