VLDB 2026 Research / reviewers in the wild / expert
Kellie Vella
dblp:118/4133
· DBLP profile ↗
14ranked-venue papers
8as first author
11since 2021 · last 2026
0000-0002-1125-5530ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 13 · 8 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Tuning into Everyday Ecologies: Children's Slow Noticing in Food GardensabstractMany children are disconnected from nature and have limited understanding of where their food comes from. Noticing nature, through active sensory engagement, is fundamental for children to learn to appreciate and care for it. Yet little is known about the noticing acts of children (3-5 years) in their everyday nature experiences in HCI research. We investigated children’s nature engagement in childcare centre settings, with a focus on food gardens and a view to understanding how digital technology might support it. Informed by literature on noticing, we conducted three design activities using prompt cards, an IoT-based camera and a Bee-Bot to analyse children’s noticing in food gardens, including: focal noticing of the more-than-human, relational noticing for connection, and temporal noticing through ecological tempos. We synthesise and highlight technology design opportunities that use slow noticing to bridge hidden to noticed, connect part to pattern, and attune from tempo to flow over time. Yanxia Li, Madeleine Dobson, Tshering Dema, Kellie Vella, Margot Brereton |
CHI | 4 |
| 2026 | Balancing Attention Support for Early-learners (BASE) in Digital Technology Interactions: A Framework for Design and Use
Kellie Vella, Nelli Iines Holopainen, Marina Torjinksi, Madeleine Dobson, Karen Murcia, Margot Brereton |
CHI | 1 |
| 2025 | Storying-Roleplay: A Co-design Method Supporting Young Children to Understand Environmental ProblemsabstractChild-Computer Interaction (CCI) research prioritises children's participation in the design process to inform design outcomes, while less attention is paid to framing design problems. Our study explores how children aged 4-5 years can better understand complex environmental problems through our storying-roleplay approach, a co-design method aimed at shifting children's thinking from absolutist views toward thinking about relationships, interdependence and win-win solutions. The method involves eliciting children's stories, creating characters, designing probes and engaging in roleplay to collaboratively reframe complex problem space. This research contributes to current discussions on children and environmental sustainability in CCI by: (i) introducing storying-roleplay as a method to co-design with young children to develop skills for better understanding complex problems, (ii) fostering children's participation in the earlier stages of design process and (iii) highlighting the potentials for co-designing relational technologies with young children. Chimi Om, Kellie Vella, Tshering Dema, Bernd Ploderer, Karen Murcia, Margot Brereton |
IDC | 2 |
| 2024 | Phenology Circles: A Method to Deepen Relations in More-Than-Human Design ProcessesabstractWe present phenology circles, a method to deepen relations human and more-than-human in the backstage of participatory design processes. To illustrate the method, we reflect on over two years of activity in an online, global gardening community of practice (our phenology circle) initiated to coordinate and communicate with participants in the backstage of our research. Related to our research aims, the community was initiated to attune ourselves to the rhythms and interrelations of other species and between one another. Through this approach, we better understood interaction and deepened relations between humans and the more-than-human (e.g., plants, animals, spirits). The community (N=42) has shared over 1,200 images and textual posts regarding thoughts about the environment, concerns, and experiences. Reflecting on activity of eight core members, we identified shifts from scientific-natured posts to imbue sentience and storytelling, making possible a variety of cross-cultural and symbiotic encounters to appear in our online site and fostering community to encounter and embrace difference. Phenology circles illuminate more-than-human concerns intertwined with different human values and beliefs. We discuss the value of science, sentience and storytelling, reflect on facilitation, and illustrate a design pathway that links the backstage to frontstage design activities. Shannon Rodgers, Bernd Ploderer, Kellie Vella, Margot Brereton |
Conference on Designing Interactive Systems | 3 |
| 2024 | Nature Networks: Designing for nature data collection and sharing from local to globalabstractHuman-nature relations are formed by the social and economic forces underlying local, physical places. Yet, many citizen science platforms are designed for national or global nature data collection. How local knowledge of wildlife can be effectively assembled to support this is an open question. This study explored what a localised nature network might look like and how to design for what people care about, notice, record, and share. We undertook research with 14 participants in an inner-city location, using interviews and a variety of technology probes. We found that participants’ social and physical boundaries, values regarding family and community, and diverse questions impacted human-nature relations and nature data collection. Speculated physical-digital networks indicated novel combinations of platforms and technologies to drive ongoing engagement and learning. This study contributes insight into how nature data is formed by the realities of locality, and how a fractured nature/data landscape might be mended. Kellie Vella, Yvonne Rogers, Ayesha Tulloch, Margot Brereton |
Conference on Designing Interactive Systems | 1 |
