
A Message from the Chair
Dear fellow SIGHCI members and friends,
As some of you may already know…..
Best Wishes,
AIS SIGHCI Chair
Review: Pre-ICIS HCI Workshop 2024
Pre-ICIS Workshop on HCI Research in MIS At the International Conference on Information Systems (ICIS 2024)
Bangkok, Thailand
December 15, 2024
Workshop Co-Chairs:
Chee-Wee Tan, The Hong Kong Polytechnic University ()
Eric T. K. Lim, UNSW Sydney ()
Constantinos K. Coursaris, HEC Montréal ()
Program Co-Chairs:
Bingqing Xiong, Deakin University ()
Ryan Schuetzler, Brigham Young University ()
The 23rd Annual Pre-ICIS HCI Research Workshop organized by AIS SIGHCI on December 15th, 2024, successfully brought together a vibrant community of MIS-focused HCI researchers in a hybrid format. The workshop recorded a total of 18 Completed Research submissions and 23 Research-in-Progress submissions. Out of these, 10 Completed Research papers and 12 Research-in-Progress papers were accepted for presentation, including 9 presentations in the Rapid Research Roundtable.

Review: Conference and Mini-Track
Human Computer / Robot Interaction Track at the International Conference on Information Systems (ICIS 2024)
Copenhagen, Denmark December 9 – 14, 2024
Track Co-Chairs:
Kathrin Figl, University of Innsbruck ()
Weiyin Hong, Hong Kong University of Science and Technology ()
Traci Hess, University of Massachusetts, Amherst ()
The ICIS 2024 Human Computer / Robot Interaction Track has attracted high quality submissions in the areas of IS, technology usage behaviors and psychology, understanding and fostering trust in human-robotic interactions, and robotic interface designs. Overall, the track received 31 Completed Research submissions and 30 Short-paper submissions. We accepted 9 Completed Research submissions and 7 Short-paper submissions (26% acceptance rate). The sessions were well-attended and there was lively, thoughtful discussion.
International Conference on HCI in Business, Government and Organizations Affiliated with HCI International Conference 2024
Washington, DC, USA
June 29 – July 4, 2024
Conference Co-Chairs:
Christoph Schneider, University of Navarra ()
Joe Valacich, University of Arizona ()
Jeffrey Jenkins, Brigham Young University ()
The HICSS 2023 HCI Mini-track attracted a number of high quality submissions in the areas of design of user interfaces, accessibility, digital nudging, and emergent technologies and methods. Altogether, the track received 12 submissions, with 6 papers accepted. With the conference being back as a fully in-person event, the two sessions were well attended. We will continue to hold this mini-track in 2024. HICSS-57 will be on the island of Oahu, at the Hilton Hawaiian Village at Waikiki Beach.
Recent Publications in AIS Transactions on HCI (THCI)
THCI is ranked “A” in the 2019 Australian Business Deans Council (ABDC) Journal Quality List – https://abdc.edu.au/research/abdc-journal-list/. |THCI is indexed in SCOPUS and Clarivate.|THCI passed the editorial triage of CLARIVATE in its first application (final outcome is pending upon full evaluation)
March 2025 issue of THCI:
The March 2025 issue of THCI comprises five research papers and one corrigendum.
Summary of Papers
The first paper entitled “Promoting Male Online Gamers’ Positive User Experience: A Hierarchical Approach” by Zixiu Guo, Ji-Rong Jeff Peng, Michael Cahalane, and Yuan Li examined the value of online gaming by identifying six psychological needs associated with online gaming: autonomy, competence, personal growth, engagement, pride, and relatedness, as well as the relationships between game attributes, benefits to gamers, and the fundamental value to gamers. The second paper entitled “Taking a Break from Social Media? A Multi-method Investigation of Social Media Abstinence Duration” by Isaac Vaghefi and Ofir Turel assessed the effect of compulsive social media use, attitude toward abstinence, and mood during abstinence on social media abstinence duration, and identified four user profiles (i.e., challenged strivers, moderate strugglers, successful maintainers, and steadfast controllers) to better explain social media abstinence behavior. The third paper entitled “Designing Virtual Characters in Digital Health Technologies: A Self-presence Perspective” by Polina Durneva, Cynthia LeRouge, and Christine Lisetti provided principles for designing virtual characters to enhance self-presence in digital health technologies for facilitating self-management of obesity and overweight. The research commentary entitled “Generative AI for Intelligence Augmentation: Categorization and Evaluation Frameworks for Large Language Model Adaptation” by Jie Tao, Lina Zhou, and Xing Fang presented a categorization framework for Large Language Model (LLM) adaptation featuring two human-centered dimensions and staged LLM adaptation relative to human intelligence interaction timing. They also developed an evaluation framework incorporating both human-centered and machine-centered dimensions, demonstrated through empirical investigations of LLM adaptation across use cases, and provided practical recommendations for selecting adaptation strategies to enhance LLM efficacy in intelligence augmentation. The sixth paper is a corrigendum entitled “Corrigendum to ‘HCI that Makes and Breaks Online Fake: An Introduction to the Special Issue” by D. Te’Eni and S. Ho addressed errors in the original editorial’s references to two articles from the special issue.
