activity
20212026
most citedNonverbal Cues in Human-Robot Interaction: A Communication Studies Perspective

111 citations · 645 across the 33 of their papers we have counts for

collaborators

35 papers

cs.HC2026★ 2 cited

Operationalizing Perceptions of Agent Gender: Foundations and Guidelines

Katie Seaborn, Madeleine Steeds, Ilaria Torre +3

The "gender" of intelligent agents, virtual characters, social robots, and other agentic machines has emerged as a fundamental topic in studies of people's interactions with comput…

cs.HC2025★ 2 cited

Juicy Text: Onomatopoeia and Semantic Text Effects for Juicy Player Experiences

Émilie Fabre, Katie Seaborn, Adrien Alexandre Verhulst +2

Juiciness is visual pizzazz used to improve player experience and engagement in games. Most research has focused on juicy particle effects. However, text effects are also commonly…

cs.RO2024★ 5 cited

From "Made In" to Mukokuseki: Exploring the Visual Perception of National Identity in Robots

Katie Seaborn, Haruki Kotani, Peter Pennefather

People read human characteristics into the design of social robots, a visual process with socio-cultural implications. One factor may be nationality, a complex social characteristi…

cs.HC2024

Cross-Cultural Validation of Partner Models for Voice User Interfaces

Katie Seaborn, Iona Gessinger, Suzuka Yoshida +2

Recent research has begun to assess people's perceptions of voice user interfaces (VUIs) as dialogue partners, termed partner models. Current self-report measures are only availabl…

cs.HC2024★ 21 cited

Theorizing Deception: A Scoping Review of Theory in Research on Dark Patterns and Deceptive Design

Weichen Joe Chang, Katie Seaborn, Andrew A. Adams

The issue of dark patterns and deceptive designs (DPs) in everyday interfaces and interactions continues to grow. DPs are manipulative and malicious elements within user interfaces…

cs.HC2024★ 6 cited

Deceptive, Disruptive, No Big Deal: Japanese People React to Simulated Dark Commercial Patterns

Katie Seaborn, Tatsuya Itagaki, Mizuki Watanabe +6

Dark patterns and deceptive designs (DPs) are user interface elements that trick people into taking actions that benefit the purveyor. Such designs are widely deployed, with specia…

cs.HC2024★ 5 cited

Kawaii Computing: Scoping Out the Japanese Notion of Cute in User Experiences with Interactive Systems

Yijia Wang, Katie Seaborn

Kawaii computing is a new term for a steadily growing body of work on the Japanese notion of "cute" in human-computer interaction (HCI) research and practice. Kawaii is distinguish…

cs.HC2024★ 1 cited

No Joke: An Embodied Conversational Agent Greeting Older Adults with Humour or a Smile Unrelated to Initial Acceptance

Ge "Rikaku" Li, Katie Seaborn

Embodied conversation agents (ECAs) are increasingly being developed for older adults as assistants or companions. Older adults may not be familiar with ECAs, influencing uptake an…

cs.HC2024★ 2 cited

Play Across Boundaries: Exploring Cross-Cultural Maldaimonic Game Experiences

Katie Seaborn, Satoru Iseya, Shun Hidaka +2

Maldaimonic game experiences occur when people engage in personally fulfilling play through egocentric, destructive, and/or exploitative acts. Initial qualitative work verified thi…

cs.HC2024★ 12 cited

Silver-Tongued and Sundry: Exploring Intersectional Pronouns with ChatGPT

Takao Fujii, Katie Seaborn, Madeleine Steeds

ChatGPT is a conversational agent built on a large language model. Trained on a significant portion of human output, ChatGPT can mimic people to a degree. As such, we need to consi…

cs.HC2024★ 13 cited

Qualitative Approaches to Voice UX

Katie Seaborn, Jacqueline Urakami, Peter Pennefather +1

Voice is a natural mode of expression offered by modern computer-based systems. Qualitative perspectives on voice-based user experiences (voice UX) offer rich descriptions of compl…

