Alexis Hiniker

Alexis Hiniker
  • PhD
  • Professor (Assistant) at University of Washington

About

86
Publications
41,697
Reads
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2,960
Citations
Current institution
University of Washington
Current position
  • Professor (Assistant)

Publications

Publications (86)
Preprint
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Design has the power to cultivate hope, especially in the face of seemingly intractable societal challenges. This one-day workshop explores how design methodologies -- ranging from problem reframing to participatory, speculative, and critical design -- can empower research communities to drive meaningful real-world changes. By aligning design think...
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Through a three-part co-design study involving 19 teens aged 13-18, we identify key barriers to effective boundary regulation on social media, including ambiguous audience expectations, social risks associated with oversharing, and the lack of design affordances that facilitate trust-building. Our findings reveal that while adolescents seek casual,...
Preprint
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Social online games like Minecraft and Roblox have become increasingly integral to children's daily lives. Our study explores how children aged 8 to 13 create and customize avatars in these virtual environments. Through semi-structured interviews and gameplay observations with 48 participants, we investigate the motivations behind children's avatar...
Preprint
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We conducted co-design workshops with 23 participants (ages 15-24) to explore how youth envision an ideal remote social connection. Using the Fictional Inquiry (FI) method within a Harry Potter-inspired narrative, we found that youth perceive a disconnect between platforms labeled as "social media" (like Instagram) and those where they actually exp...
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In light of the diminishing presence of physical third places -- informal gathering spaces essential for social connection -- this study explores how the social media platform Discord fosters third-place experiences. Drawing on Oldenburg's conceptual framework, we analyze how Discord's design elements support the creation of virtual third places th...
Preprint
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In the attention economy, online platforms are incentivized to maximize user engagement through extended-use designs (EUDs), even when such practices conflict with users' best interests. We conducted a structured content analysis of all Very Large Online Platforms (VLOPs) to identify the EUDs these influential apps and sites use. We conducted this...
Article
Adolescents are particularly vulnerable to the pressures created by social media, such as heightened self-consciousness and the need for extensive self-presentation. In this study, we investigate how BeReal, a social media platform designed to counter some of these pressures, influences adolescents' self-presentation behaviors. We interviewed 29 us...
Article
Relationships are perhaps the single greatest source of human happiness, and as part of building strong relationships, conflict and hard conversations are unavoidable. As people increasingly rely on digital communication to initiate and resolve conflicts, we examine how design can improve the experience of working through hard conversations within...
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Privacy is essential to fully enjoying the benefits of social media. While fear around privacy risks can sometimes motivate privacy management, the negative impact of such fear, particularly when it is perceived as unaddressable (i.e., "dysfunctional" fear), can significantly harm teen well-being. In a co-design study with 136 participants aged 13-...
Article
Multimodal AI models capable of associating images and text hold promise for numerous domains, ranging from automated image captioning to accessibility applications for blind and low-vision users. However, uncertainty about bias has in some cases limited their adoption and availability. In the present work, we study 43 CLIP vision-language models t...
Article
Popular and news media often portray teenagers with sensationalism, as both a risk to society and at risk from society. As AI begins to absorb some of the epistemic functions of traditional media, we study how teenagers in two countries speaking two languages: 1) are depicted by AI, and 2) how they would prefer to be depicted. Specifically, we stud...
Article
This research introduces the Multilevel Embedding Association Test (ML-EAT), a method designed for interpretable and transparent measurement of intrinsic bias in language technologies. The ML-EAT addresses issues of ambiguity and difficulty in interpreting the traditional EAT measurement by quantifying bias at three levels of increasing granularity...
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Smartphone users often regret aspects of their phone use, but pinpointing specific ways in which the design of an interface contributes to regrettable use can be challenging due to the complexity of app features and user intentions. We conducted a one-week study with 17 Android users, using a novel method where we passively collected screenshots ev...
Preprint
Full-text available
Adolescents are particularly vulnerable to the pressures created by social media, such as heightened self-consciousness and the need for extensive self-presentation. In this study, we investigate how BeReal, a social media platform designed to counter some of these pressures, influences adolescents' self-presentation behaviors. We interviewed 29 us...