You can download the papers in this issue from https://aisel.aisnet.org/thci/vol17/iss1/ or the direct links provided below. You can also download the papers published in THCI by visiting the AIS E-Library (http://aisel.aisnet.org/) or the journal website at http://aisel.aisnet.org/thci/.
In this issue (Volume 17, Issue 1):
Paper 1 (What Drives User Intention to Continue Using Conversational AI? How Functional and Emotional Values Influence Continuance Intention):
Al Mamun, M., Ntsweng, O., David, A., Baah-Peprah, P., & Prybutok, V. R. (2025). What Drives User Intention to Continue Using Conversational AI? How Functional and Emotional Values Influence Continuance Intention. AIS Transactions on Human-Computer Interaction, 17(1), 1-34. DOI: 10.17705/1thci.00216
Available at: https://aisel.aisnet.org/thci/vol17/iss1/1/
Abstract:
The growing popularity of conversational AI has created numerous opportunities for individuals and businesses. However, traditional IS use theories fail to capture the empirical reality of conversational AI artifacts. Thus, we identify a need to evolve new theoretical perspectives that provide meaningful insights for scholars and practitioners. Thus far, researchers generally agree that conversational AI generates two forms of consumer values—functional and emotional—but they have primarily focused on transient emotional values. In this study, we investigate the impact of functional values (i.e., perceived usefulness) and enduring or sustainable emotional values (i.e., emotional attachment) on users’ intention to continue using conversational AI. We evaluated our research question by drawing on the lens of attachment theory, theory of consumption values, and agentic IS literature. We conducted an online survey with 288 participants. The results show that both functional and emotional values are important for continuance intention. However, functional values predicted continuance intentions better than emotional values. Additionally, we found a positive association between emotional and functional values. These findings contribute to the conversational AI use literature by merging previously disparate literature streams to concomitantly examine the impact of functional and emotional values on user continuance intentions.
Paper 2 (A Discourse Structural Analysis Survey and Taxonomy for Chatbots):
Thimmanayakanapalya, S., Mulgund, P., & Sharman, R. (2025). A Discourse Structural Analysis Survey and Taxonomy for Chatbots. AIS Transactions on Human-Computer Interaction, 17(1), 35-79. DOI: 10.17705/1thci.00217
Available at: https://aisel.aisnet.org/thci/vol17/iss1/2/
Abstract:
As organizations increasingly adopt chatbots, the complexity of chatbot–human conversations also increases. The success of chatbots depends on their ability to interpret discourse contexts and provide meaningful responses that resonate with users. Discourse-analysis methods, which can elucidate the intricacies of conversation design, discourse structures, and semantics, play an instrumental role in guiding efforts to design human–chatbot conversations and ensuring that they resemble human-human conversations. For this research, we meticulously reviewed 92 scholarly papers that considered discourse-analysis methods for chatbot development to unravel the connections between discourse structures and the dimensions of chatbot design. Furthermore, we examine the extent to which the chatbot dimensions across the four distinct chatbot conversation lifecycle phases align with one another to ensure a comprehensive, cradle-to-grave approach. Additionally, we delved into the conversation modeling dilemmas that emerge when designing contextually sensitive chatbots.
Paper 3 (Combating Survey Bots in Online Research: An Integrative Literature Review of Insights and Strategies):
Karumathil, A., & Tripathi, R. (2025). Combating Survey Bots in Online Research: An Integrative Literature Review of Insights and Strategies. AIS Transactions on Human-Computer Interaction, 17(1), 80-109. DOI: 10.17705/1thci.00218
Available at: https://aisel.aisnet.org/thci/vol17/iss1/3/
Abstract:
Even though information systems (IS) literature has increasingly recognized bot infiltration, recommendations on mitigation strategies remain largely confined to the disparate academic domains in which researchers studied bots. We use the integrated literature review (ILR) method to analyze relevant studies published from 2010 through 2022 to provide an overview of the extant research on survey bots, identify areas that warrant further scholarship, and highlight state-of-the-art techniques for bot management. We found that the literature on survey bots is fragmented and lacks a set of generalized recommendations for online survey research across contexts. Thus, we consolidate cross-disciplinary themes and propose best practices to researchers and practitioners to combat survey bots. In doing so, our study can serve as a reference point for scholars who investigate this emerging phenomenon. We also provide a decision tree to help scholars and practitioners to use bot management techniques in their online surveys.
