Publications
Below is a searchable list of publications by the projects of the Priority Program.
1.
Karpashevich, Pavel; Höök, Kristina; Bardzell, Jeffrey
Inside the Mirror, Wearing My own Body: Why UX Should Engage Monstrous Experiences Proceedings Article
In: Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems, Association for Computing Machinery, New York, NY, USA, 2026, ISBN: 9798400722783.
Abstract | Links | BibTeX | Tags: empirical studies, interaction design, monstrous experiences, user experience design, wearable computers
@inproceedings{10.1145/3772318.3790753,
title = {Inside the Mirror, Wearing My own Body: Why UX Should Engage Monstrous Experiences},
author = {Pavel Karpashevich and Kristina Höök and Jeffrey Bardzell},
url = {https://doi.org/10.1145/3772318.3790753},
doi = {10.1145/3772318.3790753},
isbn = {9798400722783},
year = {2026},
date = {2026-01-01},
booktitle = {Proceedings of the 2026 CHI Conference on Human Factors in Computing Systems},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {CHI '26},
abstract = {While engaging with four different wearable systems, we unexpectedly encountered felt experiences that resisted articulation and defied conventional classification. They were neither pleasant nor unpleasant, and yet both; neither comforting nor frightening, and yet both; neither recognizably human-like nor machinic, and yet both. Such ambiguous experiences might have gone unnoticed had we not attended to their somatic, felt dimensions. Existing user experience frameworks offered little guidance in making sense of these phenomena. However, through the lens of monster theory, these paradoxical experiences began to reveal their structure and significance. Drawing on concepts such as fusion, fission, massification, and incompleteness, we analyze and interpret the unexpected monstrous experiences arising from interacting with wearable systems. We argue that such experiences deserve a place in interaction design: not only for the enduring fascination of the monster, but also for its power to disrupt simplistic schemas, enrich design possibilities, and illuminate cultural shifts.},
keywords = {empirical studies, interaction design, monstrous experiences, user experience design, wearable computers},
pubstate = {published},
tppubtype = {inproceedings}
}
While engaging with four different wearable systems, we unexpectedly encountered felt experiences that resisted articulation and defied conventional classification. They were neither pleasant nor unpleasant, and yet both; neither comforting nor frightening, and yet both; neither recognizably human-like nor machinic, and yet both. Such ambiguous experiences might have gone unnoticed had we not attended to their somatic, felt dimensions. Existing user experience frameworks offered little guidance in making sense of these phenomena. However, through the lens of monster theory, these paradoxical experiences began to reveal their structure and significance. Drawing on concepts such as fusion, fission, massification, and incompleteness, we analyze and interpret the unexpected monstrous experiences arising from interacting with wearable systems. We argue that such experiences deserve a place in interaction design: not only for the enduring fascination of the monster, but also for its power to disrupt simplistic schemas, enrich design possibilities, and illuminate cultural shifts.