Conference Paper
Full-text available
YouTube has many features, such as homepage recommendations, that encourage users to explore its vast library of videos. However, when users visit YouTube with a specific intention, e.g., learning how to program in Python, these features to encourage exploration are often distracting. Prior work has innovated ‘commitment interfaces’ that restrict s...
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This paper develops a critical perspective on the use of conversational agents (CAs) with children at home. Drawing on interviews with eleven parents of pre-school children living in Norway, we illustrate the ways in which parents resisted the values epitomised by CAs. We problematise CAs’ attributes in light of parents’ ontological perceptions of...
Article
An estimated 3.25 billion voice assistants (VAs) are in homes around the world, but these devices are not always able to recognize and respond to children’s speech. To inform the design of VAs that support kids, we report on a lab study where 28 5- to 10-year-old participants interacted with a commercial VA to: (1) attempt to execute common VA-supp...
Article
Online political arguments have a reputation for being futile exchanges, partially because people often respond more punitively to those who do not share their views, a phenomenon called ingroup bias. We explore how ingroup bias affects political disagreements online, and how respect can mitigate its effects. Towards this goal, we conducted an expe...
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Social emotional skills are foundational competencies upon which children draw throughout their lives. This work investigates current, commercially available experiences for social emotional learning (SEL) through conversational agents (CAs). Specifically, we reviewed 3,767 Skills available in the "Kids" category of the Alexa Skills Marketplace and...
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Importance: Manipulative design features (known as dark patterns) are common in video games and adult-directed technologies, but their prevalence in children's interactive media has not been described. Objectives: To develop a reliable coding scheme for gathering data on manipulative digital designs, describe their prevalence within apps used by...
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During the COVID-19 pandemic, people sought information through digital news platforms. To investigate how to design these platforms to support users' needs in a crisis, we conducted a two-week diary study with 22 participants across the United States. Participants' news-consumption experience followed two stages: in the \textbf{seeking} stage, par...
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The COVID-19 pandemic upended the lives of families with young children as school closures and social distancing requirements left caregivers struggling to facilitate educational experiences, maintain social connections, and ensure financial stability. Considering families' increased reliance on technology to survive, this research documents parent...
Article
Smart devices with the capability to record audio can create a trade-off for users between convenience and privacy. To understand how users experience this trade-off, we report on data from 35 interview, focus group, and design workshop participants. Participants' perspectives on smart-device audio privacy clustered into the pragmatist, guardian, a...
Article
Academic scholarship and public discourse about children’s digital media use often invokes concepts such as ‘screen time’ that place the locus of responsibility on individual users and families rather than on designers creating digital environments. In this vision article, we argue that research, design, and policy frameworks that assume individual...
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We investigated the experiences of 15 parents and their tween children (ages 8-12, n=23) during nature explorations using the NatureCollections app, a mobile application that connects children with nature. Drawing on parent interviews and in-app audio recordings from a 2-week deployment study, we found that tweens experiences with the NatureCollect...
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In the attention economy, video apps employ design mechanisms like autoplay that exploit psychological vulnerabilities to maximize watch time. Consequently, many people feel a lack of agency over their app use, which is linked to negative life effects such as loss of sleep. Prior design research has innovated external mechanisms that police multipl...
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Online status indicators (or OSIs, i.e. , interface elements that communicate whether a user is online) can leak potentially sensitive information about users. In this work, we analyze 184 mobile applications to systematically characterize the existing design space of OSIs. We identified 40 apps with OSIs across a variety of genres and conducted a...
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Hundreds of popular mobile apps today market their ties to mindfulness. What activities do these apps support and what benefits do they claim? How do mindfulness teachers, as domain experts, view these apps? We first conduct an exploratory review of 370 mindfulness-related apps on Google Play, finding that mindfulness is presented primarily as a to...
Article
Users of voice assistants often report that they fall into patterns of using their device for a limited set of interactions, like checking the weather and setting alarms. However, it's not clear if limited use is, in part, due to lack of learning about the device's functionality. We recruited 10 diverse families to participate in a one-month deploy...
Article
Early childhood is a critical developmental period when children's experiences have lasting impacts on long-term outcomes. Thus, an evidence-based understanding of how technology can support early childhood education (ECE) classrooms promises to be disproportionately useful to children's long-term wellbeing. We conducted an observational study at t...