Paper 4 (AI Don’t Like It! Investigating the Barriers to Implementation of AI Influencers):
Bhatt, S., Das, D., Kamoonpuri, S., Varshney, S., Sengar, A., Singh, R., & Desai, A. (2025). AI Don’t Like It! Investigating the Barriers to Implementation of AI Influencers. AIS Transactions on Human-Computer Interaction, 17(1), 110-141. DOI: 10.17705/1thci.00219
Available at: https://aisel.aisnet.org/thci/vol17/iss1/4/
Abstract:
AI influencers, also known as virtual influencers, refer to computer-generated digital characters that have gained a large social media following in recent years. These computer-generated entities perform similar tasks to human influencers, such as promoting products, engaging with followers, and building online communities. Despite not being real individuals, AI influencers have become trusted tastemakers in various niches and offer companies various advantages, such as lower costs, greater content control, and more personalized content delivery. However, AI influencers have not yet achieved widespread adoption and face significant challenges. We used the fuzzy analytical hierarchy process (FAHP) method to identify and classify the various factors that impede organizations from adopting AI influencers using a multi-stakeholder perspective. We identified seven primary barriers and 38 subbarriers. We performed a sensitivity analysis to confirm our approach’s robustness.
Paper 5 (Exploring the Role of Nature Imagery in User Interface Design: Insights from a Qualitative Study):
Rendell, A., Adam, M. T., & Teubner, T. (2025). Exploring the Role of Nature Imagery in User Interface Design: Insights from a Qualitative Study. AIS Transactions on Human-Computer Interaction, 17(1), 142-167. DOI: 10.17705/1thci.00220
Available at: https://aisel.aisnet.org/thci/vol17/iss1/5/
Abstract:
System designers increasingly use nature imagery to facilitate positive experiences in user interface (UI) design. Psychology research has shown that exposure to nature can have calming effects and restore cognitive capacity. Yet, limited research has considered the impact of nature imagery in UI design on users’ cognition, affect, and behavior. In this paper, we conduct an exploratory study to inform how system designers can leverage the positive effects of nature imagery in UI design. Following a hybrid approach of deductive and inductive reasoning, we integrated existing theoretical and empirical insights to contextualize the stimulus-organism-response framework and conducted 20 interviews to draw on key stakeholders’ insights. Based on thematically analyzing the interviews, we formulate five recommendations to support UI designers in leveraging the positive effects of nature imagery.
Paper 6 (Corrigendum to “HCI that Makes and Breaks Online Fake: An Introduction to the Special Issue” [AIS Transactions on Human-Computer Interaction, 14(2) (2022) 107-115]):
Te’Eni, D., & Ho, S. (2025). Corrigendum to “HCI that Makes and Breaks Online Fake: An Introduction to the Special Issue” [AIS Transactions on Human-Computer Interaction, 14(2) (2022) 107-115]. AIS Transactions on Human-Computer Interaction, 17(1), 168-169. DOI: 10.17705/1thci.00221
Available at: https://aisel.aisnet.org/thci/vol17/iss1/6/
Abstract:
In the above referenced editorial entitled “HCI that Makes and Breaks Online Fake: An Introduction to the Special Issue” (DOI: 10.17705/1thci.00163), we found errors in the references to two articles published in the special issue. The errors were in the article titles and the corrections are as follows:
Manikonda, L., Arrington, C., Nevo, D., Horne, B., & Adali, S. (2022). The reasoning behind fake news assessments: A linguistic analysis. AIS Transactions on Human-Computer Interaction, 14(2), pp. 230-253.
Tran, T. N., Valecha, R., & Rao, R. (2022). Health-related misinformation harm during the COVID- 19 pandemic: An investigation of non-comparative and comparative harm perceptions. AIS Transactions on Human-Computer Interaction, 14(2), pp. 185-206.
December 2024 issue of THCI:
The December 2024 issue of THCI is a Special Issue on the Metaverse that is brought to you by Special Editor Editors, Fiona Nah, Gert-Jan de Vreede, Lakshmi Goel, Eric Lim, Shu Schiller, and Chee-Wee Tan, with article contributions from Alanah Mitchell, Dawn Owens, Deepak Khazanchi, Sourya Joyee De, Manojit Chattopadhyay, Polina Durneva, Yusi Ma, George Marakas, Miguel Aguirre-Urreta, Aman Kumar, Amit Shankar, Abhishek Behl, and Justin Zuopeng Zhang.
