VLDB 2026 Research / reviewers in the wild / expert
Vikram Mehta
dblp:04/10281
· DBLP profile ↗
10ranked-venue papers
4as first author
4since 2021 · last 2024
0000-0003-2382-7214ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 8 · 3 first-author · 3 since 2021Artificial intelligence and machine learning · 1Computer networks · 1 · 1 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Reflections on using the story completion method in designing tangible user interfacesabstractThere are many design techniques to support the co-design of tangible technologies. However, few of these design methods allow the involvement of users at scale and across diverse geographic locations. While popular in psychology, the story completion method (SCM) has only recently started to be adopted within the HCI community. We explore whether SCM can generate meaningful design insights from large, diverse study populations for the design of Tangible User Interfaces (TUIs). Based on the results of two questionnaire studies using SCM, we conclude that the method can be used to generate meaningful design insights. Drawing on a systematic review of 870 TUI papers, we then contextualise the strengths and weaknesses of SCM against commonly used design methods, before reflecting on our experience of using the method across two distinct domains. We discuss the advantages of the method (particularly in terms of the scale and diversity of participation) and the challenges (particularly around constructing meaningful story stems, and developing the correct level of scaffolding to support creativity). We conclude that SCM is particularly suitable to be used in the early stages of the design process to understand the socio-cultural context of deployment. Daniel Gooch, Arosha K. Bandara, Amel Bennaceur, Emilie Giles, Lydia Harkin, Dmitri S. Katz, Mark Levine, Vikram Mehta, Bashar Nuseibeh, Clifford Stevenson, Avelie Stuart, Catherine V. Talbot, Blaine A. Price |
Int. J. Hum. Comput. Stud. | 8 |
| 2023 | A Card-based Ideation Toolkit to Generate Designs for Tangible Privacy Management ToolsabstractEffective privacy protection in dynamic UbiComp environments requires users to be able to manage their privacy seamlessly across diverse contexts. To support this, designers need to go beyond GUI-based interactions and utilise tangible and embodied interactions. To help designers in such endeavours, we present the TTP toolkit: a card-based ideation kit to generate designs for tangible privacy management tools. The toolkit translates the Privacy Care framework for tangible-supported privacy management into a game intended to support designers in developing TUI privacy management tools. We demonstrate use of our toolkit through 10 online participatory workshops with 22 interaction designers. Our results demonstrate that the toolkit was effective in supporting the participants to creatively and collaboratively generate meaningful conceptual designs of tangible tools for privacy management. Vikram Mehta, Daniel Gooch, Arosha K. Bandara, Blaine A. Price, Bashar Nuseibeh |
TEI | 1 |
| 2021 | Up Close & Personal: Exploring User-preferred Image Schemas for Intuitive Privacy Awareness and ControlabstractEffective end-user privacy management in everyday ubiquitous computing environments requires giving users complex, contextual information about potential privacy breaches and enabling management of these breaches in a timely, engaging and intuitive manner. In this paper, we propose using empirically grounded image schema-based metaphors to help design these interactions. Results from our exploratory user study (N=22) demonstrate end users’ preferences for changes in physical attributes and spatial properties of objects for privacy awareness. For privacy control, end users prefer to exert force and create spatial movement. The study also explores user preferences for wearable vs. ambient form-factors for managing privacy and concludes that a hybrid solution would work for more users across more contexts. We thus provide a combination of form factor preferences, and a focused set of image schemas for designers to use when designing metaphor-based tangible privacy management tools. Vikram Mehta, Arosha K. Bandara, Blaine A. Price, Bashar Nuseibeh, Daniel Gooch |
TEI | 1 |