Conference Paper
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Many smartphone users engage in compulsive and habitual phone checking they find frustrating, yet our understanding of how this phenomenon is experienced is limited. We conducted a semi-structured interview, a think-aloud phone-use demonstration, and a sketching exercise with 39 smartphone users (ages 14-64) to probe their experiences with compulsi...
Conference Paper
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Many traditional HCI methods, such as surveys and interviews, are of limited value when working with preschoolers. In this paper, we present anchored audio sampling (AAS), a remote data collection technique for extracting qualitative audio samples during field deployments with young children. AAS offers a developmentally sensitive way of understand...
Conference Paper
Through focus groups (n=61) and surveys (n=2,083) of parents and teens, we investigated how parents and their teen children experience their own and each other's phone use in the context of parent-teen relationships. Both expressed a lack of agency in their own and each other's phone use, feeling overly reliant on their own phone and displaced by t...
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We investigate how families repair communication breakdowns with digital home assistants. We recruited 10 diverse families to use an Amazon Echo Dot in their homes for four weeks. All families had at least one child between four and 17 years old. Each family participated in pre- and post- deployment interviews. Their interactions with the Echo Dot...
Conference Paper
In HCI, adult concerns about technologies for children have been studied extensively. However, less is known about what children themselves find concerning in everyday technologies. We examine children's technology-related fears by probing their use of the colloquial term "creepy." To understand children's perceptions of "creepy technologies," we c...
Conference Paper
Despite pervasive messaging about the dangers of "screen time," children and families remain avid consumers of digital media and other technologies. Given competing narratives heralding the promise or the peril of children's technology, how can designers best serve this audience? In this panel, we bring together world experts from: children's media...
Conference Paper
Traditionally, many consumer-focused technologies have been designed to maximize user engagement with their products and services. More recently, many technology companies have begun to introduce digital wellbeing features, such as for managing time spent and for encouraging breaks in use. These are in the context of, and likely in response to, ren...
Article
For young children, family meals are an enjoyable and developmentally useful part of daily life. Although prior work has shown that ubiquitous computing solutions can enhance children's eating habits and mealtime experiences in valuable ways, other work demonstrates that many families are hesitant to use technology in this context. This paper exami...
Conference Paper
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We present an evaluation of three prototype tangible user interfaces (TUIs) for mealtimes for preschoolers. Building on past work identifying value tensions between adults' and children's perspectives at meals, we evaluated TUIs to address different tensions in this context (for example, the tension between children's interest in experimenting with...
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Global app marketplaces make families in foreign countries easily accessible to developers, but most scholarship on joint media engagement (JME) between parents and children reports on data from participants in Western contexts. We conducted an observational lab study to examine how preschoolers (age 3-5) and parents (N=74) from three different reg...
Conference Paper
Most technology designed for young children at mealtime centers around conceptions of how the child should eat or behave at the table. Expanding this view to include children's perspectives, we present a two-part study to explore the design of technology for mealtimes in preschools. We first worked to identify existing value tensions through interv...
Conference Paper
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In this study, we examine the conversational repair strategies that preschoolers use to correct communication breakdowns with a voice-driven interface. We conducted a two-week deployment in the homes of 14 preschoolers of a tablet game that included a broken voice-driven mini-game. We collected 107 audio samples of these children's (unsuccessful) a...
Conference Paper
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In this study, we present Coco's Videos, a video-viewing platform for preschoolers designed to support them in learning to self-manage their media consumption. We report results from a three-week experimental deployment in 24 homes in which preschoolers used three different versions of the platform: one that is neutral to the limits they set, one t...
Conference Paper
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Play is an enjoyable and developmentally useful part of early childhood, and parent-child play is a highly productive mechanism by which children learn to participate in the world. We conducted an observational lab study to examine how 15 parent-child pairs (children age 4-6) respond to and play with tablet apps as compared to analog toys. We found...
Conference Paper
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In this panel, we discuss the challenges that are faced by HCI practitioners and researchers as they study how voice assistants (VA) are used on a daily basis. Voice has become a widespread and commercially viable interaction mechanism with the introduction of VAs such as Amazon's Alexa, Apple's Siri, the Google Assistant, and Microsoft's Cortana....
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Prior research indicates that many people wish to limit aspects of their smartphone use. Why is it that certain smartphone use feels so meaningless? We examined this question by using interviews, the experience sampling method, and mobile logging of 86,402 sessions of app use. One motivation for use (habitual use to pass the time) and two types of...