Summary of Special Issue Papers
The first paper entitled “Metaverse Research: A 15-year Review and Research Prospectus” by Alanah Mitchell, Dawn Owens, and Deepak Khazanchi presents a narrative review of publications in metaverse in the last 15 years. Their findings cover (i) metaverse platforms and research methodologies used, (ii) immersion, presence, and representation of people/avatars, (iii) metaverse technology capabilities in supporting communication, rendering, interaction, and team process, (iv) behaviors from the perspective of coordination, trust, role clarity, and shared understanding, and (v) outcomes in terms of member support, perceived quality, cultural synchronicity, in-world and out-world artifacts, deception, and intention to immerse in the metaverse. Building on the narrative review, they outline potential opportunities for research in metaverse development, education, gaming, lifestyle, as well as work and job design.
The second paper entitled “Mapping the Evolution of Metaverse Research in Business Domains: A Systematic Literature Review and Future Research Directions” by Sourya Joyee De and Manojit Chattopadhyay presents a systematic review of the extant literature on the metaverse by addressing three broad research questions on (i) the evolution and present state of metaverse research, (ii) the themes and theoretical underpinnings in metaverse research, and (iii) directions for future research. They derive 11 research themes, highlight relevant theories underlying each of these themes, and pinpoint knowledge gaps within extant literature that warrant further research.
The third paper entitled “Virtual Presence in Immersive Metaverse-enabling Environments: Being There, Being with Another, and Being the Actual Self” by Polina Durneva, Yusi Ma, George Marakas, and Miguel Aguirre-Urreta presents a scoping review of the literature on virtual presence in immersive metaverse environments as well as the factors associated with the three constituent dimensions of presence, namely, self-presence, social presence, and spatial presence. They further identified technological, contextual, and individual factors that influence these dimensions of virtual presence along with design principles to enhance virtual presence in metaverse environments.
The fourth and last paper in this special issue entitled “Stepping into the Metaverse and Unlocking the Power of Interactivity: Examining the Impact of Metaverse Platform Attributes on User Engagement” by Aman Kumar, Amit Shankar, Abhishek Behl, and Justin Zuopeng Zhang employed a mixed-methods approach to examine user engagement in the metaverse. Their findings suggest that homophily, immersiveness, and personalization are associated with user engagement in the metaverse. Furthermore, parasocial interaction partially mediates the relationships between user engagement and its antecedents of control, homophily, immersiveness, and personalization, whereas self-platform connection plays a moderated mediation role by strengthening the mediating effects of parasocial interaction on the relationships between user engagement and two of its antecedents, namely, homophily and immersiveness. The authors illuminate crucial factors affecting user engagement in metaverse platform.
We appreciate the developmental effort of the following reviewers who have made this special issue possible: Dinko Bačić, Chuhan Cao, Fang Cao, Brenda Eschenbrenner, Zhengzhi Guan, Maggie Yi Guo, David Ji, Na Jiang, Caleb Krieger, Quanchen Liu, Tsz-Wai Lui, Teng Ma, Sora Park, Sofia Schöbel, Gerhard Schwabe, Avijit Sengupta, Chuling Song, Fabian Tingelhoff, Weiyu Wang, Nannan Xi, Bojue Xu, Chaofan Yang, Xiao Zeng, Justin Zuopeng Zhang, and Ruilin Zheng.
You can download the papers in this special issue from https://aisel.aisnet.org/thci/vol16/iss4/ or the direct links provided below. You can also download the papers published in THCI by visiting the AIS E-Library (http://aisel.aisnet.org/) or the journal website at http://aisel.aisnet.org/thci/.
In this issue (Volume 16, Issue 4):
Paper 1 (Editorial for the Special Issue of the Metaverse):
Nah, F. F. H., de Vreede, G. J., Goel, L., Lim, E. T. K., Schiller, S., & Tan, C. W. (2024). Editorial for the special issue of the metaverse. AIS Transactions on Human-Computer Interaction, 16(4), pp. 388-395. DOI: 10.17705/1thci.00211
Available at: https://aisel.aisnet.org/thci/vol16/iss4/1/
Abstract:
The metaverse is laying the groundwork for more accessible and immersive experiences by blending the physical and virtual worlds into a unified space where people can interact, create, and connect in entirely new ways. It holds the potential to revolutionize how we work, socialize, and learn, which in turn gives rise to unprecedented opportunities for innovation. In this special issue, we present four articles that depict the current state of research in metaverse, the key themes and theoretical underpinnings within this space, as well as emerging directions for future work. This special issue delivers valuable insights for both researchers and practitioners by advancing our understanding of the metaverse and its evolving potential.
