Demo Data from VLDB 2026 / reviewers in the wild / expert
Mads Møller Jensen
dblp:138/8029
· DBLP profile ↗
10ranked-venue papers
6as first author
0since 2021 · last 2018
0000-0001-8463-4999ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorComputer networks · 1
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
3 papers |
Design research and methods · 36% Ubiquitous computing and smart environments · 23% Games and playful interaction · 23% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Ubiquitous computing and smart environments › context recognition
activity recognition |
0.2 | 1 | 2015 | Smart Devices are Different: Assessing and MitigatingMobile Sensing Heterogeneities for Activity Recognition · SenSys 2015 |
Collaborative and social computing
collaborative design |
0.1 | 1 | 2018 | Remediating a Design Tool: Implications of Digitizing Sticky Notes · CHI 2018 |
Health and well-being technologies
physical activity |
0.1 | 1 | 2015 | Keepin' it Real: Challenges when Designing Sports-Training Games · CHI 2015 |
Methods — techniques the papers use, named apart from their topics
qualitative analysis · 0.3comparative study · 0.3user study · 0.2feature representation · 0.2design process · 0.2clustering · 0.2classification · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Remediating a Design Tool: Implications of Digitizing Sticky NotesabstractSticky notes are ubiquitous in design processes because of their tangibility and ease of use. Yet, they have well-known limitations in professional design processes, as documentation and distribution are cumbersome at best. This paper compares the use of sticky notes in ideation with a remediated digital sticky notes setup. The paper contributes with a nuanced understanding of what happens when remediating a physical design tool into digital space, by emphasizing focus shifts and breakdowns caused by the technology, but also benefits and promises inherent in the digital media. Despite users' preference for creating physical notes, handling digital notes on boards was easier and the potential of proper documentation make the digital setup a possible alternative. While the analogy in our remediation supported a transfer of learned handling, the users' experiences across technological setups impact their use and understanding, yielding new concerns regarding cross-device transfer and collaboration. Mads Møller Jensen, Roman Rädle, Clemens Nylandsted Klokmose, Susanne Bødker |
CHI | 1 |
| 2018 | Physical Versus Digital Sticky Notes in Collaborative IdeationabstractIn this paper, we compare the use of physical and digital sticky notes in collaborative ideation. Inspired by a case study in a design company, we focus on a collaborative ideation task, which is often part of pair-wise brainstorming in design. For comparison and to focus on the different materiality, we developed a digital sticky notes setup designed to be as close to the physical setup as possible, not adding any advanced digital features, even though technology has reached a stage where more sophisticated use of digital sticky notes on digital boards is possible. In this paper, we present a study of ideation among pairs of experienced sticky note users. The ideation sessions were video recorded and analyzed to focus on how collaboration is supported across the two setups. Based on quantitative analyses of the participants’ interactions with the artefacts, talking patterns, position and attention during the sessions, we qualify how the differences and similarities between the 2 setups have an impact on note handling, ideation techniques, group dynamics and socio-spatial configuration, e.g. the use of the room, the boards and tables. We conclude that, while the physical setup seems more appropriate for creating notes and posting notes, the digital setup invites more note interaction. Nevertheless, we did not find significant differences in the ideation outcome (e.g., number of notes created) or how participants collaborated between the 2 setups. Hence, we argue that collaborative ideation can successfully be supported in a digital setup as well. Consequently, we believe that the next step in a technological setup is not an either or, but should bring the best of the two worlds together. Mads Møller Jensen, Sarah-Kristin Thiel, Eve E. Hoggan, Susanne Bødker |
Comput. Support. Cooperative Work. | 1 |
| 2016 | Design Strategies for Balancing Exertion Games: A Study of Three ApproachesabstractIn sports, if players' physical and technical abilities are mismatched, the competition is often uninteresting for them. With the emergence of exertion games, this could be changing. Player balancing, known from video games, allows players with different skill levels to compete, however, it is unclear how balancing mechanisms should be applied in exertion games, where physical and digital elements are fused. In this paper, we present an exertion game and three approaches for balancing it; a physical, an explicit-digital and an implicit-digital balancing approach. A user study that compares these three approaches is used to investigate the qualities and challenges within each approach and explore how the player experience is affected by them. Based on these findings, we suggest four design strategies for balancing exertion games, so that players will stay engaged in the game and contain the feeling of a fair competition, even if they have mismatched skills. Mads Møller Jensen, Kaj Grønbæk |
Conference on Designing Interactive Systems | 1 |
