Katie Seaborn : Curriculum Vitae

Antle, A. N., Bevans, A., Tanenbaum, T. J., Seaborn, K., & Wang, S. (2011). Futura: Design for collaborative learning and game play on a multi-touch digital tabletop. Proceedings of the 5th International Conference on Tangibles and Embedded Interaction, 93–100. https://doi.org/10.1145/1935701.1935721
Antle, A. N., Tanenbaum, T. J., Tanenbaum, K., Bevans, A., Wang, S., & Seaborn, K. (2011). Balancing act: Enabling public engagement with sustainability issues through a multi-touch tabletop collaborative game. Proceedings of INTERACT’11, 6947, 194–211. http://dx.doi.org/10.1007/978-3-642-23771-3_16
Bajko, R., Hodson, J., Seaborn, K., Livingstone, P., & Fels, D. I. (2015). Guilds, die rolls, and leaderboards: Gamification of two undergraduate multimedia and social media courses. Proceedings of the Conference on Information Systems and Computing Education, paper n3460.
Bajko, R., Hodson, J., Seaborn, K., Livingstone, P., & Fels, D. I. (2016). Edugamifying media studies: Student engagement, enjoyment, and interest in two multimedia and social media undergraduate classrooms. Information Systems Education Journal, 14(6), 55–72. http://isedj.org/2016-14
Chang, W. J., Seaborn, K., & Adams, A. A. (2024). Theorizing deception: A scoping review of theory in research on dark patterns and deceptive design. Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems, accepted.
Eda, N., Seaborn, K., Matsubara, S., Sakuma, K., Hiyama, A., & Inami, M. (2019). Fostering empathy for computer agents through synchronized movements・運動同期によるエージェントへの共感醸成に関する研究. The 23rd Annual Conference of the Japanese Society for Artificial Intelligence, 1–4. https://doi.org/10.11517/pjsai.JSAI2019.0_2O4J701
Edey, J., Seaborn, K., Branje, C., & Fels, D. I. (2014). Powered to Play: A mixed reality game for people driving powered chairs. Proceedings of the IEEE Games, Entertainment, and Media Conference, 1–8. https://doi.org/10.1109/GEM.2014.7048101
Fujii, T., Seaborn, K., & Steeds, M. (2024). Silver-tongued and sundry: exploring intersectional pronouns with ChatGPT. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, accepted. https://doi.org/10.1145/3613904.3642303
Hidaka, S., Kobuki, S., Seaborn, K., & Venture, G. (2023, August 28). Aromanoidics: Towards a framework of robotic scents. Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication. RO-MAN 2023, Busan, Korea.
Hidaka, S., Kobuki, S., Watanabe, M., & Seaborn, K. (2023). Linguistic dead-ends and alphabet soup: Finding dark patterns in Japanese apps. Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 1–13. https://doi.org/10.1145/3544548.3580942
Hu, S., Yen, H. C., Yu, Z., Zhao, M., Seaborn, K., & Liu, C. (2023). Wizundry: A cooperative Wizard of Oz platform for simulating future speech-based interfaces with multiple Wizards. Proceedings of the ACM on Human-Computer Interaction, 7(CSCW1), 115:1-115:34. https://doi.org/10.1145/3579591
Kim, Y., Ueno, T., Seaborn, K., Oura, H., Urakami, J., & Sawa, Y. (2023). Exoskeleton for the mind: Exploring strategies against misinformation with a metacognitive agent. Proceedings of the 2023 ACM International Conference on Augmented Humans (AHs ’23), 209–220. https://doi.org/10.1145/3582700.3582725
Kobuki, S., Seaborn, K., Tokunaga, S., Fukumori, K., Hidaka, S., Tamura, K., Inoue, K., Kawahara, T., & Otake-Matsuura, M. (2023). Robotic backchanneling in online conversation facilitation: A cross-generational study. Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication, 71–76. https://doi.org/10.1109/RO-MAN57019.2023.10309362
Kobuki, S., Seaborn, K., Tokunaga, S., Fukumori, K., Hidaka, S., Tamura, K., Inoue, K., Kawahara, T., & Otake-Matsuura, M. (2022). Robots using “aizuchi” in online group conversation. Proceedings of the 40th Meeting of the Robotics Society of Japan (RSJ 2022). RJS 2022, Tokyo, Japan. https://ac.rsj-web.org/2022/
Ku, B., Itagaki, T., & Seaborn, K. (2023). Dis/immersion in mindfulness meditation with a wandering voice assistant. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1–6. https://doi.org/10.1145/3544549.3585627
Lee, N., Seaborn, K., Hiyama, A., Inami, M., & Hirose, M. (2018). Evaluating a smartphone-based social participation app for the elderly. Proceedings of Human Aspects of IT for the Aged Population, 26, 505–517. https://doi.org/10.1007/978-3-319-92034-4_38