Paper 2 (Research Paper): Metaverse Research: A 15-year Review and Research Prospectus
Mitchell, A., Owens, D., & Khazanchi, D. (2024). Metaverse research: A 15-year review and research prospectus. AIS Transactions on Human-Computer Interaction, 16(4), pp. 396-428. DOI: 10.17705/1thci.00212
Available at: https://aisel.aisnet.org/thci/vol16/iss4/2/
Abstract:
Fifteen years ago, Davis et al. (2009) defined and described the metaverse’s capabilities and presented a foundation for research in this environment. Since then, particularly in the past few years, researchers have paid considerable attention to metaverses in both research and practice. This growth in attention suggests it is time to assess what we learned about metaverses and explore future opportunities. Therefore, in this paper, we review what we learned over the past 15 years related to metaverse research and present important possibilities and opportunities for future research. We summarize foundational research findings in relation to the metaverse, people/avatars, metaverse technology capabilities, behaviors, and virtual world outcomes. Additionally, we present research opportunities in metaverse education, development, lifestyle, work and job design, and gaming—all areas where metaverse technology innovation and application have received attention since Davis et al. (2009). The research opportunities that we outline illustrate how the metaverse continues to present rich possibilities and promise for the future.
Paper 3 (Mapping the Evolution of Metaverse Research in Business Domains: A Systematic Literature Review and Future Research Directions):
De, S. J., & Chattopadhyay, M. (2024). Mapping the evolution of metaverse research in business domains: A systematic literature review and future research directions. AIS Transactions on Human-Computer Interaction, 16(4), pp. 429-480. DOI: 10.17705/1thci.00213
Available at: https://aisel.aisnet.org/thci/vol16/iss4/3/
Abstract:
In an increasingly digital world, the metaverse offers new opportunities and presents novel challenges for business applications. With growing interest in its applications in various business sectors such as tourism, healthcare, education, and marketing due to the rich user experiences it can provide, the metaverse has begun to gather increasing research attention. Yet, to date, research efforts in this area remain sparse. In this paper, we systematically review 151 papers on metaverse and answer three research questions on how metaverse research has evolved, identify the themes and theoretical background in the current metaverse literature, and propose a future agenda for metaverse research. We unveil 11 major themes guiding future business innovations around metaverse and emphasize the need to develop deeper theoretical connections to obtain better insights on metaverse applications. We also uncover various unexplored domains such as privacy implications and adoption of metaverse, technostress caused by increased use of metaverse, metaverse applications in various educational contexts, and the metaverse’s effect on student wellbeing. Further, we discuss the future research agenda for metaverse to enable its business potential and managerial impact.
Paper 4 (Virtual Presence in Immersive Metaverse-enabling Environments: Being There, Being with Another, and Being the Actual Self):
Durneva, P., Ma, Y., Marakas, G. M., & Aguirre-Urreta, M. I. (2024). Virtual presence in immersive metaverse-enabling environments: Being there, being with another, and being the actual self. AIS Transactions on Human-Computer Interaction, 16(4), pp. 481-516. DOI: 10.17705/1thci.00214
Available at: https://aisel.aisnet.org/thci/vol16/iss4/4/
Abstract:
Experiencing virtual presence can be associated with various positive outcomes in immersive metaverse-enabling environments. However, we do not adequately understand how to induce virtual presence in such environments, which can hinder users from fully benefiting from their interactions in the metaverse. To address this gap, we conducted a scoping review in which we examined empirical studies that focus on virtual presence in immersive metaverse-enabling environments and identified factors associated with various dimensions of presence (such as spatial presence, social presence, and self-presence). By analyzing relevant studies, we identified the critical factors that influence virtual presence in metaverse environments. In particular, we identified technological, contextual, and individual factors that contribute to the dimensions of virtual presence. We also derived preliminary design principles based on our analysis. Our design principles emphasize the importance of aligning virtual environments with users’ physical movements and stance, providing appropriate sensory cues, and enabling user interactions with virtual characters in inducing virtual presence. Overall, this study provides clarity on the factors that affect presence in immersive metaverse-enabling environments and offers insightful guidance for designing and evaluating such environments relative to virtual presence.
Paper 5 (Stepping into the Metaverse and Unlocking the Power of Interactivity: Examining the Impact of Metaverse Platform Attributes on User Engagement):
Kumar, A., Shankar, A., Behl, A., & Zhang, J. Z. (2024). Stepping into the metaverse and unlocking the power of interactivity: Examining the impact of metaverse platform attributes on user engagement. AIS Transactions on Human-Computer Interaction, 16(4), pp. 517-542. DOI: 10.17705/1thci.00215
Available at: https://aisel.aisnet.org/thci/vol16/iss4/5/
Abstract:
In this research, we examine user engagement with the metaverse platform using the stimulus-organism-response theory. We used a mixed-methods approach that involved a qualitative study and a quantitative study to answer several research questions. We found that immersiveness, personalization, and homophily are associated with user engagement in the metaverse. We also found that parasocial interaction meditates the relationships from control, immersiveness, personalization, and homophily to user engagement in the metaverse. Self-platform connection plays a crucial moderating role in the mediating effect of parasocial interaction for immersiveness and homophily. This research contributes to the existing literature on metaverse interactivity and user engagement while offering valuable insights into consumer behavior in virtual environments. This study can help organizations enhance their metaverse platforms to increase user engagement in the metaverse.
