Genovefa Kefalidou

dblp:119/3355 · DBLP profile ↗
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10ranked-venue papers
3as first author
3since 2021 · last 2025
0000-0002-2889-7564ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 8 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2025 Designing Adaptive AV Interfaces: Linking Acceptance Profiles to Design Preferences for Enhanced Adoption
abstract
Technology Acceptance Models (TAMs) offer valuable insights into Autonomous Vehicle (AV) acceptance, yet little research translates these factors into design requirements for more trustworthy AVs. Self-Organising Map (SOM) analysis of 283 survey participants’ responses revealed distinct majority acceptor and minority rejector profiles, with notable differences in all acceptance factors, with facilitating condition, technology attitude, perceived safety, and AI robustness serving as largest determinants of AV acceptance; anxiety, whilst significantly different was least effective. Rejectors exhibited ‘autonomy sensitivity’, with increased demands for more customisation, redundancy, and experientiality in FAVs compared to PAVs, while acceptors maintained stable design preferences. These findings inform a Profile–Context Interaction (PCI) framework for dual-adaptive interfaces. The PCI framework recommends four design quadrants, Acceptor–PAV, Acceptor–FAV, Rejector–PAV, and Rejector–FAV to tailor interface features to both user profiles and autonomy levels, thereby bridging a gap between acceptance theory and actionable design.
Benjamin Cham, Genovefa Kefalidou
AutomotiveUI2
2024 More Than Trust: Compliance in Instantaneous Human-robot Interactions
abstract
Compliance is when a human positively responds to a request or a recommendation given by a system. For example, when prompted, providing your thumbprint for an automated biometric scanner at the airport or starting to watch a new TV show on a streaming service ‘we think you will love’. In trust-related research, compliance is frequently used as a behavioural measure of trust. When evaluating the compliance-trust association in experimental settings, typically, the participants agree, when asked, that they complied because they trusted the system. We developed three scenarios in instantaneous settings where compliance with an instruction delivered by a robot would typically be ascribed to trust. However, rather than asking, ‘Did you trust?’, we asked, ‘Why did you comply?’ In a thematic analysis of responses, we discovered robot design characteristics and sources not related to the design that persuade humans to comply with instructions delivered by a robot.
Sachini S. Weerawardhana, Michael Akintunde, Peta Masters, Aaron P. J. Roberts, Genovefa Kefalidou, Gerard Canal, Nicole Lehchevska, Elisabeth Halvorsen, Wei Wei 0045, Luc Moreau 0001
RO-MAN5
2021 Can you Hear the Colour? Designing Virtual Worlds for Synaesthetic and Multimodal Experiences
abstract
Abstract Synaesthesia is a phenomenon where sensory ‘fusion’ occurs resulting in, for example, ‘seeing’ music or ‘hearing’ colours, making it of great interest in human–computer interaction for creating new or enhanced experiences and interactions in virtual worlds. In virtual reality, research has mainly focused on evaluating advanced graphics and capturing immersion levels and user experience within ‘typical’ and ‘expected’ interactions. This paper investigates how multimodal design characteristics can lay the foundations to a more ‘synaesthetic’ design approach in mixed reality to identify how ‘atypical’ interactions can also affect user experience. Twenty participants completed a maze activity, emotion and immersion surveys and interviews. Analysis on expressed sentiments and correlations suggest that space, timing and user location qualitatively interplay in determining these. Design approaches need to take into consideration a more holistic design model to enrich mixed reality with ‘fused’ user experience accounting for space, time, artefacts, location, physicality, virtuality, cognition and sentiments.
Victoria Wright, Genovefa Kefalidou
Interact. Comput.2
2016 Encouraging serendipity in research: Designing technologies to support connection-making
abstract
Mobile applications have the ability to present information to users that is influenced by their surroundings, activities and interests. Such applications have the potential to influence the likelihood of individuals experiencing ‘serendipity’, through a combination of information, context, insight and activity. This study reports the deployment of a system that sends push text suggestions to users throughout the day, where the content of those messages is informed by users’ experience and interests. We investigated the responses to and interactions with messages that varied in format and relevance, and which were received at different times throughout the day. Sixteen participants were asked to use a mobile diary application to record their experiences and thoughts regarding information that was received over a period of five consecutive days. Results suggest that participants’ perception of the received suggestions was influenced by the relevance of the suggestion to their interests, but that there were also positive attitudes towards seemingly irrelevant information. Qualitative data indicates that participants, if in an appropriate time and place, are willing to accept and act upon push suggestions as long as the number of suggestions that they receive is not overwhelming. This study contributes towards an understanding of how mobile users make connections with new information, furthering our understanding of how serendipitous connections and insightful thinking could be accommodated using technology.