| 2016 | Evaluating the ChillFish Biofeedback Game with Children with ADHDabstractBreathing exercises have been shown to have multiple benefits for children with Attention Deficit Hyperactivity Disorder (ADHD). However, these children can have issues retaining attention to such an exercise. In this paper we present a study of ChillFish, a respiration game for children with ADHD. Our findings show tendencies that the game works in terms of having a calming effect. However, the study also highlighted issues of evaluating biofeedback games with children with ADHD that are not present when evaluating with adults. This work presents an iteration in the ChillFish development cycle that will hopefully result in a stable system that can assist children with ADHD in their everyday life. Tobias Sonne, Mads Møller Jensen |
IDC | 2 |
| 2016 | ChillFish: A Respiration Game for Children with ADHDabstractBreathing exercises can help children with ADHD control their stress level, but it can be hard for a child to sustain attention throughout such an exercise. In this paper, we present ChillFish, a breath-controlled biofeedback game designed in collaboration with ADHD professionals to investigate the possibilities of combining breathing exercises and game design. Based on a pilot study with 16 adults, we found that playing ChillFish had a positive effect, helping the participants to reach a relaxed state similar to the one offered by traditional breathing exercises. Further, we analyze the opportunities and challenges of creating a tangible respiration-based controller and use it as a core game mechanic. Finally, we discuss the challenge of balancing engagement and relaxation in physically controlled games for children with ADHD in order to make a game that can be calming and still sustain their attention. Tobias Sonne, Mads Møller Jensen |
TEI | 2 |
| 2015 | Keepin' it Real: Challenges when Designing Sports-Training GamesabstractUsing game elements and mechanics in sports training holds great potential for increasing player enjoyment, but also introduces a risk of reducing training relevance. This paper describes a novel training installation for individual handball training, called "The Bouncer", and the design process behind three training games. In order to investigate how game elements can affect the training experience, we conducted a study with 10 experienced amateur handball players, eliciting responses regarding the training relevance of the games. Based on the study and our design insights, we propose three challenges that designers of interactive sports-training games need to consider: 1) Maintaining relevance when translating physical elements into digital representations. 2) Choosing an appropriate level of sensing as game input. 3) Introducing points in training exercises without reducing sport relevance. For the three challenges, we propose strategies to help future designers of training games. Mads Møller Jensen, Majken Kirkegaard Rasmussen, Florian 'Floyd' Mueller, Kaj Grønbæk |
CHI | 1 |
| 2015 | Smart Devices are Different: Assessing and MitigatingMobile Sensing Heterogeneities for Activity RecognitionabstractThe widespread presence of motion sensors on users' personal mobile devices has spawned a growing research interest in human activity recognition (HAR). However, when deployed at a large-scale, e.g., on multiple devices, the performance of a HAR system is often significantly lower than in reported research results. This is due to variations in training and test device hardware and their operating system characteristics among others. In this paper, we systematically investigate sensor-, device- and workload-specific heterogeneities using 36 smartphones and smartwatches, consisting of 13 different device models from four manufacturers. Furthermore, we conduct experiments with nine users and investigate popular feature representation and classification techniques in HAR research. Our results indicate that on-device sensor and sensor handling heterogeneities impair HAR performances significantly. Moreover, the impairments vary significantly across devices and depends on the type of recognition technique used. We systematically evaluate the effect of mobile sensing heterogeneities on HAR and propose a novel clustering-based mitigation technique suitable for large-scale deployment of HAR, where heterogeneity of devices and their usage scenarios are intrinsic. Allan Stisen, Henrik Blunck, Sourav Bhattacharya, Thor S. Prentow, Mikkel Baun Kjærgaard, Anind K. Dey, Tobias Sonne, Mads Møller Jensen |
SenSys | 8 |
| 2014 | Design sensitivities for interactive sport-training gamesabstractThis paper presents the design and development process of an interactive football-training game that aims to improve players' ball-handling skills, and their ability to simultaneously survey the playing field. A small-scale experiment was conducted to test the game, and the results are presented and reflected upon. Based on the experiences gained from the design and development process, as well as examples from the existing field and skill acquisition theory, we present three areas of interest to consider for interactive sport-training game designers: Context Characteristics, Movement Patterns and Perceptual Reaction. From a discussion of these areas, we derive eight design sensitivities that emphasize issues, challenges and opportunities, important for the design, development and analysis of interactive sport-training games in general. Mads Møller Jensen, Majken Kirkegaard Rasmussen, Kaj Grønbæk |
Conference on Designing Interactive Systems | 1 |
| 2014 | Race By Hearts - Using Technology to Facilitate Enjoyable and Social Workouts
Tobias Sonne, Mads Møller Jensen |
ICEC | 2 |
| 2013 | Exploring Opponent Formats - Game Mechanics for Computer-Supported Physical Games
Mads Møller Jensen, Majken Kirkegaard Rasmussen, Kaj Grønbæk |
ICEC | 1 |