September 2024 Issue:
The September 2024 issue of THCI comprises three research papers and one research commentary.
Summary of Papers
The first paper entitled “Promoting Male Online Gamers’ Positive User Experience: A Hierarchical Approach” by Zixiu Guo, Ji-Rong Jeff Peng, Michael Cahalane, and Yuan Li examined the value of online gamining by identifying six psychological needs associated with online gaming: autonomy, competence, personal growth, engagement, pride, and relatedness, as well as the relationships between game attributes, benefits to gamers, and the fundamental value to gamers. The second paper entitled “Taking a Break from Social Media? A Multi-method Investigation of Social Media Abstinence Duration” by Isaac Vaghefi and Ofir Turel assessed the effect of compulsive social media use, attitude toward abstinence, and mood during abstinence on social media abstinence duration, and identified four user profiles (i.e., challenged strivers, moderate strugglers, successful maintainers, and steadfast controllers) to better explain and understand social media abstinence behavior. The third paper entitled “Designing Virtual Characters in Digital Health Technologies: A Self-presence Perspective” by Polina Durneva, Cynthia LeRouge, and Christine Lisetti provided principles for designing virtual characters to enhance self-presence in digital health technologies for facilitating self-management of obesity and overweight.
The research commentary entitled “Generative AI for Intelligence Augmentation: Categorization and Evaluation Frameworks for Large Language Model Adaptation” by Jie Tao, Lina Zhou, and Xing Fang presented a categorization framework for Large Language Model (LLM) adaptation that features two human-centered dimensions and staged LLM adaptation with respect to when it interacts with human intelligence. They also presented an evaluation framework for LLM adaptation that incorporates both human centered and machine centered dimensions of evaluation measures. They presented empirical investigations into LLM adaptation for different use cases to demonstrate the application of these frameworks and to compare various adaptation strategies. They also provided practical recommendations for selecting effective adaptation strategies to improve the efficacy of LLMs for intelligence augmentation.
You can download the papers in this issue from https://aisel.aisnet.org/thci/vol16/iss3/ or the direct links provided below. You can also download the papers published in THCI by visiting the AIS E-Library (http://aisel.aisnet.org/) or the journal website at http://aisel.aisnet.org/thci/.
In this issue (Volume 16, Issue 3):
Paper 1 (Promoting Male Online Gamers’ Positive User Experience: A Hierarchical Approach):
Guo, Z.., Peng, J. J., Cahalane, M., & Li, Y. (2024). Promoting male online gamers’ positive user experience: A hierarchical approach. AIS Transactions on Human-Computer Interaction, 16(3), pp. 272-308. DOI: 10.17705/1thci.00207
Available at: https://aisel.aisnet.org/thci/vol16/iss3/1/
Abstract:
Exploring the intricate online gaming landscape, we employ the means-end chain theory to investigate male players’ positive user experience to understand how specific game attributes fulfill male players’ psychological needs and lead to positive experiences. We conducted in-depth interviews with 15 male participants with experience in multiplayer online games. We designed these interviews to explore the participants’ gaming experiences. In particular, the interviews focused on the game attributes they valued, the psychological needs they sought to fulfill, and the positive experiences they derived from gaming. We analyzed the interview data using a laddering technique, a qualitative research method that identifies the linkages between product attributes, benefits, and values. Our findings reveal that male players in our study primarily sought to fulfill six psychological needs through online gaming: autonomy, competence, personal growth, player engagement, pride, and relatedness. We found a link between specific game attributes and their realization, which leads to positive user experiences characterized by enjoyment, satisfaction, and fulfilment. This study contributes to the literature by explaining male players’ positive user experience in a nuanced manner. It offers valuable insights for game designers and companies to create more customized engaging and satisfying gaming experiences.