Genovefa Kefalidou, Sarah Sharples
Int. J. Hum. Comput. Stud.1
2016 Creativity Greenhouse: At-a-distance collaboration and competition over research funding
Holger Schnädelbach, Xu Sun 0002, Genovefa Kefalidou, Tim Coughlan, Rupert Meese, James Norris, Derek McAuley
Int. J. Hum. Comput. Stud.3
2016 Academics' responses to encountered information: Context matters
abstract
An increasing number of tools are being developed to help academics interact with information, but little is known about the benefits of those tools for their users. This study evaluated academics' receptiveness to information proposed by a mobile app, the SerenA Notebook: information that is based in their inferred interests but does not relate directly to a prior recognized need. The evaluated app aimed at creating the experience of serendipitous encounters: generating ideas and inspiring thoughts, and potentially triggering follow‐up actions, by providing users with suggestions related to their work and leisure interests. We studied how 20 academics interacted with messages sent by the mobile app (3 per day over 10 consecutive days). Collected data sets were analyzed using thematic analysis. We found that contextual factors (location, activity, and focus) strongly influenced their responses to messages. Academics described some unsolicited information as interesting but irrelevant when they could not make immediate use of it. They highlighted filtering information as their major struggle rather than finding information. Some messages that were positively received acted as reminders of activities participants were meant to be doing but were postponing, or were relevant to ongoing activities at the time the information was received.
Sheila Pontis, Genovefa Kefalidou, Ann Blandford, Jamie Forth, Stephann Makri, Sarah Sharples, Geraint A. Wiggins, Mel Woods
J. Assoc. Inf. Sci. Technol.2
2015 Creativity Bento Box: A Physical Resource Pack to Support Interaction in Virtual Space
abstract
The Creativity Bento Box is a physical resource pack, designed to support casual social interaction and break taking in an intensive, computer-mediated social activity. It was developed within the Creativity Greenhouse project, which piloted a mechanism to create research proposals and distribute funding at a distance. This involved facilitated phases of collaboration and competition over multiple days of computer-mediated work, where participants communicate and interact through a virtual world. During the iterative development process, the lack of time for socializing, the intense focus on virtual resources, and a lack of time spent away from the screen were reported as negative issues in feedback from participants. This article reports on the development of the Creativity Bento Box and how it helped to address these issues. By providing physical resources that contrasted with the properties of the virtual world, it supported people to socialize and take breaks from their primary activity, allowed them to include physical space and artifacts in their interactions, and provoked moves away from the otherwise intense focus on the computer. The article reflects on the roles of the Bento Box as a gift, in bridging between physical and virtual contexts, its higher suitability during the earlier phases of ideation and group development, and its perception by participants as something “framed.” Through this, we highlight the underexplored potential of using physical, offline resources as a means to solve difficulties in distanced social interactions.
Holger Schnädelbach, Tim Coughlan, Genovefa Kefalidou, Derek McAuley, Rupert Meese
Int. J. Hum. Comput. Interact.3
2014 The Fast and the Not-So-Frugal: Human Heuristics for Optimization Problem Solving
Genovefa Kefalidou, Thomas C. Ormerod
CogSci1
2014 Enhancing self-reflection with wearable sensors
abstract
Advances in ubiquitous technologies have changed the way humans interact with the world around them. Technology has the power not only to inform and perform but also to further peoples' experiences of the world. It has enhanced the methodological approaches within the CHI research realm in terms of data gathering (e.g. via wearable sensors) and sharing (e.g. via self-reflection methods). While such methodologies have been mainly adopted in isolation, exploring the implications and the synergy of them has yet to be fully explored. This workshop brings together a multidisciplinary group of researchers to explore and experience the use of wearable sensors with self-reflection as a multi-method approach to conduct research and fully experience the world on-the-go.
Genovefa Kefalidou, Anya Skatova, Michael A. Brown, Victoria Shipp, James Pinchin, Paul Kelly, Alan J. Dix, Xu Sun 0002
Mobile HCI1
2013 The timestreams platform: artist mediated participatory sensing for environmental discourse
abstract
Ubiquitous and pervasive computing techniques have been used to inform discourses around climate change and energy insecurity, traditionally through data capture and representation for scientists, policy makers and the public. Research into re-engaging the public with sustainability and climate change issues reveals the significance of emotional and personal engagement alongside locally meaningful, globally-relevant and data-informed climate messaging for the public. New ubiquitous and pervasive computing techniques are emerging to support the next generation of climate change stakeholders, including artists, community practitioners, educators and data hackers, to create scientific data responsive artworks and performances. Grounded in our experiences of community based artistic interventions, we explore the design and deployments of the Timestreams platform, demonstrating usages of ubiquitous and pervasive computing within these new forms of discourse around climate change and energy insecurity.
Jesse M. Blum, Martin Flintham, Rachel Jacobs, Victoria Shipp, Genovefa Kefalidou, Michael A. Brown, Derek McAuley
UbiComp5