Li, G. “Rikaku,” & Seaborn, K. (2024). No joke: An embodied conversational agent greeting older adults with humour or a smile unrelated to initial acceptance. Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems, accepted. https://doi.org/10.1145/3613905.3650918
Liu, C., Bengler, B., Di Cuia, D., Seaborn, K., Nunes Vilaza, G., Gallacher, S., Capra, L., & Rogers, Y. (2018). Pinsight: A novel way of creating and sharing digital content through “things” in the wild. DIS ’18, 1169–1181. https://doi.org/10.1145/3196709.3196782
Matsubara, S., Wakisaka, S., Aoyama, K., Seaborn, K., Hiyama, A., & Inami, M. (2020). Perceptual simultaneity and its modulation during EMG-triggered motion induction with electrical muscle stimulation. PLOS ONE, 15(8), e0236497. https://doi.org/10.1371/journal.pone.0236497
Narazani, M., Seaborn, K., Chien-Hsu, C., Hiyama, A., & Inami, M. (2018). StepSync: Wearable skill transfer system for real-time foot-based interaction. Proceedings of the 23rd Annual Conference of the Virtual Reality Society in Japan. VRSJ 2018, Sendai, Tohoku, Japan.
Obushi, N., Wakisaka, S., Kasahara, S., Seaborn, K., Hiyama, A., & Inami, M. (2019). MagniFinger: Fingertip probe microscope with direct micro movements. Proceedings of the 10th Augmented Human International Conference, Article No. 32. https://doi.org/10.1145/3311823.3311859
Pennefather, P., Seaborn, K., & Fels, D. I. (2016). Framework Synthesis for Guiding Design of a Personal Record of Eudaimonic Flourishing and Enhanced Resilience (PREFER) for people with complex chronic conditions. Proceedings of the Annual Meeting of the Society for Social Neuroscience 2016, B36.
Pennefather, P., Seaborn, K., & Fels, D. I. (2018). Inclusive systemic design for health system flourishment. In P. Jones & K. Kijima (Eds.), Systemic Design (Vol. 8, pp. 69–85). Springer. https://link.springer.com/chapter/10.1007/978-4-431-55639-8_3
Rogers, K., & Seaborn, K. (2023). The systematic review-lution: A manifesto to promote rigour and inclusivity in research synthesis. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1–11. https://doi.org/10.1145/3544549.3582733
Sawa, Y., Keckeis, J., & Seaborn, K. (2023). Right for the job or opposites attract? Exploring cross-generational user experiences with “younger” and “older” voice assistants. Companion Publication of the 2023 ACM Designing Interactive Systems Conference, 160–163. https://doi.org/10.1145/3563703.3596642
Sawa, Y., & Seaborn, K. (2022). Localizing the Ambivalent Ageism Scale for Japan. Proceedings of the 8th Asian Conference on Aging & Gerontology, 62304. https://doi.org/10.22492/issn.2432-4183.2022.4
Seaborn, K. (2012). Towards a semiotics of visual texture in touch-based interaction. Proceedings of the 37th Annual Meeting of the Semiotics Society of America, 1, 43–52. https://doi.org/10.5840/cpsem20124
Seaborn, K. (2016). Evaluating hedonic and eudaimonic motives in human-computer interaction. Proceedings of the 18th International Conference, HCI International 2016, 9735, 494–500. https://doi.org/10.1007/978-3-319-40397-7_47
Seaborn, K. (2021). Removing gamification: A research agenda. Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, No. 343. https://doi.org/10.1145/3411763.3451695
Seaborn, K. (2023a). Interacting with masculinities: A scoping review. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1–12. https://doi.org/10.1145/3544549.3585770
Seaborn, K. (2023b). Link, user-centred designer: Game characters as transcendent models. Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 238–240. https://doi.org/10.1145/3573382.3616052
Seaborn, K. (2023c). Super Synthesis Pros., or why CHI PLAY needs research synthesis. Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 235–237. https://doi.org/10.1145/3573382.3616051
Seaborn, K., & Antle, A. N. (2010). The Tiresias Effect: Light versus temperature in a tangible user interface. Proceedings of the 28th International Conference Extended Abstracts on Human Factors in Computing Systems, 3427–3432. https://doi.org/10.1145/1753846.1753996
Seaborn, K., & Antle, A. N. (2011a). Designing a wearable vibrotactile feedforward wrist display for novice gameplay. Proceedings of the 10th International Conference on Entertainment Computing, 6972, 379–382. https://doi.org/10.1007/978-3-642-24500-8
Seaborn, K., & Antle, A. N. (2011b, May 12). Gauntlet Guide: Designing a wearable vibrotactile feedforward display for novice gameplay. Proceedings of GRAND Annual Conference 2011. GRAND 2011, Vancouver, British Columbia, Canada.