| 2021 | Privacy Care: A Tangible Interaction Framework for Privacy ManagementabstractThe emergence of ubiquitous computing (UbiComp) environments has increased the risk of undesired access to individuals’ physical space or their information, anytime and anywhere, raising potentially serious privacy concerns. Individuals lack awareness and control of the vulnerabilities in everyday contexts and need support and care in regulating disclosures to their physical and digital selves. Existing GUI-based solutions, however, often feel physically interruptive, socially disruptive, time-consuming and cumbersome. To address such challenges, we investigate the user interaction experience and discuss the need for more tangible and embodied interactions for effective and seamless natural privacy management in everyday UbiComp settings. We propose the Privacy Care interaction framework, which is rooted in the literature of privacy management and tangible computing. Keeping users at the center,AwarenessandControlare established as the core parts of our framework. This is supported with three interrelated interaction tenets:Direct, Ready-to-Hand,andContextual. Direct refers to intuitiveness through metaphor usage. Ready-to-Hand supports granularity, non-intrusiveness, and ad hoc management, through periphery-to-center style attention transitions. Contextual supports customization through modularity and configurability. Together, they aim to provide experience of an embodied privacy care with varied interactions that are calming and yet actively empowering. The framework provides designers of such care with a basis to refer to, to generate effective tangible tools for privacy management in everyday settings. Through five semi-structured focus groups, we explore the privacy challenges faced by a sample set of 15 older adults (aged 60+) across their cyber-physical-social spaces. The results show conformity to our framework, demonstrating the relevance of the facets of the framework to the design of privacy management tools in everyday UbiComp contexts. Vikram Mehta, Daniel Gooch, Arosha K. Bandara, Blaine A. Price, Bashar Nuseibeh |
ACM Trans. Internet Techn. | 1 |
| 2020 | How are you feeling?: Using Tangibles to Log the Emotions of Older AdultsabstractThe global population is ageing, leading to shifts in healthcare needs. Home healthcare monitoring systems currently focus on physical health, but there is an increasing recognition that psychological wellbeing also needs support. This raises the question of how to design devices that older adults can interact with to log their feelings. We designed three tangible prototypes, based on existing paper-based scales of affect. We report findings from a lab study in which participants used the prototypes to log the emotion from standardised emotional vignettes. We found that the prototypes allowed participants to accurately record identified emotions in a reasonable time. Our participants expressed a perceived need to record emotions, either to share with family/carers or for self-reflection. We conclude that our work demonstrates the potential for in-home tangible devices for recording the emotions of older adults to support wellbeing. Daniel Gooch, Vikram Mehta, Blaine A. Price, Ciaran McCormick, Arosha K. Bandara, Amel Bennaceur, Mohamed Bennasar, Avelie Stuart, Linda Clare, Mark Levine, Jessica Cohen, Bashar Nuseibeh |
TEI | 2 |
| 2019 | Knowledge-Based Architecture for Recognising Activities of Older PeopleabstractThe world is facing an ageing population phenomenon, coupled with health and social problems, which affect older people’s ability to live independently. This situation challenges the viability of health and social services. Smart home technology can play a significant role in easing the pressure on caregivers, as well as reduce the financial costs of health and social services. Activity of Daily Living (ADL) recognition is an essential step to translate sensor data into activities at high semantic levels. Supervised Machine Learning (ML) algorithms are the most commonly used techniques for this application. However, a common problem is a lack of availability of enough annotated data to train these algorithms. Collecting annotated data is expensive, time consuming, and may violate people’s privacy. Intra- and inter-personal variation in performing complex activities is another challenge for an ML-based activity recognition approach. In this paper, a multi-layered knowledge-based architecture for recognising ADL in real-time is proposed. At the first stage, sensor data is pre-processed; events that describe changes in the environment are detected at the second stage, in which the sequence of events is used to recognise more semantically complex activities at the third stage. A new ADL ontology is proposed to model the knowledge related to the sensor platform and the targeted activities as the previously proposed ontologies were either designed to deal with specific sensor data, or they ignored the context environment information which is important in recognising complex activities. Mohamed Bennasar, Blaine A. Price, Avelie Stuart, Daniel Gooch, Ciaran McCormick, Vikram Mehta, Linda Clare, Amel Bennaceur, Jessica Cohen, Arosha K. Bandara, Mark Levine, Bashar Nuseibeh |
