Jiatong Li
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Jiatong Li has a total of 9 co-authors. Here are the top co-authors by number of shared publications:
- Ava Kim Cohen
University of Chicago, Chicago, Illinois, USA
1 shared publication - Brennan Schaffner
University of Chicago, United States
1 shared publication - Ken Nakagaki
University of Chicago, Chicago, Illinois, USA
1 shared publication - Lan Gao
Department of Computer Science, University of Chicago, Chicago, Illinois, USA
1 shared publication - Marshini Chetty
Department of Computer Science, University of Chicago, Chicago, Illinois, USA
1 shared publication - Natasha Messier
University of Chicago, Chicago, Illinois, USA
1 shared publication
Latest Publications
- Open Access
- 2 May 2025
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 9 (2) , 1-22
An Experimental Study Of Netflix Use and the Effects of Autoplay on Watching Behaviors
Prior work on dark patterns, or manipulative online interfaces, suggests they have potentially detrimental effects on user autonomy. Dark pattern features, like those designed for attention capture, can potentially extend platform sessions beyond what users would have otherwise intended. Existing research, however, has not formally measured the quantitative effects of these features on user engagement in subscription video-on-demand platforms (SVODs). In this work, we conducted an experimental study with 76 Netflix users in the US to analyze the impact of a specific attention capture feature, autoplay, on key viewing metrics. We found that disabling autoplay on Netflix significantly reduced key content consumption aggregates, including average daily watching and average session length, partly filling the evidentiary gap regarding the empirical effects of dark pattern interfaces. We paired the experimental analysis with users' perceptions of autoplay and their viewing behaviors, finding that participants were split on whether the effects of autoplay outweigh its benefits, albeit without knowledge of the study findings. Our findings strengthen the broader argument that manipulative interface designs can and do affect users in potentially damaging ways, highlighting the continued need for considering user well-being and varied preferences in interface design.
- 2 May 2025
- Published by Association for Computing Machinery (ACM) in Proceedings of the ACM on Human-Computer Interaction
- Vol. 9 (2) , 1-22
Open AccessAn Experimental Study Of Netflix Use and the Effects of Autoplay on Watching Behaviors
Prior work on dark patterns, or manipulative online interfaces, suggests they have potentially detrimental effects on user autonomy. Dark pattern features, like those designed for attention capture, can potentially extend platform sessions beyond what users would have otherwise intended. Existing research, however, has not formally measured the quantitative effects of these features on user engagement in subscription video-on-demand platforms (SVODs). In this work, we conducted an experimental study with 76 Netflix users in the US to analyze the impact of a specific attention capture feature, autoplay, on key viewing metrics. We found that disabling autoplay on Netflix significantly reduced key content consumption aggregates, including average daily watching and average session length, partly filling the evidentiary gap regarding the empirical effects of dark pattern interfaces. We paired the experimental analysis with users' perceptions of autoplay and their viewing behaviors, finding that participants were split on whether the effects of autoplay outweigh its benefits, albeit without knowledge of the study findings. Our findings strengthen the broader argument that manipulative interface designs can and do affect users in potentially damaging ways, highlighting the continued need for considering user well-being and varied preferences in interface design.
- Open Access
- 10 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 1485-1499
Physica: Interactive Tangible Physics Simulation based on Tabletop Mobile Robots Towards Explorable Physics Education
In this paper, we introduce Physica, a tangible physics simulation system and approach based on tabletop mobile robots. In Physica, each tabletop robot can physically represent distinct simulated objects that are controlled through an underlying physics simulation, such as gravitational force, molecular movement, and spring force. It aims to bring the benefits of tangible and haptic interaction into explorable physics learning, which was traditionally only available on screen-based interfaces. The system utilizes off-the-shelf mobile robots (Sony Toio) and an open-source physics simulation tool (Teilchen). Built on top of them, we implement the interaction software pipeline that consists of 1) an event detector to reflect tangible interaction by users, and 2) target speed control to minimize the gap between the robot motion and simulated moving objects. To present the potential for physics education, we demonstrate various application scenarios that illustrate different forms of learning using Physica. In our user study, we investigate the effect and the potential of our approach through a perception study and interviews with physics educators.
- 10 July 2023
- Published by Association for Computing Machinery (ACM)
- p. 1485-1499
Open AccessPhysica: Interactive Tangible Physics Simulation based on Tabletop Mobile Robots Towards Explorable Physics Education
In this paper, we introduce Physica, a tangible physics simulation system and approach based on tabletop mobile robots. In Physica, each tabletop robot can physically represent distinct simulated objects that are controlled through an underlying physics simulation, such as gravitational force, molecular movement, and spring force. It aims to bring the benefits of tangible and haptic interaction into explorable physics learning, which was traditionally only available on screen-based interfaces. The system utilizes off-the-shelf mobile robots (Sony Toio) and an open-source physics simulation tool (Teilchen). Built on top of them, we implement the interaction software pipeline that consists of 1) an event detector to reflect tangible interaction by users, and 2) target speed control to minimize the gap between the robot motion and simulated moving objects. To present the potential for physics education, we demonstrate various application scenarios that illustrate different forms of learning using Physica. In our user study, we investigate the effect and the potential of our approach through a perception study and interviews with physics educators.