TY - GEN
T1 - Tension&Gaze
T2 - 38th Annual ACM Symposium on User Interface Software and Technology, UIST 2025
AU - Kim, Taejun
AU - Sidenmark, Ludwig
AU - Abtahi, Parastoo
AU - Yim, Jisu
AU - Kim, Young In
AU - Lee, Geehyuk
N1 - Publisher Copyright:
© 2025 Copyright held by the owner/author(s).
PY - 2025/9/27
Y1 - 2025/9/27
N2 - Gaze-interactive applications involve UI responses triggered by users’ gaze, which is often involuntary and reflexive. While it may not cause false input ‘registration’ in eye+hand contexts, it can still produce unintended chains of visual UI responses. Although designers strive to minimize potential distraction and visual irritation, gaze input inherently carries noise; our eyes are always-on, often unconsciously scanning the visual field as active sensors, making this a persistent and challenging issue. We argue that always gaze-responsive applications may not be favored by consumers, particularly when they risk causing visual discomfort. As a simple yet potentially effective alternative, this work introduces Tension&Gaze interaction techniques, in which UI elements become gaze-responsive only during moments of finger-induced tension, e.g., pinching in XR or key pressing on PC. This allows users to engage with gaze-adaptive UI changes only when desired, maintaining a comfortable default viewing experience. We demonstrate four application scenarios: XR Museum and Cooking Room using Meta Quest Pro, and PC Youtube and Social Media using a Tobii eye tracker-equipped laptop.
AB - Gaze-interactive applications involve UI responses triggered by users’ gaze, which is often involuntary and reflexive. While it may not cause false input ‘registration’ in eye+hand contexts, it can still produce unintended chains of visual UI responses. Although designers strive to minimize potential distraction and visual irritation, gaze input inherently carries noise; our eyes are always-on, often unconsciously scanning the visual field as active sensors, making this a persistent and challenging issue. We argue that always gaze-responsive applications may not be favored by consumers, particularly when they risk causing visual discomfort. As a simple yet potentially effective alternative, this work introduces Tension&Gaze interaction techniques, in which UI elements become gaze-responsive only during moments of finger-induced tension, e.g., pinching in XR or key pressing on PC. This allows users to engage with gaze-adaptive UI changes only when desired, maintaining a comfortable default viewing experience. We demonstrate four application scenarios: XR Museum and Cooking Room using Meta Quest Pro, and PC Youtube and Social Media using a Tobii eye tracker-equipped laptop.
UR - https://www.scopus.com/pages/publications/105020850434
UR - https://www.scopus.com/pages/publications/105020850434#tab=citedBy
U2 - 10.1145/3746058.3759018
DO - 10.1145/3746058.3759018
M3 - Conference contribution
AN - SCOPUS:105020850434
T3 - UIST Adjunct 2025 - Proceedings of the 38th Annual ACM Symposium on User Interface Software and Technology
BT - UIST Adjunct 2025 - Proceedings of the 38th Annual ACM Symposium on User Interface Software and Technology
A2 - Bianchi, Andrea
A2 - Glassman, Elena
A2 - Zhao, Shengdong
A2 - Kim, Jeeeun
A2 - Oakley, Ian
A2 - Mackay, Wendy E.
PB - Association for Computing Machinery, Inc
Y2 - 28 September 2025 through 1 October 2025
ER -