Seaborn, K., Barbareschi, G., & Chandra, S. (2023). Not only WEIRD but “uncanny”? A systematic review of diversity in human-robot interaction research. International Journal of Social Robotics. https://doi.org/10.1007/s12369-023-00968-4
Seaborn, K., Chandra, S., & Fabre, T. (2023). Transcending the “male code”: Implicit masculine biases in NLP contexts. Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 1–19. https://doi.org/10.1145/3544548.3581017
Seaborn, K., & Chang, W. J. (2024, May 12). Another subtle pattern: Examining demographic biases in dark patterns and deceptive design research. Mobilizing Research and Regulatory Action on Dark Patterns and Deceptive Design Practices Workshop at CHI Conference on Human Factors in Computing Systems. DDP CHI ’24, online. https://chi2024.darkpatternsresearchandimpact.com/
Seaborn, K., Chignell, M., & Gwizdka, J. (2021). Psychological resilience during COVID-19: A meta-review protocol. BMJ Open, 11(6), e051417. https://doi.org/10.1136/bmjopen-2021-051417
Seaborn, K., Edey, J., Dolinar, G., Whitfield, M., Gardner, P., Branje, C., & Fels, D. I. (2016). Accessible play in everyday spaces: Mixed reality gaming for adult powered chair users. ACM Transactions on Computer-Human Interaction (TOCHI), 23(2), Article 12. https://doi.org/10.1145/2893182
Seaborn, K., & Fels, D. I. (2015). Gamification in theory and action: A survey. International Journal of Human-Computer Studies, 74, 14–31. https://doi.org/10.1016/j.ijhcs.2014.09.006
Seaborn, K., Fels, D. I., Bajko, R., & Hodson, J. (2017). Gamifying the media classroom: Instructor perspectives and the multidimensional impact of gamification on student engagement. International Journal of Game-Based Learning, 7(4), 22–49. https://doi.org/10.4018/IJGBL.2017100102
Seaborn, K., Fels, D. I., & Pennefather, P. (2015a). A cooperative game for older powered chair users and their friends and family. Proceedings of the 7th IEEE Games Entertainment Media Conference, 52–55. https://doi.org/10.1109/GEM.2015.7377242
Seaborn, K., Fels, D. I., & Pennefather, P. (2015b). Eudaimonia in human factors research and practice: Foundations and conceptual framework applied to older adult populations. Proceedings of the 1st International Conference on Information and Communication Technologies for Ageing Well and E-Health, 313–318. https://doi.org/10.5220/0005473003130318
Seaborn, K., Fels, D. I., & Pennefather, P. (2016). “Learn what we’re going through”: Attitudes of older powered chair users towards mixed reality games that involve power mobility. Universal Access in the Information Society, 15(4), 699–711. https://doi.org/10.1007/s10209-015-0450-z
Seaborn, K., & Frank, A. (2022). What pronouns for Pepper? A critical review of gender/ing in research. Proceedings of the 2022 CHI Conference on Human Factors in Computing Systems, 1–15. https://doi.org/10.1145/3491102.3501996
Seaborn, K., Henderson, K., Gwizdka, J., & Chignell, M. (2022). A meta-review of psychological resilience during COVID-19. Npj Mental Health Research, 1(1), 1–9. https://doi.org/10.1038/s44184-022-00005-8
Seaborn, K., & Iseya, S. (2023). Meaningful play and malicious delight: Exploring maldaimonic game UX. Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 174–180. https://doi.org/10.1145/3573382.3616095
Seaborn, K., Iseya, S., Hidaka, S., Kobuki, S., & Chandra, S. (2024). Play across boundaries: Exploring cross-cultural maldaimonic game experiences. Proceedings of the 2024 CHI Conference on Human Factors in Computing Systems, accepted. https://doi.org/10.1145/3613904.3642273
Seaborn, K., Itagaki, T., Watanabe, M., Wang, Y., Geng, P., Fujii, T., Mandai, Y., Kojima, M., & Yoshida, S. (2024). Deceptive, disruptive, no big deal: Japanese people react to simulated dark commercial patterns. Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems, accepted. https://doi.org/10.1145/3613905.3651099