cs.CY2023★ 1 cited

Link, user-centred designer: Game characters as transcendent models

Katie Seaborn

Games allow us to construct and explore identities and offer us role models, good and bad. Game characters are a reflection of us -- players and creators alike -- or could be. But…

cs.HC2023★ 3 cited

Super Synthesis Pros., or why CHI PLAY needs research synthesis

Katie Seaborn

Games user research is a-booming -- or maybe a-goomba-ing -- with a boundless parade of papers popping up from every nook and pipe. We may need a super power -- or super method --…

cs.HC2023★ 6 cited

Meaningful play and malicious delight: Exploring maldaimonic game UX

Katie Seaborn, Satoru Iseya

Maldaimonia is a new experiential concept that refers to self-actualization and self-expression through egocentric, destructive, and/or exploitative activities. Still, it is unclea…

cs.HC2023★ 11 cited

Kawaii Game Vocalics: A Preliminary Model

Katie Seaborn, Katja Rogers, Somang Name +1

Kawaii is the Japanese concept of cute++, a global export with local characteristics. Recent work has explored kawaii as a feature of user experience (UX) with social robots, virtu…

cs.HC2023★ 8 cited

Interacting with Masculinities: A Scoping Review

Katie Seaborn

Gender is a hot topic in the field of human-computer interaction (HCI). Work has run the gamut, from assessing how we embed gender in our computational creations to correcting syst…

cs.CL2023★ 5 cited

"I'm" Lost in Translation: Pronoun Missteps in Crowdsourced Data Sets

Katie Seaborn, Yeongdae Kim

As virtual assistants continue to be taken up globally, there is an ever-greater need for these speech-based systems to communicate naturally in a variety of languages. Crowdsourci…

cs.HC2023★ 22 cited

The Systematic Review-lution: A Manifesto to Promote Rigour and Inclusivity in Research Synthesis

Katja Rogers, Katie Seaborn

The field of human-computer interaction (HCI) is maturing. Systematic reviews, a staple of many disciplines, play an important and often essential role in how each field contribute…

cs.HC2023★ 35 cited

Linguistic Dead-Ends and Alphabet Soup: Finding Dark Patterns in Japanese Apps

Shun Hidaka, Sota Kobuki, Mizuki Watanabe +1

Dark patterns are deceptive and malicious properties of user interfaces that lead the end-user to do something different from intended or expected. While now a key topic in critica…

cs.CL2023★ 16 cited

Transcending the "Male Code": Implicit Masculine Biases in NLP Contexts

Katie Seaborn, Shruti Chandra, Thibault Fabre

Critical scholarship has elevated the problem of gender bias in data sets used to train virtual assistants (VAs). Most work has focused on explicit biases in language, especially a…

cs.HC2023★ 21 cited

Can Voice Assistants Sound Cute? Towards a Model of Kawaii Vocalics

Katie Seaborn, Somang Nam, Julia Keckeis +1

The Japanese notion of "kawaii" or expressions of cuteness, vulnerability, and/or charm is a global cultural export. Work has explored kawaii-ness as a design feature and factor of…

cs.RO2023★ 111 cited

Nonverbal Cues in Human-Robot Interaction: A Communication Studies Perspective

Jacqueline Urakami, Katie Seaborn

Communication between people is characterized by a broad range of nonverbal cues. Transferring these cues into the design of robots and other artificial agents that interact with p…

cs.HC2023★ 3 cited

Dis/Immersion in Mindfulness Meditation with a Wandering Voice Assistant

Bonhee Ku, Tatsuya Itagaki, Katie Seaborn

Mindfulness meditation is a validated means of helping people manage stress. Voice-based virtual assistants (VAs) in smart speakers, smartphones, and smart environments can assist…

cs.HC2023★ 10 cited

Trust and Reliance in Consensus-Based Explanations from an Anti-Misinformation Agent

Takane Ueno, Yeongdae Kim, Hiroki Oura +1

The illusion of consensus occurs when people believe there is consensus across multiple sources, but the sources are the same and thus there is no "true" consensus. We explore this…