Paper 2 (Taking a Break from Social Media? A Multi-method Investigation of Social Media Abstinence Duration):
Vaghefi, I. A. & Turel, O. (2024). Taking a break from social media? A multi-method investigation of social media abstinence duration, 16(3), pp. 309-338. DOI: 10.17705/1thci.00208
Available at: https://aisel.aisnet.org/thci/vol16/iss3/2/
Abstract:
The rise in compulsive media use has led to adverse outcomes for individuals, such as reduced life satisfaction and deteriorated performance. As a result, many people have chosen to abstain (take breaks) from social media use to mitigate these negative effects. While prior research has examined drivers of decisions to abstain versus not, we still need to understand what happens after people make abstinence decisions (e.g., to address how long people can abstain or what makes some people abstain longer than others). To address this need, we first propose a research model that includes compulsive use, attitude toward abstinence, and mood during abstinence as predictors for how long people will abstain from social media. We conducted two studies. In the first study, we conducted a variable- centered analysis to examine data from volunteers who agreed to take up to a one-week break from social media. In the second study, we conducted a person-centered analysis along with the validated factors and a new dataset to develop a typology that delineates four user profiles: challenged strivers, moderate strugglers, successful maintainers, and steadfast controllers. Each profile exhibits unique characteristics and experiences distinct outcomes with regard to social media abstinence. Findings from the second study complement the first and contribute to explaining social media abstinence in a more nuanced way.
Paper 3 (Designing Virtual Characters in Digital Health Technologies: A Self-presence Perspective):
Durneva, P., LeRouge, C., & Lisetti, C. (2024). Designing virtual characters in digital health technologies: A self-presence perspective. AIS Transactions on Human-Computer Interaction, 16(3), pp. 339-363. DOI: 10.17705/1thci.00209
Available at: https://aisel.aisnet.org/thci/vol16/iss3/3/
Abstract:
Overweight and obesity represent major public health issues that affect more than 12.7 million children and adolescents. Health behavior change plays a critical role in self-managing obesity and overweight and can set the foundation for lifelong health for children and adolescents. Despite the potential of digital health technologies (DHTs) to help children and adolescents self-manage obesity and overweight, user engagement with DHTs, which plays a critical role in driving health behavior changes and improving health outcomes, remains low. One way to enhance user engagement with DHTs involves leveraging virtual characters through inducing self-presence among users. However, it is unclear how one can design virtual characters to achieve self-presence in DHTs to help children and adolescents self-manage obesity and overweight. The current study draws relevant data from a larger user-centered design science project to design a DHT that targets obese and overweight adolescents. We first derived relevant affordances pertinent to designing virtual characters through the self-presence perspective and then constructed design guidelines based on our findings. Further, we reviewed existing studies to determine potential support to further generalize our design guidelines. Based on our evidence, we propose design principles that can inform future efforts to design and assess virtual characters in DHTs. Developers and researchers who want to make DHTs more impactful in fostering healthier lifestyles among the youth should find our results useful.
Paper 4 (Generative AI for Intelligence Augmentation: Categorization and Evaluation Frameworks for Large Language Model Adaptation):
Tao, J., Zhou, L., & Fang, X. (2024). Generative AI for intelligence augmentation: Categorization and evaluation frameworks for large language model adaptation. AIS Transactions on Human-Computer Interaction, 16(3), pp. 364-387. DOI: 10.17705/1thci.00210
Available at: https://aisel.aisnet.org/thci/vol16/iss3/4/
Abstract:
Generative AI (GenAI) has transformed how businesses operate and innovate and how individuals learn, live, and work. Large language models (LLMs), a specific type of GenAI, focus on generating human-like text based on user instructions. Like other types of GenAI, LLMs have received wide recognition for their potential to augment human intelligence, but several challenges hinder efforts to realize their full potential in practice. Some notable challenges include not adequately exploring LLM applications beyond chatbots and/or text generation, the difficulty in categorizing various LLM adaptation strategies (particularly regarding human interactions), and the lack of a reference framework for evaluating and selecting LLM adaptation strategies from a human-centered perspective. To address these challenges, we propose a categorization framework for LLM adaptation that features two human-centered dimensions and stage LLM adaptation with respect to when it interacts with human intelligence. Additionally, we introduce an evaluation framework that incorporates a human-centered perspective that goes beyond the common machine-centered measures. Our empirical investigations, in which we use text classification as use cases, not only demonstrate the application of these frameworks but also compare various adaptation strategies. These artifacts and findings provide fresh insights and practical recommendations for selecting effective adaptation strategies to improve the efficacy of LLMs for intelligence augmentation. We further identify future research issues to address current limitations and suggest improvements for the proposed frameworks.
Call for Papers: AIS Transactions on Human-Computer Interaction
QUICK FACTS
- Deadline for abstract submission: Submission open until 28 March 2025
- Abstract length: 800 words
- Notification of review outcome: 25 April 2025
- Deadline for registration: 9 May 2025
- Deadline for camera-ready submission: 23 May 2025
Upon acceptance, following peer review, Full Paper (10-20 pages) will be included in the “HCII 2025 – Late Breaking Papers” Springer LNCS volumes of the Proceedings (to be published after the conference).
