VLDB 2026 Research / reviewers in the wild / expert
Kieran Hicks
dblp:144/5739
· DBLP profile ↗
14ranked-venue papers
4as first author
4since 2021 · last 2025
0000-0002-6046-5454ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 14 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Lushness in Game Design: The Role of Non-Interactive Visual Embellishments in Player ExperienceabstractThe positive effect of visual embellishments such as juiciness on player experience (PX) is well-recognized. However, little is known about non-interactive visual embellishments (e.g., decorative background images or game objects players cannot interact with) and their implications for PX. This paper introduces lushness, a novel concept referring to non-interactive visual elements in games that are leveraged for decorative purposes. We present results from a study with 31 participants who played four versions of a 2D platformer game with varying levels of lushness: (a) no lushness, (b) low lushness, (c) moderate lushness, and (d) extreme lushness. Results demonstrate positive effects of increased lushness on PX, in particular on audiovisual appeal and overall attractiveness of the game. However, we did not observe differences regarding other aspects of PX, e.g., player competence or cognitive load. Our findings suggest that lushness enhances PX on a surface-level, improving the visual appeal of games without significantly impacting other areas of PX. Designers and researchers can benefit from the informed use of lushness in the development of games to ensure visual appeal, an aspect which we critically appraise for appropriateness in different game genres and contexts of play. Anna-Lena Meiners, Damian Reich, Kieran Hicks, Dmitry Alexandrovsky, Kathrin Maria Gerling |
FDG | 3 |
| 2024 | Juicy Audio: Audio Designers' Conceptualization of the Term in Video GamesabstractWhile juiciness in games has previously been explored in the context of visual embellishments, less is known about whether and how the concept is leveraged in the context of audio and sound design. In our work, we address this issue through in-depth interviews with twelve audio designers working in the games industry. Through thematic analysis and content analysis, we show that principles of juicy design also apply to audio and sound design, and that it is applied intentionally to improve player feedback and experience. On this basis, our work contributes a conceptual foundation for juicy audio in its key factors of emphasis/augmentation, cohesion/coherence, and synesthesia. We identify associated attributes and provide implications for the design of games that seek to leverage juicy audio as a means of improving player experience. Kieran Hicks, Katja Rogers, Kathrin Maria Gerling, Lennart E. Nacke |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2022 | Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based GamesabstractMovement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users’ perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we re-contextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play. Liam Mason, Kathrin Maria Gerling, Patrick Dickinson, Jussi Holopainen, Lisa Jacobs, Kieran Hicks |
CHI | 6 |
| 2021 | Experiencing Simulated Confrontations in Virtual RealityabstractThe use of virtual reality (VR) to simulate confrontational human behaviour has significant potential for use in training, where the recreation of uncomfortable feelings may help users to prepare for challenging real-life situations. In this paper we present a user study (n=68) in which participants experienced simulated confrontational behaviour performed by a virtual character either in immersive VR, or on a 2D display. Participants reported a higher elevation in anxiety in VR, which correlated positively with a perceived sense of physical space. Character believability was influenced negatively by visual elements of the simulation, and positively by behavioural elements, which complements findings from previous work. We recommend the use of VR for simulations of confrontational behaviour, where a realistic emotional response is part of the intended experience. We also discuss incorporation of domain knowledge of human behaviours, and carefully crafted motion-captured sequences, to increase users’ sense of believability. Patrick Dickinson, Arthur Jones, Wayne Christian, Andrew Westerside, Francis Mulloy, Kathrin Maria Gerling, Kieran Hicks, Liam Wilson, Adrian Parke |
CHI | 7 |
| 2020 | Virtual Reality Games for People Using WheelchairsabstractVirtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users' motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences. Kathrin Maria Gerling, Patrick Dickinson, Kieran Hicks, Liam Mason, Adalberto L. Simeone, Katta Spiel |
CHI | 3 |
| 2020 | Exploring the Impact of Gender on Character Mechanics in Multiplayer Online Battle Arena (MOBA) GamesabstractFrequently, game characters have abilities that conform to the expectations of their gender, this correlation between character abilities and gender has not been fully explored. Previous research has identified that throughout various media, females are represented as secondary and submissive characters, this representation can affect the way that women are treated in real life. This impact has been found to influence their decision to pursue studies in a Science, Technology, Engineering and Mathematics (STEM) field. In this research, we intended to explore whether the gender of a character has an impact on their in-game mechanics and abilities. Our research finds that there are differences here, namely, male characters are more likely to have abilities which enable them to be self-sufficient, whereas female characters have more abilities for aiding other champions in-game, inherently placing them into a submissive role. This paper provides insights on gender representation in Multiplayer Online Battle Arena (MOBA) games from a novel perspective and discusses the impact on in-game experiences. Bethany Davies, Christopher James Headleand, Kieran Hicks |
CW | 3 |