Conference Paper
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Overselectivity is a learning challenge that is largely unaddressed in the assistive technology community. Screening and intervention, done by specialists, is time-intensive and requires substantial training. Little to no treatments are available to the broader population of preliterate, minimally verbal individuals. In this work, we examine the im...
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Many successful digital interfaces employ visual metaphors to convey features or data properties to users, but the characteristics that make a visual metaphor effective are not well understood. We used a theoretical conception of metaphor from cognitive linguistics to design an interactive system for viewing the citation network of the corpora of l...
Conference Paper
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Parental controls allow parents to set limits on children's use of technology, but prior work suggests that controlling children alone is unlikely to foster the development of healthy media habits. We took elements from evidence-based preschool curricula that teach self-regulation and translated them to the digital space by creating a tool for pres...
Conference Paper
In this case study, we describe a design workshop with 7 children age 4-6 using existing co-design techniques known to elicit design insights in older individuals. We found that our 5- and 6-year-old participants successfully generated design ideas using these methods, while 4-year-olds were unable to use create solutions in a traditional format. H...
Conference Paper
Though prior work shows parents worry about screen media experiences displacing physical activity and time outdoors, this research does not account for location-based mobile games like Pokémon GO, which specifically facilitate outdoor activity. To fill this gap in the research, we surveyed and interviewed parents to understand (1) their values and...
Conference Paper
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While people often use smartphones to achieve specific goals, at other times they use them out of habit or to pass the time. Uses and Gratifications Theory explains that users' motivations for engaging with technology can be divided into instrumental and ritualistic purposes. Instrumental uses of technology are goal-directed and purposeful, while r...
Article
Prior work shows that setting limits on young children's screen time is conducive to healthy development but can be a challenge for families. We investigate children's (age 1 - 5) transitions to and from screen-based activities to understand the boundaries families have set and their experiences living within them. We report on interviews with 27 p...
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Though many people report an interest in self-limiting certain aspects of their phone use, challenges adhering to self-defined limits are common. We conducted a design exercise and online survey to map the design space of interventions for smartphone non-use and distilled these into a small taxonomy of intervention categories. Using these findings,...
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Despite reports of mathematical talent in autism spectrum disorders (ASD), little is known about basic number processing abilities in affected children. We investigated number sense, the ability to rapidly assess quantity information, in 36 children with ASD and 61 typically developing controls. Numerical acuity was assessed using symbolic (Arabic...
Article
Linking a symbol to the object it represents is a skill that develops gradually over the first few years of life. However, prior work shows that frequent use of this capacity makes it unintuitive for adults to recognize it as a challenge for young children. We hypothesized that this disconnect would manifest in software interfaces designed for youn...
Conference Paper
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Parents and children both use technology actively and increasingly, but prior work shows that concerns about attention, family time, and family relationships abound. We conducted a survey with 249 parent-child pairs distributed across 40 U.S. states to understand the types of technology rules (also known as restrictive mediation) they have establis...
Conference Paper
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Though toddlers and preschoolers are regular touchscreen users, relatively little is known about how they learn to perform unfamiliar gestures. In this paper we assess the responses of 34 children, aged 2 to 5, to the most common in-app prompting techniques for eliciting specific gestures. By reviewing 100 touchscreen apps for preschoolers, we dete...
Conference Paper
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Child development research suggests that using phones while caring for children can be problematic, but limited prior work in this space makes defining appropriate use challenging. We conducted the first exploration of whether adults feel pressure to limit phone use in this context and whether they choose to do so. Through mixed methods, we collect...
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The 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing represented a wide variety of technologies, methodologies, user scenarios, and institutions. From wearable computing in outer space to smart mats for gyms, contributors pushed the boundaries on what's possible and continued to extend the reach of technology to be ever...
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The tracking of developmental milestones in young children is an important public health goal for ensuring early detection and treatment for developmental delay. While numerous paper-based and web-based solutions are available for tracking milestones, many busy parents often forget to enter information on a regular basis. To help address this need,...
Conference Paper
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In this paper, we describe the design of a therapeutic video game suite for early elementary children with autism spectrum disorders (ASD). The purpose of this work is to present our hypothesis that games that are both fun and faithful to evidence-based therapies could serve as a mechanism to reduce the gap between the amount of therapy recommended...

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