THCI is one of the journals in the AIS (Association for Information Systems) e-library at http://aisel.aisnet.org/thci. THCI is a high-quality peer-reviewed international scholarly journal on Human-Computer Interaction. As an AIS journal, THCI is oriented to the Information Systems community, emphasizing HCI/UX applications in business, managerial, organizational, and cultural contexts. However, it is open to all related communities that share intellectual interests in HCI phenomena and issues. The editorial objective is to enhance and communicate knowledge about the interplay among humans, information, technologies, and tasks in order to guide the development and use of human-centered Information and Communication Technologies (ICT) and services for individuals, groups, organizations, and communities.
To increase awareness and readership, THCI is made freely available to the public, which is beneficial to the authors and the community. You can find information related to all aspects of THCI at its website (http://aisel.aisnet.org/thci), including how to submit manuscripts for publication consideration. We would like to thank the AIS Council (http://www.aisnet.org/) for its continued support of the journal. And, as always, we are happy to announce that we have published the journal on time for every issue and are building a strong case for a solid impact factor. The quality of THCI is affirmed by its inclusion as an “A” journal in the Australian Business Deans Council (ABDC) journal quality list.
Topics of interest to THCI include but are not limited to the following:
- Behavioral, cognitive, motivational, and affective aspects of human and technology interaction
- User task analysis and modeling; fit between representations and task types
- Digital documents/genres; human information seeking and web navigation behaviors; human information interaction; information visualization
- Social media; social computing; virtual communities
- Behavioral information security and information assurance; privacy and trust in human technology interaction
- User interface design and evaluation for various applications in business, managerial, organizational, educational, social, cultural, non-work, and other domains
- Integrated and/or innovative approaches, guidelines, and standards or metrics for human-centered analysis, design, construction, evaluation, and use of interactive devices and information systems
- Information systems usability engineering; universal usability
- Impact of interfaces/information technology on people’s attitude, behavior, performance, perception, and productivity
- Implications and consequences of technological change on individuals, groups, society, and socio-technical units
- Software learning and training issues such as perceptual, cognitive, and motivational aspects of learning
- Gender and information technology
- New applications, modalities, and multimedia interaction for the elderly, the young, and special needs populations
- Issues in HCI education
The language for the journal is English. The audience includes international scholars and practitioners who conduct research on issues related to the objectives of the journal. The publication frequency is quarterly: four issues per year that are published in March, June, September, and December. The AIS Special Interest Group on Human-Computer Interaction (SIGHCI, http://sighci.org/) is the official sponsor of THCI.
Please check the AIS THCI home page (http://aisel.aisnet.org/thci/) to see what is brewing! If you have an idea for a special issue, please drop us a line.
Sincerely,
Fui-Hoon Nah, Editor-in-Chief
Gregory D. Moody, Managing Editor
Fiona Fui-Hoon Nah, Ph.D.
Editor-in-chief, AIS Transactions on Human-Computer Interaction | Professor of Information Systems, Singapore Management University | Email:
Call for Items: AIS SIGHCI Newsletter Volume 22, Issue 2
You are invited to offer items to the coming issue of AIS SIGHCI newsletter (Volume 22, Issue 2), to be published in September 2025. All items will be editorial reviewed. If you are interested, please send your pieces to the newsletter editor Xiaofei Song () by August 25, 2025. Possible topics include, but are not limited to, the following:
1. Short essay/opinion/research study (800 – 1700 words)
2. HCI book review (800 – 1700 words). Please feel free to contact the editor beforehand if you intend to review a book or if you wish your own book to be reviewed.
3. Teaching HCI (up to 1700 words): teaching ideas or cases, sample syllabus, etc.
4. Industry voice (800 – 1700 words). We welcome HCI related essays from industry professionals.
5. Brief introduction of HCI research tools (up to 300 words).
Brief introduction of interesting HCI journals and/or special issues, including citation information, brief description, table of content (for special issues), etc.
7. CFP for HCI related journals or conferences.
8. News about SIGHCI members (up to 300 words for each item): honors and awards, professional activities, new appointments, interesting projects, new books or publications, etc.
9. Any other announcements (up to 300 words for each item).
To view previous newsletter issues, please visit http://sighci.org/index.php?page=newsletters
Save the Dates: SIGHCI-Sponsored Activities & Events
| ECIS 2025 | Amman, Jordan | June 16-18, 2025 |
| HCIBGO 2025 | Gothenburg, Sweden | June 22-27, 2025 |
| PACIS 2025 | Kuala Lumpur, Malaysia | July 5-9, 2025 |
| AMCIS 2025 | Montreal, Quebec, Canada | August 14-16, 2025 |
| ICIS 2025 | Nashville, Tennessee, United States | December 14-17, 2025 |
SIGHCI Sponsors
SIGHCI would like to express its sincere appreciation to the following sponsors. The many past and future SIGHCI activities would not be possible without their generous support.