| 2019 | Designing Interactive Manual Wheelchair Skills Training for ChildrenabstractAccess to wheelchair skills training is important for the mobility and independence of wheelchair users, but training rates are low - particularly among young people. In this paper, we present Geometry Wheels, a movement-based experience prototype to explore the potential of interactive technology to support basic wheelchair skills training for manual wheelchair users, designed with the support of occupational therapists. Results of an evaluation with 15 participants (10 young wheelchair users and 5 parents) show that interactive systems can deliver engaging and challenging activities that encourage wheelchair navigation and activity. However, the project also revealed challenges in designing for individual differences in physical abilities, in conflicts between children's and parents' perceptions of ability, and barriers to home use. We outline strategies for the design of rehabilitative technology to help young people with disabilities build physical abilities. Kathrin Maria Gerling, Kieran Hicks, Olivier Szymanezyk, Conor Linehan |
Conference on Designing Interactive Systems | 2 |
| 2019 | Understanding the Effects of Gamification and Juiciness on PlayersabstractGamification is widely applied to increase user engagement and motivation, but empirical studies on effectiveness are inconclusive, and often limited to the integration of tangible elements such as leaderboards or badges. In this paper, we report findings from a study with 36 participants that uses the lens of Self-Determination Theory to compare traditional gamification elements, and the concept of juiciness (the provision of abundant audiovisual feedback) in the VR simulation Predator!. Results show that gamification and juiciness improve user experience, but that only juiciness fulfills all basic psychological needs that facilitate intrinsic motivation when applied in nongaming settings. User preferences favour the combination of both approaches, however, neither improved performance, and there is evidence of juicy elements influencing user behaviour. We discuss implications of these findings for the integration of gamification, reflect on the role of both approaches in the context of feedback, and outline challenges and opportunities for further research. Kieran Hicks, Kathrin Maria Gerling, Graham Richardson, Tom Pike, Oliver Burman, Patrick Dickinson |
CoG | 1 |
| 2019 | Handing over the Keys: A Qualitative Study of the Experience of Automation in DrivingabstractThis article presents a qualitative driving simulator study designed to understand the experience of giving up control to automated processes in semiautonomous driving systems. The study employed an experience prototyping methodology, with 12 drivers (4 female) completing 2 sessions in a high-fidelity driving simulator. Condition A simulated a normally functioning car, while Condition B simulated a semiautonomous system that monitors driver behavior and takes evasive action when danger is detected. The simulator experience was used to ground wider discussion of automation and the experience of driving, which was explored through a semistructured interview. Results identify design challenges for autonomous driving systems; the loss of user agency and confidence, and handling the change between manual and automated control. Opportunities were identified; in augmenting rather than removing human abilities, and in providing new learning opportunities for drivers. Conor Linehan, Gillian Murphy, Kieran Hicks, Kathrin Maria Gerling, Kellie Morrissey |
Int. J. Hum. Comput. Interact. | 3 |
| 2018 | Good Game Feel: An Empirically Grounded Framework for Juicy Design
Kieran Hicks, Patrick Dickinson, Jussi Holopainen, Kathrin Maria Gerling |
DiGRA Conference | 1 |
| 2017 | Leveraging Icebreaking Tasks to Facilitate Uptake of Voice Communication in Multiplayer Games
Kieran Hicks, Kathrin Maria Gerling, Patrick Dickinson, Conor Linehan, Carl Gowen |
ACE | 1 |
| 2016 | Designing Movement-based Play With Young People Using Powered WheelchairsabstractYoung people using powered wheelchairs have limited access to engaging leisure activities. We address this issue through a two-stage project; 1) the participatory development of a set of wheelchair-controlled, movement-based games (with 9 participants at a school that provides education for young people who have special needs) and 2) three case studies (4 participants) exploring player perspectives on a set of three wheelchair-controlled casual games. Our results show that movement-based playful experiences are engaging for young people using powered wheelchairs. However, the participatory design process and case studies also reveal challenges for game accessibility regarding the integration of movement in games, diversity of abilities among young people using powered wheelchairs, and the representation of disability in games. In our paper, we explore how to address those challenges in the development of accessible, empowering movement-based games, which is crucial to the wider participation of young people using powered wheelchairs in play. Kathrin Maria Gerling, Kieran Hicks, Michael Kalyn, Adam Evans, Conor Linehan |
CHI | 2 |
| 2016 | Creating wheelchair-controlled video games: Challenges and opportunities when involving young people with mobility impairments and game design experts
Kathrin Maria Gerling, Conor Linehan, Ben Kirman, Michael Kalyn, Adam Evans, Kieran Hicks |
Int. J. Hum. Comput. Stud. | 6 |
| 2015 | Participatory Design of Therapeutic Video Games for Young People with Neurological Vision ImpairmentabstractNeurological Vision Impairment (NVI) detrimentally impacts upon quality of life, as daily activities such as reading and crossing the road often become significantly impaired. Therapy strategies for NVI based on visual scanning of on-screen stimuli have recently been demonstrated as effective at improving functional vision. However, these strategies are repetitive, monotonous and unsuitable for use with children and young adults. This project explores the design of a game-based therapy programme that aims to support participant engagement and adherence. We first outline requirements for this software, before reporting on the iterative design process undertaken in collaboration with young people, therapists and teachers at a centre for vision impairment. Our work provides insights into the participatory design of games in collaboration with young people with special needs, and reflects upon the tension of balancing game challenge, therapy goals, and accessibility. Furthermore, it highlights the potential of games to empower special populations by providing a medium through which to communicate the subjective experience of specific impairments. Jonathan Waddington, Conor Linehan, Kathrin Maria Gerling, Kieran Hicks, Timothy L. Hodgson |
CHI | 4 |