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Publications

Publications by HumanISE

2025

Encouraging Sustainable Choices Through Socially Engaged Persuasive Recycling Initiatives: A Participatory Action Design Research Study

Authors
da Silva, EM; Schneider, D; Miceli, C; Correia, A;

Publication
Informatics

Abstract
Human-Computer Interaction (HCI) research has illuminated how technology can influence users’ awareness of their environmental impact and the potential for mitigating these impacts. From hot water saving to food waste reduction, researchers have systematically and widely tried to find pathways to speed up achieving sustainable development goals through persuasive technology interventions. However, motivating users to adopt sustainable behaviors through interactive technologies presents significant psychological, cultural, and technical challenges in creating engaging and long-lasting experiences. Aligned with this perspective, there is a dearth of research and design solutions addressing the use of persuasive technology to promote sustainable recycling behavior. Guided by a participatory design approach, this investigation focuses on the design opportunities for leveraging persuasive and human-centered Internet of Things (IoT) applications to enhance user engagement in recycling activities. The assumption is that one pathway to achieve this goal is to adopt persuasive strategies that may be incorporated into the design of sustainable applications. The insights gained from this process can then be applied to various sustainable HCI scenarios and therefore contribute to HCI’s limited understanding in this area by providing a series of design-oriented research recommendations for informing the development of persuasive and socially engaged recycling platforms. In particular, we advocate for the inclusion of educational content, real-time interactive feedback, and intuitive interfaces to actively engage users in recycling activities. Moreover, recognizing the cultural context in which the technology is socially situated becomes imperative for the effective implementation of smart devices to foster sustainable recycling practices. To this end, we present a case study that seeks to involve children and adolescents in pro-recycling activities within the school environment.

2025

Strategies and Tools to Support Place-Belongingness in Smart Cities

Authors
Hesam Mohseni; António Correia; Johanna Silvennoinen; Tuomo Kujala; Tommi Kärkkäinen;

Publication
Computer-Human Interaction Research and Applications

Abstract

2025

AI and Digital Nomads: Glimpsing the Future Human-Computer Interaction

Authors
Marcos Antonio de Almeida; António Correia; Carlos Eduardo Barbosa; Jano Moreira de Souza; Daniel Schneider;

Publication
Computer-Human Interaction Research and Applications

Abstract

2025

Charting a course at the human–AI frontier: a paradigm matrix informed by social sciences and humanities

Authors
Ramon Chaves; Carlos Eduardo Barbosa; Gustavo Araujo de Oliveira; Alan Lyra; Matheus Argôlo; Herbert Salazar; Yuri Lima; Daniel Schneider; António Correia; Jano Moreira de Souza;

Publication
AI & SOCIETY

Abstract

2025

A Pattern Language for Engineering Software for the Cloud

Authors
Tiago Boldt Sousa; Hugo Sereno Ferreira; Filipe Figueiredo Correia;

Publication
Transactions on Pattern Languages of Programming V

Abstract

2025

Layer-based management of collaborative interior design in extended reality

Authors
Pintani, D; Caputo, A; Mendes, D; Giachetti, A;

Publication
BEHAVIOUR & INFORMATION TECHNOLOGY

Abstract
We present CIDER, a novel framework for the collaborative editing of 3D augmented scenes. The framework allows multiple users to manipulate the virtual elements added to the real environment independently and without unexpected changes, comparing the different editing proposals and finalising a collaborative result. CIDER leverages the use of 'layers' encapsulating the state of the environment. Private layers can be edited independently by the different subjects, and a global one can be collaboratively updated with 'commit' operations. In this paper, we describe in detail the system architecture and the implementation as a prototype for the HoloLens 2 headsets, as well as the motivations behind the interaction design. The system has been validated with a user study on a realistic interior design task. The study not only evaluated the general usability but also compared two different approaches for the management of the atomic commit: forced (single-phase) and voting (requiring consensus), analyzing the effects of this choice on collaborative behaviour. According to the users' comments, we performed improvements to the interface and further tested their effectiveness.

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