| 2023 | Nature Fictions: Designing for a Sustainable Future through Nature RelationsabstractThis paper presents nature fictions, a co-design approach that seeks to highlight relations between people and nonhuman stakeholders in the process of imagining sustainable futures. The work was situated in gardens, to explore nature relations in gardener's immediate surroundings and to imagine ways of combating the adverse effects human activities have on the Earth's natural systems. Our study involved design workshops with 15 gardeners, who engaged with different prompts (phenology wheel, nature cards, and paper prototypes) to provoke relational thought for creating nature fictions. Through this process, we identified three design spaces that illustrate the relevance of the nature fictions approach: 1) Community building through awareness and collaboration around nature, 2) Multispecies care in the garden, and 3) Creating balance in public spaces – From the garden to society. We discuss key tensions and anxieties, and opportunities for each design space, and we reflect on working with nature fictions and more-than-human thought. Shannon Rodgers, Kellie Vella, Bernd Ploderer, Margot Brereton |
Conference on Designing Interactive Systems | 2 |
| 2023 | Pick Me Up Before You Go-Go: Sociotechnical Strategies for Waste in Music Festival CampsitesabstractMulti-day music festivals have a waste problem with much of it centred around patron campgrounds. Interviews and co-design workshops were conducted with festival patrons (N = 19) and professionals (N = 9). The interviews indicated the factors impacting festival campground waste including the proliferation of cheap items, the continuity of management decisions, highly social camping practices, the land, and interactions between these. Co-design workshops explored these to produce sociotechnical strategies using the festival timeline as a frame, with one of these, a patron planning tool chosen for further development. This paper contributes new insights on how information and communication technologies might enhance sustainable practices by facilitating relational change through better organisation, evaluation, and feedback. It concludes with examination of the challenges and opportunities for Sustainable HCI, including how to carve out a design response to a wicked problem by situating relations, meaning making, telling invisible stories, and finding leverage points. Kellie Vella |
CHI | 1 |
| 2022 | Networked Gardens: Remediating Local Nature Data Through the Internet of ThingsabstractUrban life is increasingly disconnected from nature. How might we design for greater awareness of the life around us? We present a study of an Internet of Things (IoT) device, the Ambient Birdhouse, and sensors to learn what kinds of interactions and media supported participants’ attention to local nature, and the sharing and exploration of nature data. Eight participants used the system and took part in individual interviews and group discussions. We found that diverse media and its reproductions and transformations (remediation), presented entry points for different kinds of users to engage with nature data. Notably, ambient acoustic media presented a means of both analytic sense-making and sensitizing users to nature. Patterns of sharing illuminated relational networks, as well as the affordances and challenges of different media. We contemplate how remediation impacts engagement with both nature and nature data and what this means for the design of IoT systems. Kellie Vella, Michael Esteban, Bernd Ploderer, Margot Brereton |
Conference on Designing Interactive Systems | 1 |
| 2022 | Using fNIRS to Assess Cognitive Activity During GameplayabstractThis work explores the use of functional Near Infrared Spectroscopy (fNIRS) to assess cognitive activity during videogame play, and compare it to cognitive activity during cognitive tasks that assess executive control. To this end, we assessed haemodynamic response to videogame and cognitive tasks in the prefrontal cortex, each manipulated on a spectrum of difficulty. In our study (n = 37), we find that mental effort expended during videogame play did not differ from mental effort expended during cognitive tasks---and speculate that regional cognitive activity during gameplay is indicative of functions pertaining to memory encoding and retrieval, planning, and sustainment of attention. Our findings suggest the utility of fNIRS as a means to understand challenge as part of the player experience, and contest the popular conception of videogame play as cognitively undemanding entertainment. Further, we were successful in distinguishing between difficulty levels in the gameplay tasks, situating fNIRS as broadly useful for granular assessment of gameplay difficulty. As such, we contend that fNIRS is an effective and useful tool for generating high-resolution insights regarding cognition (and particularly the experience of difficulty) during gameplay. Madison Klarkowski, Mickaël Causse, Alban Duprès, Natalia del Campo, Kellie Vella, Daniel Johnson 0001 |
Proc. ACM Hum. Comput. Interact. | 5 |