KES | 6 |
| 2019 | Tangible Interactions for Privacy ManagementabstractDue to the ubiquity of IoT devices, privacy violations can now occur across our cyber-physical-social lives. An individual is often not aware of the possible privacy implications of their actions and commonly lacks the ability to dynamically control the undesired access to themselves or their information. Present approaches to privacy management lack an immediacy of feedback and action, tend to be complex and non-engaging, are intrusive and socially inappropriate, and are inconsistent with users' natural interactions with the physical and social environment. This results in ineffective end-user privacy management. To address these challenges, I focus on designing tangible systems, which promise to provide high levels of stimulation, rich feedback, direct, and engaging interaction experiences. This is achieved through intuitive awareness mechanisms and control interactions, conceptualizing interaction metaphors, implementing tangible interfaces for privacy management and demonstrating their utility within various real life scenarios. Vikram Mehta |
TEI | 1 |
| 2018 | Feel My Pain: Design and Evaluation of Painpad, a Tangible Device for Supporting Inpatient Self-Logging of PainabstractMonitoring patients' pain is a critical issue for clinical caregivers, particularly among staff responsible for providing analgesic relief. However, collecting regularly scheduled pain readings from patients can be difficult and time-consuming for clinicians. In this paper we present Painpad, a tangible device that was developed to allow patients to engage in self-logging of their pain. We report findings from two hospital-based field studies in which Painpad was deployed to a total of 78 inpatients recovering from ambulatory surgery. We find that Painpad results in improved frequency and compliance with pain logging, and that self-logged scores may be more faithful to patients' experienced pain than corresponding scores reported to nurses. We also show that older adults may prefer tangible interfaces over tablet-based alternatives for reporting their pain, and we contribute design lessons for pain logging devices intended for use in hospital settings. Blaine A. Price, Ryan Kelly 0001, Vikram Mehta, Ciaran McCormick, Hanad Ahmed, Oliver Pearce |
CHI | 3 |
| 2015 | Level-Ups: Motorized Stilts that Simulate Stair Steps in Virtual RealityabstractWe present "Level-Ups", computer-controlled stilts that allow virtual reality users to experience walking up and down steps. Each Level-Up unit is a self-contained device worn like a boot. Its main functional element is a vertical actuation mechanism mounted to the bottom of the boot that extends vertically. Unlike traditional solutions that are integrated with locomotion devices, Level-Ups allow users to walk around freely ("real-walking"). We present Level-Ups in a demo environment based on a head-mounted display, optical motion capture, and integrated with two different game engines. In a user study, participants rated the realism of stepping onto objects 6.0 out of 7.0 when wearing Level-Ups compared to 3.5 without. Dominik Schmidt, Robert Kovacs, Vikram Mehta, Udayan Umapathi, Sven Köhler 0004, Lung-Pan Cheng, Patrick Baudisch |
CHI | 3 |
| 2014 | More than touch: understanding how people use skin as an input surface for mobile computingabstractThis paper contributes results from an empirical study of on-skin input, an emerging technique for controlling mobile devices. Skin is fundamentally different from off-body touch surfaces, opening up a new and largely unexplored interaction space. We investigate characteristics of the various skin-specific input modalities, analyze what kinds of gestures are performed on skin, and study what are preferred input locations. Our main findings show that (1) users intuitively leverage the properties of skin for a wide range of more expressive commands than on conventional touch surfaces; (2) established multi-touch gestures can be transferred to on-skin input; (3) physically uncomfortable modalities are deliberately used for irreversible commands and expressing negative emotions; and (4) the forearm and the hand are the most preferred locations on the upper limb for on-skin input. We detail on users' mental models and contribute a first consolidated set of on-skin gestures. Our findings provide guidance for developers of future sensors as well as for designers of future applications of on-skin input. Martin Weigel 0001, Vikram Mehta, Jürgen Steimle |
CHI | 2 |