Seaborn, K., & Kim, Y. (2023). “I’m” lost in translation: Pronoun missteps in crowdsourced data sets. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1–6. https://doi.org/10.1145/3544549.3585667
Seaborn, K., Lee, N. “Ikea,” Narazani, M., & Hiyama, A. (2019). Intergenerational shared action games for promoting empathy between Japanese youth and elders. Proceedings of the 2019 8th International Conference on Affective Computing and Intelligent Interaction (ACII), 1–7. https://doi.org/10.1109/ACII.2019.8925483
Seaborn, K., Lee, N., Narazani, M., Chien-Hsu, C., Hiyama, A., & Inami, M. (2018). Design and evaluation of a shared action game for empathy. Proceedings of the 23rd Annual Conference of the Virtual Reality Society in Japan. VRSJ 2018, Sendai, Tohoku, Japan. https://doi.org/10.13140/RG.2.2.30336.17922
Seaborn, K., & Mähönen, J. (2018, January 10). Citizen engagement and engaging citizens: Two cases in co-design for the public. UCLIC Research Seminar Series, London, UK.
Seaborn, K., Mähönen, J., & Rogers, Y. (2020). Scaling up to tackle low levels of urban food waste recycling. Proceedings of the 2020 ACM Designing Interactive Systems Conference, 1327–1340. https://doi.org/10.1145/3357236.3395524
Seaborn, K., Miyake, N. P., Pennefather, P., & Otake-Matsuura, M. (2021). Voice in human-agent interaction: A survey. ACM Computing Surveys (CSUR), 54(4), 1–43. https://doi.org/10.1145/3386867
Seaborn, K., Nam, S., Keckeis, J., & Itagaki, T. (2023). Can voice assistants sound cute? Towards a model of kawaii vocalics. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1–7. https://doi.org/10.1145/3544549.3585656
Seaborn, K., & Pennefather, P. (2022a). Gender neutrality in robots: An open living review framework. Proceedings of the 2022 ACM/IEEE International Conference on Human-Robot Interaction, 634–638. https://doi.org/10.5555/3523760.3523845
Seaborn, K., & Pennefather, P. (2022b). Neither “hear” nor “their”: Interrogating gender neutrality in robots. Proceedings of the 2022 ACM/IEEE International Conference on Human-Robot Interaction, 1030–1034. https://doi.org/10.5555/3523760.3523929
Seaborn, K., Pennefather, P., & Fels, D. I. (2013). Reimagining leaderboards: Towards gamifying competency models through social game mechanics. Proceedings of Gamification 2013: Gameful Design, Research, and Applications, 107–110. https://doi.org/10.1145/2583008.2583026
Seaborn, K., Pennefather, P., & Fels, D. I. (2020). Eudaimonia and hedonia in the design and evaluation of a cooperative game for psychosocial well-being. Human–Computer Interaction, 35(4), 289–337. https://doi.org/10.1080/07370024.2018.1555481
Seaborn, K., Pennefather, P., & Kotani, H. (2022). Exploring gender-expansive categorization options for robots. Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems, 1–6. https://doi.org/10.1145/3491101.3519646
Seaborn, K., Pennefather, P., Miyake, N. P., & Otake-Matsuura, M. (2021). Crossing the Tepper line: An emerging ontology for describing the dynamic sociality of embodied AI. Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, No. 281. https://doi.org/10.1145/3411763.3451783
Seaborn, K., Riecke, B. E., & Antle, A. N. (2010). Exploring the interplay of visual and haptic modalities in a pattern-matching task. Proceedings of the 9th IEEE International Symposium on Haptic Audio Visual Environments and Games, 61–66. https://doi.org/10.1109/HAVE.2010.5623997
Seaborn, K., Rogers, K., Nam, S., & Kojima, M. (2023). Kawaii game vocalics: A preliminary model. Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 202–208. https://doi.org/10.1145/3573382.3616099
Seaborn, K., Satoh, Y., & Fels, D. I. (2016). Usability and safety of a head-up display during powered chair navigation: A pilot study. Proceedings of the 10th International Conference on Universal Access in Human-Computer Interaction (UAHCI 2016), HCI International 2016, 9739, 628–638. https://doi.org/10.1007/978-3-319-40238-3_60
