VLDB 2026 Research / reviewers in the wild / expert
Sarah Jane Pell
dblp:128/9679
· DBLP profile ↗
6ranked-venue papers
0as first author
5since 2021 · last 2025
0000-0003-2367-0341ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Exploring the Role of Interactive Technology to Enrich Surfing
Maria Fernanda Montoya, Aryan Saini, Sarah Jane Pell, Phoebe O. Toups Dugas, Florian 'Floyd' Mueller |
Conference on Designing Interactive Systems | 3 |
| 2024 | Exploring an Extended Reality Floatation Tank Experience to Reduce the Fear of Being in WaterabstractPeople with a fear of being in water rarely engage in water activities and hence miss out on the associated health benefits. Prior research suggested virtual exposure to treat fears. However, when it comes to a fear of being in water, virtual water might not capture water’s immersive qualities, while real water can pose safety risks. We propose extended reality to combine both advantages: We conducted a study (N=12) where participants with a fear of being in water interacted with playful water-inspired virtual reality worlds while floating inside a floatation tank. Our findings, supported quantitatively by heart rate variability and qualitatively by interviews, suggest that playful extended reality could mitigate fear responses in an entertaining way. We also present insights for the design of future systems that aim to help people with a fear of being in water and other phobias by using the best of the virtual and physical worlds. Maria Fernanda Montoya, Hannah Qiao, Prasanth Sasikumar, Samitha Elvitigala, Sarah Jane Pell, Suranga Nanayakkara, Florian 'Floyd' Mueller |
CHI | 5 |
| 2024 | Grand challenges in WaterHCIabstractRecent combinations of interactive technology, humans, and water have resulted in “WaterHCI”. WaterHCI design seeks to complement the many benefits of engagement with the aquatic domain, by offering, for example, augmented reality systems for snorkelers, virtual reality in floatation tanks, underwater musical instruments for artists, robotic systems for divers, and wearables for swimmers. We conducted a workshop in which WaterHCI experts articulated the field's grand challenges, aiming to contribute towards a systematic WaterHCI research agenda and ultimately advance the field. Florian 'Floyd' Mueller, Maria Fernanda Montoya, Sarah Jane Pell, Leif Oppermann, Mark Blythe, Paul H. Dietz, Joe Marshall, Scott Bateman, Ian C. J. Smith, Swamy Ananthanarayan, Ali Mazalek, Alexander Verni, Alexander Bakogeorge, Mathieu Simonnet, Kirsten Ellis, Nathan Arthur Semertzidis, Winslow Burleson, John Quarles, Steve Mann 0001, Christian N. Hill, Christal Clashing, Samitha Elvitigala |
CHI | 3 |
| 2023 | Fluito: Towards Understanding the Design of Playful Water Experiences through an Extended Reality Floatation Tank SystemabstractWater's pleasant nature and associated health benefits have captivated the interest of HCI researchers. Prior WaterHCI work mainly focused on advancing instrumental applications, such as improving swimming performance, and less on designing systems that support interacting with technology in water in more playful contexts. In this regard, we propose floatation tanks as research vehicles to investigate the design of playful interactive water experiences. Employing somaesthetic design, we developed a playful extended reality floatation tank experience: "Fluito". We conducted a 13-participant study to understand how specific design features amplified participants' water experiences. We used a postphenomenological lens to articulate eight strategies useful for designers aiming to develop digital playful experiences in water, such as designing to call attention to the water and designing to encourage breathing and body awareness in water experiences. Ultimately, we hope that our work supports people to be playful and benefit from the many advantages of being in water. Maria Fernanda Montoya, Yuyang Ji, Ryan Wee, Nathalie Overdevest, Rakesh Patibanda, Aryan Saini, Sarah Jane Pell, Florian 'Floyd' Mueller |
Proc. ACM Hum. Comput. Interact. | 7 |
| 2022 | Going into Depth: Learning from a Survey of Interactive Designs for Aquatic RecreationabstractAquatic recreation encompasses a variety of water-based activities from which participants gain physical, mental, and social benefits. Although interactive technologies for supporting aquatic recreation activities have increased in recent years, the HCI community does not yet have a structured understanding of approaches to interaction design for aquatic recreation. To contribute towards such an understanding, we present the results of a systematic review of 48 papers on the design of interactive technology for aquatic recreation, drawn from the ACM, IEEE, and SPORTDiscus libraries. This review presents an aquatic recreation user experience framework that details problems and opportunities concerning water and HCI. Our framework brings us closer to understanding how technology can interact with users and the aquatic environment to enhance the existing recreational experiences that connect us to aquatic environments. We found that designers can elicit delight, enablement, challenge, and synergy in aquatic recreation experiences. Christal Clashing, Ian C. J. Smith, Maria Fernanda Montoya, Rakesh Patibanda, Swamy Ananthanarayan, Sarah Jane Pell, Florian 'Floyd' Mueller |
Conference on Designing Interactive Systems | 6 |
| 2016 | Technology meets adventure: learnings from an earthquake-interrupted Mt. everest expeditionabstractHCI is increasingly interested in supporting people's physically active lifestyle. Adventure is part of this lifestyle, and to contribute an HCI perspective on adventure, we present an autoethnographical account of an expedition via Nepal to Mt. Everest. During this expedition, on the 25th and 26th April 2015, two devastating earthquakes struck the region. We believe we can learn from such extreme experiences and therefore reflect on this epic adventure through a set of themes to articulate two dimensions (expected-unexpected and instrumental-experiential) in order to identify four roles for adventure-technology: as coach, rescuer, documentarian and mentor. Our work aims to provide HCI designers with an initial conceptual lens to embrace adventure, and more generally, to expand our knowledge of supporting people's physically active lifestyle. Florian 'Floyd' Mueller, Sarah Jane Pell |
UbiComp | 2 |