Pantea Habibi

Portfolio

Research projects and design work. Click any project for more information.

Theme

Research projects

A node-link graph with one highlighted node and a narrative text bubble

Narrative-driven immersive explainability

A VR system pairing graph-neural-network explanations with LLM-generated narratives, testing whether narrative framing turns explanations from static endpoints into prompts for reasoning.

A tracked hand skeleton with a fingertip motion path and a kinematics chart

XR-based upper-extremity motor assessment

Instrumenting standardized clinical dexterity tests in XR — automated, clinician-grounded scoring from hand-tracking kinematics instead of stopwatch and clipboard.

VR assembly line with a translucent ghost overlay showing where the door module is placed

Gamified VR training for assembly work

A VR training system for precision assembly at Kia, built with Georgia Quick Start: practice scaffolded from stationary stations to the moving line, with embedded performance analytics.

CT-scanned specimen explored in VR with porosity highlighted in red

XR–CT — immersive visualization of industrial CT scans

An XR platform for exploring multi-gigabyte X-ray computed tomography volumes with natural two-handed interaction, on PC-VR headsets and Apple Vision Pro.

Study participant selecting targets on a large tiled wall display with a tracked pointing device

Handedness in touchless input

How handedness and motor asymmetry shape performance in mid-air input — on large displays, in CAVE environments, and with AR/VR headsets.

Two virtual hands pinching to define a spherical selection volume in VR

Bimanual interaction & graph data in VR

Two-handed techniques for selecting and manipulating many objects at once in VR, including 3D graph data — measuring speed, accuracy, and preference.

The study environment: a 3D neighborhood graph in virtual reality with two virtual hands and a highlighted explanation subgraph

Belief dynamics in interactive AI explanations

A think-aloud study of how domain experts and AI experts explore visually interactive GNN explanations — and why explanations end up as endpoints rather than prompts for reasoning.

A 2D interface for exploring graph neural network explanations

Design requirements for human-centered GNN explanations

Design requirements that make graph-neural-network explanations usable for the AI experts and domain experts who act on them.

myPHA design probe screens: menu and personalized summary

myPHA — a personal hospitalization application

A personalized hospitalization app for patients with chronic heart failure, from patient interviews to a working smartphone prototype. NIH/NCI-funded.

A figure in a VR headset walking on an accelerating treadmill

Balance assessment in virtual reality

Assessing standing balance in VR, and testing whether error augmentation helps skills learned in a virtual environment transfer to the real world.

A phone with large simple buttons, a question-and-answer exchange, and reading glasses

Digital inclusion of older adults

The sociotechnical barriers older adults face in the continual use of digital services, studied through community events offering digital-literacy support.

Design & prototyping

Redesigned OPRS tracking screen with color-coded application statuses

OPRS Live redesign

A UX redesign of UIC’s research-protocol submission website: a personalized, card-based homepage in place of a wall of actions, delivered as an interactive prototype.

Five smartwatch screens of the air quality app

Air-quality smartwatch app

A smartwatch companion for a personal air-quality monitor: awareness, sharing, and reducing long-term exposure, designed for glanceable interaction.

A stone fountain in the virtual UIC campus

UIC campus in VR

A virtual reconstruction of part of the UIC campus for CAVE2 and Vive — day and night scenes, interactable objects, spatial sound, and animated characters, built in Unity.

A virtual hallway with selectable cubes on both sides

Object selection in VR under walking conditions

A Unity study platform for point-and-select performance across seven walking and controller conditions, with a complete experiment design and logging pipeline.

Web interface of the bubble cursor experiment with scattered circular targets

Bubble Cursor replication

The controlled experiment from the published Bubble Cursor paper, rebuilt as a web platform — study execution, interaction logging, and analysis.

Three screens of the Roomies app: gamified chore board, debts timeline, and chat

Roomies

A mobile app that helps roommates divide chores, communicate, and settle debts — taken from personas and sketches through paper prototyping to an evaluated interface.

A phone camera framing a paw print, with a record sent to a shared wildlife database

Wildbook — citizen science app

A mobile app concept that aligns what citizen scientists want out of collecting wildlife data with what conservation research needs from it.

A figure in a VR headset reaching toward a target ring, with session progress below

VR interactions for limb rehabilitation

A VR application exploring upper- and lower-limb rehabilitation exercises.