Seaborn, K., Sawa, Y., & Watanabe, M. (2024). Coimagining the future of voice assistants with cultural sensitivity. Human Behavior and Emerging Technologies, 2024, e3238737. https://doi.org/10.1155/2024/3238737
Seaborn, K., Seif El-Nasr, M., Milam, D., & Yung, D. (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, 93–98. https://doi.org/10.1145/2157136.2157169
Seaborn, K., Sekiguchi, T., Tokunaga, S., Miyake, N. P., & Otake-Matsuura, M. (2022). Voice over body? Older adults’ reactions to robot and voice assistant facilitators of group conversation. International Journal of Social Robotics, 15, 143–163. https://doi.org/10.1007/s12369-022-00925-7
Seaborn, K., & Urakami, J. (2021). Measuring voice UX quantitatively: A rapid review. Extended Abstracts of the 2021 CHI Conference on Human Factors in Computing Systems, No. 416. https://doi.org/10.1145/3411763.3451712
Takizawa, R., Verhulst, A., Seaborn, K., Fukuoka, M., Hiyama, A., Kitazaki, M., Inami, M., & Sugimoto, M. (2019a). Exploring perspective dependency in a shared body with virtual supernumerary robotic arms. 2nd International Conference on Artificial Intelligence & Virtual Reality, 25–27. https://doi.org/10.1109/AIVR46125.2019.00014
Takizawa, R., Verhulst, A., Seaborn, K., Fukuoka, M., Hiyama, A., Kitazaki, M., Inami, M., & Sugimoto, M. (2019b). Parasitic Body: Exploring perspective dependency in a shared body with a third arm. 2019 IEEE Conference on Virtual Reality and 3D User Interface, 1175–1176. https://doi.org/10.1109/VR.2019.8798351
Tanenbaum, T. J., Antle, A. N., Seaborn, K., Tanenbaum, K., Bevans, A., & Wang, S. (2010a, June 2). Designing multi-touch tabletops for sustainability. Proceedings of GRAND Annual Conference 2010. GRAND 2010, Ottawa, Ontario, Canada.
Tanenbaum, T. J., Antle, A. N., Seaborn, K., Tanenbaum, K., Bevans, A., & Wang, S. (2010b, June 9). Futura: A case study in the design of an educational multi-touch tabletop game. Proceedings of Games, Learning and Society Conference 6.0. GLS 6.0, Madison, Wisconsin.
Tokunaga, S., Seaborn, K., Tamura, K., & Otake-Matsuura, M. (2019). Cognitive training for older adults with a dialogue-based, robot-facilitated storytelling system. Proceedings of the 2019 International Conference on Interactive Digital Storytelling, 11869, 405–409. https://doi.org/10.1007/978-3-030-33894-7_43
Torre, I., Lagerstedt, E., Dennler, N., Seaborn, K., Leite, I., & Szekely, E. (2023). Can a gender-ambiguous voice reduce gender stereotypes in human-robot interactions? Proceedings of the 32nd IEEE International Conference on Robot and Human Interactive Communication, 106–112. https://doi.org/10.1109/RO-MAN57019.2023.10309500
Ueno, T., Kim, Y., Oura, H., & Seaborn, K. (2023). Trust and reliance in consensus-based explanations from an anti-misinformation agent. Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 1–7. https://doi.org/10.1145/3544549.3585713
Ueno, T., Sawa, Y., Kim, Y., Urakami, J., Oura, H., & Seaborn, K. (2022). Trust in human-AI interaction: Scoping out models, measures, and methods. Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems, 1–7. https://doi.org/10.1145/3491101.3519772
Urakami, J., Kim, Y., Oura, H., & Seaborn, K. (2022). Finding strategies against misinformation in social media: A qualitative study. Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems, 1–7. https://doi.org/10.1145/3491101.3519661
Urakami, J., & Seaborn, K. (2023). Nonverbal cues in human-robot interaction: A communication studies perspective. ACM Transactions on Human-Robot Interaction, 12(2), 1–21. https://doi.org/10.1145/3570169
Wang, Y., & Seaborn, K. (2024). Kawaii computing: Scoping out the Japanese notion of cute in user experiences with interactive systems. Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems, accepted.