Kexin Zhang
Kexin Zhang
PhD Student
Department of Computer Sciences
University of Wisconsin-Madison

I am a third-year PhD student in Computer Science at the University of Wisconsin-Madison, advised by Dr. Yuhang Zhao. My research interests include Human-Computer Interaction (HCI), Accessibility, and Responsible AI. Broadly, my work aims to advance accessibility, inclusion, and fairness of emerging technologies through sociotechnical approaches.

My recent work focused on shaping prosocial behaviors on social virtual reality for people with disabilities in two key directions: 1) supporting inclusive and authentic disability representation in embodied avatars by developing design guidelines and developer toolkit, and 2) designing and building protection mechanisms to mitigate ableist harassment and harm.

Previously, I received a MS in Information Science from Cornell University, where I worked with Dr. Andrea Stevenson Won and Dr. Shiri Azenkot. Before that, I earned my BA with a double major in Sociology and Economics from the University of Wisconsin-Madison.

News

Oct. 2025 🎤 Invited to give a talk at Disability in STEM Symposium about my research on supporting inclusive disability representation in social VR.
Jun. 2025 🎉 One co-authored paper on understanding OCD individual's real-world challenges is accepted to ASSETS' 25!
May 2025 Attended and student voluntered at CHI 2025 in Yokohama, Japan🌸
Jan. 2025 🎉 My paper on Inclusive Avatar Guidelines is accepted to CHI 2025!
May 2024 Presented my paper at CHI 2024 in Honolulu, Hawaii🌺
Oct. 2023 Traveled to New York City to present my paper on examining ableist harassment in social VR at ASSETS 2023🗽
Jun 2023 Selected to attend HCIC in Delavan WI!
May 2023 🎓 Started my PhD at University of Wisconsin-Madison, excited to get back to Madison after a wonderful year at Cornell.