| 2022 | Collaborative Sense-Making in Genomic Research: The Role of VisualisationabstractGenomic research emerges from collaborative work within and across different scientific disciplines. A diverse range of visualisation techniques has been employed to aid this research, yet relatively little is known as to how these techniques facilitate collaboration. We conducted a case study of collaborative research within a biomedical institute to learn more about the role visualisation plays in genomic mapping. Interviews were conducted with molecular biologists (N = 5) and bioinformaticians (N = 6). We found that genomic research comprises a variety of distinct disciplines engaged in complex analytic tasks that each resist simplification, and their complexity influences how visualisations were used. Visualisation use was impacted by group-specific interactions and temporal work patterns. Visualisations were also crucial to the scientific workflow, used for both question formation and confirmation of hypotheses, and acted as an anchor for the communication of ideas and discussion. In the latter case, two approaches were taken: providing collaborators with either interactive or static imagery representing a viewpoint. The use of generic software for simplified visualisations, and quick production and curation was also noted. We discuss these findings with reference to group-specific interactions and present recommendations for improving collaborative practices through visual analytics. Markus Rittenbruch, Kellie Vella, Margot Brereton, James M. Hogan, Daniel Johnson 0001, Julian Heinrich, Seán I. O'Donoghue |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | Human-Nature Relations in Urban Gardens: Explorations with Camera TrapsabstractAs cities grow, their people become increasingly distanced from nature except within private and public green spaces. Sensing technologies provide a means to harness curiosity about the animals living in these spaces, and possibly also connect interest to care. Yet little is known as to how people may use these technologies, or the implications for human-nature relations. To learn more, we gave commercial camera traps to ten adult participants to understand how they explored their gardens, what they wanted to learn, and what they did with this knowledge. We discovered trade-offs between control and care; the usefulness of different media and mystery; the temporalities of engaging in natural sensing practice; and a prevalence of sharing media within households. We discuss design for convivial cohabitation with the creatures in our garden. This research contributes to better human-nature relations through citizen sensing, as well as HCI for urban biodiversity conservation. Kellie Vella, Bernd Ploderer, Margot Brereton |
CHI | 1 |
| 2020 | Ecology Meets Computer Science: Designing Tools to Reconcile People, Data, and PracticesabstractEcoacoustics draws together computer scientists and ecologists to achieve an understanding of ecosystems and wildlife using acoustic recordings of the environment. Computer scientists are challenged to manage increasingly large datasets while developing analytic and visualisation tools. Ecologists struggle to find and use tools that answer highly heterogeneous research questions. These two fields are naturally drawn together at the tool interface, however, less attention has been paid to how their practices influence tool design and use. We interviewed and collected email correspondence from four computer scientists and eight ecologists to learn how their practices indicate opportunities for reconciling difference through design. We found that different temporal rhythms, relationships to data, and data-driven questions demand tool configuration, data integration, and standardisation. This research outlines interfacing opportunities for new ecological research utilising large acoustic datasets, and also contributes to evolving HCI approaches in areas making use of big data and human-in-the-loop processes. Kellie Vella, Jessica L. Oliver, Tshering Dema, Margot Brereton, Paul Roe |
CHI | 1 |
| 2020 | Making friends in online games: gender differences and designing for greater social connectednessabstractWhile online multiplayer games provide an opportunity for players to both maintain and establish new connections, male and female players have been found to experience these environments differently. Interviews (n = 22) and focus groups (n = 14) were used to explore these differences as they impact on creating new social connections, as well as to provide recommendations for the development of new social tools and features that account for these differences. While all participants experienced toxicity and performance pressure as barriers to forming new connections, female players uniquely reported the impacts of misogynistic targeting and stereotype threat. In turn, female players wishing to avoid these stresses would often mask their gender. The common practice of gender misrepresentation by both male and female players impacted female players’ ability to create social connections through voice technology, as well as building their distrust of unknown others. Recommendations are made to build social connectedness between players taking into account the specific constraints faced by female players. These include establishing mentoring opportunities as well as profiling players beyond their immediate skill or rank. Additionally, the desire for control of one’s online identity presents practical challenges that may be overcome through thoughtful design. Kellie Vella, Madison Klarkowski, Selen Türkay, Daniel Johnson 0001 |
Behav. Inf. Technol. | 1 |
| 2016 | The Social Context of Video Game Play: Challenges and StrategiesabstractPeople who play video games do so in a range of social contexts: alone, with people they know and don't know, in cooperative and competitive settings. However, little is known about what people enjoy or dislike about these contexts of play, or how to best design games to support player preferences. Using open-ended responses from an online survey (N = 326) and a series of interviews (N = 16) this study shows that the solitary context offers immersive, relaxing, autonomous play, as well as the avoidance of unwanted social interactions. Social play, however, provides competence-enhancing experiences (via competition or teamwork or both) via interactions with others. What was disliked about these contexts indicates where design improvements to both the solitary and social play experiences can be made. Kellie Vella, Madison Klarkowski, Daniel Johnson 0001, Leanne Hides, Peta Wyeth |
Conference on Designing Interactive Systems | 1 |