Katie Seaborn
Orcid: 0000-0002-7812-9096
According to our database1,
Katie Seaborn
authored at least 72 papers
between 2010 and 2024.
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Bibliography
2024
From "Made In" to Mukokuseki: Exploring the Visual Perception of National Identity in Robots.
CoRR, 2024
No Joke: An Embodied Conversational Agent Greeting Older Adults with Humour or a Smile Unrelated to Initial Acceptance.
CoRR, 2024
Another Subtle Pattern: Examining Demographic Biases in Dark Patterns and Deceptive Design Research.
Proceedings of the Workshop Mobilizing Research and Regulatory Action on Dark Patterns and Deceptive Design Practices (DDPCHI 2024) co-located with the CHI Conference on Human Factors in Computing Systems (CHI 2024), 2024
Proceedings of the ACM Conversational User Interfaces 2024, 2024
Kawaii Computing: Scoping Out the Japanese Notion of Cute in User Experiences with Interactive Systems.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Deceptive, Disruptive, No Big Deal: Japanese People React to Simulated Dark Commercial Patterns.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
No Joke: An Embodied Conversational Agent Greeting Older Adults with Humour or a Smile Unrelated to Initial Acceptance.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Mobilizing Research and Regulatory Action on Dark Patterns and Deceptive Design Practices.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2024
Theorizing Deception: A Scoping Review of Theory in Research on Dark Patterns and Deceptive Design.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
2023
Not Only WEIRD but "Uncanny"? A Systematic Review of Diversity in Human-Robot Interaction Research.
Int. J. Soc. Robotics, November, 2023
Wizundry: A Cooperative Wizard of Oz Platform for Simulating Future Speech-based Interfaces with Multiple Wizards.
Proc. ACM Hum. Comput. Interact., April, 2023
Voice Over Body? Older Adults' Reactions to Robot and Voice Assistant Facilitators of Group Conversation.
Int. J. Soc. Robotics, February, 2023
ACM Trans. Hum. Robot Interact., 2023
Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication, 2023
Robotic Backchanneling in Online Conversation Facilitation: A Cross-Generational Study.
Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication, 2023
Inclusive HRI II: Equity and Diversity in Design, Application, Methods, and Community.
Proceedings of the Companion of the 2023 ACM/IEEE International Conference on Human-Robot Interaction, 2023
Proceedings of the International Conference on Human-Agent Interaction, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023
Trust and Reliance in Consensus-Based Explanations from an Anti-Misinformation Agent.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
The Systematic Review-lution: A Manifesto to Promote Rigour and Inclusivity in Research Synthesis.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Exoskeleton for the Mind: Exploring Strategies Against Misinformation with a Metacognitive Agent.
Proceedings of the Augmented Humans International Conference 2023, 2023
Right for the Job or Opposites Attract? Exploring Cross-Generational User Experiences with "Younger" and "Older" Voice Assistants.
Proceedings of the Companion Publication of the 2023 ACM Designing Interactive Systems Conference, 2023
2022
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2022
Proceedings of the ACM/IEEE International Conference on Human-Robot Interaction, 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022
2021
Crossing the Tepper Line: An Emerging Ontology for Describing the Dynamic Sociality of Embodied AI.
CoRR, 2021
Measuring Voice UX Quantitatively: A Rapid Review: Measuring Voice UX Quantitatively.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Crossing the Tepper Line: An Emerging Ontology for Describing the Dynamic Sociality of Embodied AI: Crossing the Tepper Line.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
2020
Eudaimonia and Hedonia in the Design and Evaluation of a Cooperative Game for Psychosocial Well-Being.
Hum. Comput. Interact., 2020
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020
2019
Proceedings of the IEEE Conference on Virtual Reality and 3D User Interfaces, 2019
Cognitive Training for Older Adults with a Dialogue-Based, Robot-Facilitated Storytelling System.
Proceedings of the Interactive Storytelling, 2019
Proceedings of the 10th Augmented Human International Conference 2019, 2019
Exploring Perspective Dependency in a Shared Body with Virtual Supernumerary Robotic Arms.
Proceedings of the 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality, 2019
Intergenerational shared action games for promoting empathy between Japanese youth and elders.
Proceedings of the 8th International Conference on Affective Computing and Intelligent Interaction, 2019
2018
Proceedings of the Human Aspects of IT for the Aged Population. Acceptance, Communication and Participation, 2018
Pinsight: A Novel Way of Creating and Sharing Digital Content through 'Things' in the Wild.
Proceedings of the 2018 on Designing Interactive Systems Conference 2018, 2018
2017
Gamifying the Media Classroom: Instructor Perspectives and the Multidimensional Impact of Gamification on Student Engagement.
Int. J. Game Based Learn., 2017
2016
"Learn what we're going through": attitudes of older powered chair users towards mixed reality games that involve power mobility.
Univers. Access Inf. Soc., 2016
Accessible Play in Everyday Spaces: Mixed Reality Gaming for Adult Powered Chair Users.
ACM Trans. Comput. Hum. Interact., 2016
Proceedings of the Universal Access in Human-Computer Interaction. Users and Context Diversity, 2016
Proceedings of the Human Interface and the Management of Information: Applications and Services, 2016
2015
Eudaimonia in Human Factors Research and Practice - Foundations and Conceptual Framework Applied to Older Adult Populations.
Proceedings of the ICT4AgeingWell 2015, 2015
Proceedings of the 2015 IEEE Games Entertainment Media Conference, 2015
2014
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
2013
Reimagining leaderboards: towards gamifying competency models through social game mechanics.
Proceedings of the First International Conference on Gameful Design, 2013
2012
Programming, PWNed: using digital game development to enhance learners' competency and self-efficacy in a high school computing science course.
Proceedings of the 43rd ACM technical symposium on Computer science education, 2012
2011
Futura: design for collaborative learning and game play on a multi-touch digital tabletop.
Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011, 2011
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Balancing Act: Enabling Public Engagement with Sustainability Issues through a Multi-touch Tabletop Collaborative Game.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011
2010
The tiresias effect: feedforward using light versus temperature in a tangible user interface.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010