Publications

CHI 2025
Kexin Zhang, Edward Glenn Scott Spencer, Abijith Manikandan, Andric Li, Ang Li, Yaxing Yao, Yuhang Zhao.
CHI 2025
Avatar is a critical medium for identity representation in social virtual reality (VR). However, options for disability expression are highly limited on current avatar interfaces. Improperly designed disability features may even perpetuate misconceptions about people with disabilities (PWD). As more PWD use social VR, there is an emerging need for comprehensive design standards that guide developers and designers to create inclusive avatars. Our work aim to advance the avatar design practices by delivering a set of centralized, comprehensive, and validated design guidelines that are easy to adopt, disseminate, and update. Through a systematic literature review and interview with 60 participants with various disabilities, we derived 20 initial design guidelines that cover diverse disability expression methods through five aspects, including avatar appearance, body dynamics, assistive technology design, peripherals around avatars, and customization control. We further evaluated the guidelines via a heuristic evaluation study with 10 VR practitioners, validating the guideline coverage, applicability, and actionability. Our evaluation resulted in a final set of 17 design guidelines with recommendation levels.
ASSETS 2025
Ru wang, Kexin Zhang, Yuqing Wang, Keri Brown, Yuhang Zhao
ASSETS 2025
Obsessive-compulsive disorder (OCD) is a mental health condition that significantly impacts people's quality of life. While evidence-based therapies such as exposure and response prevention (ERP) can be effective, managing OCD symptoms in everyday life—an essential part of treatment and independent living—remains challenging due to fear confrontation and lack of appropriate support. To better understand the challenges and needs in OCD self-management, we conducted interviews with 10 participants with diverse OCD conditions and seven therapists specializing in OCD treatment. Through these interviews, we explored the characteristics of participants' triggers and how they shaped their compulsions, and uncovered key coping strategies across different stages of OCD episodes. Our findings highlight critical gaps between OCD self-management needs and currently available support. Building on these insights, we propose design opportunities for just-in-time self-management technologies for OCD, including personalized symptom tracking, just-in-time interventions, and support for OCD-specific privacy and social needs—through technology and beyond.
CHI 2024
Kexin Zhang, Brianna Cochran, Ruijia Chen, Lance Hartung, Bryce Sprecher, Ross Tredinnick, Kevin Ponto, Suman Banerjee, Yuhang Zhao.
CHI 2024
First responders (FRs) navigate hazardous, unfamiliar environments in the field (e.g., mass-casualty incidents), making life-changing decisions in a split second. AR head-mounted displays (HMDs) have shown promise in supporting them due to its capability of recognizing and augmenting the challenging environments in a hands-free manner. However, the design space have not been thoroughly explored by involving various FRs who serve different roles (e.g., firefighters, law enforcement) but collaborate closely in the field. We interviewed 26 first responders in the field who experienced a state-of-the-art optical-see-through AR HMD, as well as its interaction techniques and four types of AR cues (i.e., overview cues, directional cues, highlighting cues, and labeling cues), soliciting their first-hand experiences, design ideas, and concerns. Our study revealed both generic and role-specific preferences and needs for AR hardware, interactions, and feedback, as well as identifying desired AR designs tailored to urgent, risky scenarios (e.g., affordance augmentation to facilitate fast and safe action). While acknowledging the value of AR HMDs, concerns were also raised around trust, privacy, and proper integration with other equipment. Finally, we derived comprehensive and actionable design guidelines to inform future AR systems for in-field FRs.
ASSETS 2024
Ria J. Gualano*, Lucy Jiang*, Kexin Zhang, Tanisha Shende, Andrea Stevenson Won, Shiri Azenkot
ASSETS 2024
With the increasing adoption of social virtual reality (VR), it is critical to design inclusive avatars. While researchers have investigated how and why blind and d/Deaf people wish to disclose their disabilities in VR, little is known about the preferences of many others with invisible disabilities (e.g., ADHD, dyslexia, chronic conditions). We filled this gap by interviewing 15 participants, each with one to three invisible disabilities, who represented 22 different invisible disabilities in total. We found that invisibly disabled people approached avatar-based disclosure through contextualized considerations informed by their prior experiences. For example, some wished to use VR's embodied affordances, such as facial expressions and body language, to dynamically represent their energy level or willingness to engage with others, while others preferred not to disclose their disability identity in any context. We define a binary framework for embodied invisible disability expression (public and private) and discuss three disclosure patterns (Activists, Non-Disclosers, and Situational Disclosers) to inform the design of future inclusive VR experiences.
ASSETS 2023
Kexin Zhang, Elmira Deldari, Yaxing Yao, Yuhang Zhao
ASSETS 2023
People with disabilities (PWD) have shown a growing presence in the emerging social virtual reality (VR). To support disability representation, some social VR platforms start to involve disability features in avatar design. However, it is unclear how disability disclosure via avatars (and the way to present it) would affect PWD's social experiences and interaction dynamics with others. To fill this gap, we conducted a diary study with 10 PWD who freely explored VRChat—a popular commercial social VR platform—for two weeks, comparing their experiences between using regular avatars and avatars with disability signifiers (i.e., avatar features that indicate the user's disability in real life). We found that PWD preferred using avatars with disability signifiers and wanted to further enhance their aesthetics and interactivity. However, such avatars also caused embodied, explicit harassment targeting PWD. We revealed the unique factors that led to such harassment and derived design implications and protection mechanisms to inspire more safe and inclusive social VR.
ASSETS 2023
Kexin Zhang, Elmira Deldari, Zhicong Lu, Yaxing Yao, Yuhang Zhao
ASSETS 2022
In social Virtual Reality (VR), users are embodied in avatars and interact with other users in a face-to-face manner using avatars as the medium. With the advent of social VR, people with disabilities (PWD) have shown an increasing presence on this new social media. With their unique disability identity, it is not clear how PWD perceive their avatars and whether and how they prefer to disclose their disability when presenting themselves in social VR. We fill this gap by exploring PWD's avatar perception and disability disclosure preferences in social VR. Our study involved two steps. We first conducted a systematic review of fifteen popular social VR applications to evaluate their avatar diversity and accessibility support. We then conducted an in-depth interview study with 19 participants who had different disabilities to understand their avatar experiences. Our research revealed a number of disability disclosure preferences and strategies adopted by PWD (e.g., reflect selective disabilities, present a capable self). We also identified several challenges faced by PWD during their avatar customization process. We discuss the design implications to promote avatar accessibility and diversity for future social VR platforms.

Service & Teaching