Simona Liao
simonaliao.bsky.social
Simona Liao
@simonaliao.bsky.social
She/They
UW CSE Master Graduate on Human Computer Interaction
Product Manager @ Microsoft
If you are at CSCW 2025, come check out my work this morning! I will present in Salong Nina room on Level 3 during the 9-10:30 session. :)
October 22, 2025 at 6:56 AM
Finally, many thanks to my advisor @axz.bsky.social 💖 and @socialfutureslab.bsky.social for all the guidance and support, to the second author Evan (Hanwen) 👨🏻‍💻 who is a VR expert, and to UW Reality Lab for the VR devices 🕹️!
October 18, 2025 at 10:00 PM
3 (continued) instead of automating the process for convenience, which could be a potential pitfall for proactive protection.
October 18, 2025 at 9:58 PM
3. Safety needs are dynamic and can sometimes be contradictory, both between players and even for the same player over time. Thus, features should (1) focus on supporting players in making choices and (2) provide players with multiple ways to make that choice effortlessly.
October 18, 2025 at 9:57 PM
2. Safety features should center marginalized players’(those with higher risks of encountering harassment) experiences and not conflict with the existing safety practices they have developed.
October 18, 2025 at 9:57 PM
1. Proactive safety features could improve overall social and gaming experiences. Even experienced players not concerned about harassment praised these features, highlighting the potential for safety designs to enhance general gameplay, moving away from solely damage-focused.
October 18, 2025 at 9:57 PM
Three key takeaways for designing future proactive and instant reactive strategies✍🏼
October 18, 2025 at 9:57 PM
October 18, 2025 at 9:56 PM
Puffer 🐡 is our safety system prototype, including four proactive and instant-reactive features, and built with Meta XR All-in-One SDK. See our prototype demo video: youtu.be/Nr-X7fps2xc
October 18, 2025 at 9:56 PM
3. We empowered bystanders to intervene in harassment, since they are more accessible than moderators. Lowering the barrier to intervene fosters mutual support and encourages positive player behaviors. 👭
October 18, 2025 at 9:56 PM
2. We sought to clarify the ambiguous social norms in VR, making it easier for players to understand how to interact with one another appropriately.
October 18, 2025 at 9:55 PM
We explored three approaches:
1. We improved the design of personal bubble, an existing proactive safety feature available in most social VR games. We made it more usable, learnable, and context-aware.
October 18, 2025 at 9:55 PM
Embodied harassment is also harder to remedy with delayed reactive strategies that respond only after the incident occurred (e.g, reporting)

How can we create more proactive and instant reactive strategies that prevent harassment or stop it immediately, to reduce its damage? 🤔
October 18, 2025 at 9:55 PM
Thanks for your question, Sung! Here is a pie chart representing the racial identities of non-native English speakers. White folks take up ~50% (most are from European countries) followed up by ~20% Asian folks
December 4, 2024 at 2:35 AM
5. Researchers in computer science fields are more comfortable disclosing their LLM usage and have lower ethical concerns compared to researchers in other disciplines (see fig 4).
December 2, 2024 at 7:51 PM
4. Women and non-binary researchers have greater ethical concerns, as do those with more years of research experience (see fig 4).
December 2, 2024 at 7:51 PM
2. Researchers who are non-White, non-native English speaking, and junior researchers both use LLMs more frequently and also perceive higher benefits and lower risks (see Fig 4).

3. Equity was a large theme in respondents’ discussions of the benefits of LLMs.
December 2, 2024 at 7:51 PM
Our Key Takeaways:

1. 81% of researchers we surveyed have used LLMs in one or more places in their research pipeline, with the tasks of Information Seeking and Editing reported most frequently and Data Analysis and Generation reported least frequently (see fig 2).
December 2, 2024 at 7:48 PM