VLDB 2026 Research / reviewers in the wild / expert
Dimitrios Raptis
dblp:17/4053
· DBLP profile ↗
19ranked-venue papers
6as first author
6since 2021 · last 2025
0000-0001-6983-6795ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 18 · 6 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Prompt Machine: A Tangible Generative AI Tool for Supporting Children's Learning and LiteracyabstractFigure 1: The Prompt Machine, a tangible learning tool for integrated AI in education.(A) Pupils write assignments.(B) Pupils input their written assignments.(C) Pupils modify their texts using tangible prompt cubes.(D) Pupils receive physical print outs of modified texts.(E) Teachers facilitate reflections and discussions about modified texts with pupils. Martin V. A. Lindrup, Rune Møberg Jacobsen, Joel Wester, Niels van Berkel, Dimitrios Raptis, Peter Axel Nielsen |
Conference on Designing Interactive Systems | 5 |
| 2025 | Coordination Mechanisms in AI Development: Practitioner Experiences on Integrating UX ActivitiesabstractSoftware development relies on collaboration and alignment between a variety of roles, including software developers and user experience designers. The increasing focus on artificial intelligence in today's development projects has given rise to new challenges in this collaboration. We extend previous work on the process of designing human-AI systems by analysing collaborative practices between UX designers and AI developers through Mintzberg's theory on coordination mechanisms. We conducted 15 in-depth interviews with UX designers and AI developers currently working on AI projects. We contribute by identifying how coordination mechanisms impact the UX design process when developing AI systems , inter-team (a)symmetries in power relations, and a growing need for tools and cross-disciplinary knowledge to support these collaborative efforts. In particular, we outline the risks of coordinating AI development work through the standardisation of output and skills in separately organised UX and AI development teams. CCS Concepts • Software and its engineering → Collaboration in software development; • Human-centered computing → Collaborative and social computing. Anders Bruun, Niels van Berkel, Dimitrios Raptis, Effie Lai-Chong Law |
CHI | 3 |
| 2025 | How Students in Creative Educations Appropriate Technology: A phenomenological analysisabstractBuilding technological literacy is an important topic in education today while at the same time, creativity is seen as a desirable skill for professional practice and education alike as it is considered a catalyst for innovation. In this paper, we present a case study where we aim to understand how students in a creative education appropriate technology. We analyze qualitative data collected from students in a STEAM higher education undergraduate program called Art&Technology: a program where students are introduced to an assortment of technological tools including software, programming, digital fabrication and physical prototyping which they employ in creating a variety of artifacts. We analyze how students learn and interact with these technologies by analyzing the collected data through a phenomenological lens of technology appropriation. We contribute with understandings on how technology is appropriated as it transforms from an object, to a tool until it finally becomes equipment. Anca-Simona Horvath, Dimitrios Raptis |
CHI | 2 |
| 2022 | Spicing It Up: From Ubiquitous Devices to Tangible Things Through ProvocationabstractIn this pictorial, we conceptualize how modern designs take on the roles of either ‘devices’ or ‘things’ to shape everyday practices in fundamentally different ways. Drawing on Borgmann's device paradigm and provocative design, we visually recount how two designs, starting from the same brief using the same materials ultimately culminate in a ‘device’ and a ‘thing’. As householders embedded the two designs in their sustainable practices, different design qualities emerged. We use these householders’ experiences to discuss how ‘spicing up’ a design process with elements of provocation can help people engage more deeply with environmental challenges. Rikke Hagensby Jensen, Enrique Encinas, Dimitrios Raptis |
TEI | 3 |
| 2022 | Why did you pick that? A study on smartwatch design qualities and people's preferencesabstractSeveral smartwatch vendors have over the past years entered the market with a large range of devices that differ in the design qualities they offer. In this paper, we focus on design qualities that are either perceived, descriptive or physical, and we investigate which of them may lead people to prefer particular smartwatches over others. To do so we conducted a laboratory study with 93 potential smartwatch users and a trained panel study with 8 participants. Results were analysed through a multivariate statistical technique called Preference Mapping. The advantage of this technique is that it can relate a large number of design qualities to users’ preferences. Our findings show that participants can be divided into four groups with homogenous preferences, each emphasising a unique combination of design qualities. For example, some groups emphasised device shape, while others prioritised expensiveness for their preferred smartwatch. We conclude with implications of our work on practice and research. Dimitrios Raptis, Eleftherios Papachristos, Anders Bruun, Jesper Kjeldskov |
Behav. Inf. Technol. | 1 |
| 2021 | One Byte at a Time: Insights about Meaningful Data for Sustainable Food Consumption PracticesabstractData have played an extensive role in sustainable HCI research by informing the impacts of our behavior on the environment and helping us make better environmental choices. However, in the area of sustainable food consumption and sustainable HCI, there is little investigation on the roles of food data for the design of technology. This paper presents findings from a qualitative study of sustainable-conscious individuals’ food data seeking experiences. Our results show the way in which the current food data is challenging our understanding of its environmental impacts, which concern data of availability, data representations, and data cultures. Drawing from Loukissas’ six critical data principles, we discuss how “locality” and ”place” could cast a new insight on food and its sustainability. We also offer possible design directions for sustainable HCI technologies utilizing food data. Martin V. A. Lindrup, Mikael B. Skov, Dimitrios Raptis |
Conference on Designing Interactive Systems | 4 |
| 2018 | Washing with the Wind: A Study of Scripting towards SustainabilityabstractWithin sustainable HCI research, we have witnessed a growing interest in studying interaction designs that support households to 'shift' energy usage to times when it is sustainably favourable. In this paper, we investigate shifting through a purposely provocative and scripted design, which challenges the idea that renewable electricity is an always-available resource for households to consume. To do so, we made electricity for washing laundry either free or not available. We conducted a detailed qualitative study with four families that experienced our intervention for a month. We present five themes that illustrate how families adapted, reflected, and formed new routines and expectations related to washing practices. We discuss the broader implications of combining scripting and provocation as a means to intervene, disrupt and understand energy consuming practices within the home. Rikke Hagensby Jensen, Dimitrios Raptis, Jesper Kjeldskov, Mikael B. Skov |
Conference on Designing Interactive Systems | 2 |
| 2018 | Exploring Hygge as a Desirable Design Vision for the Sustainable Smart HomeabstractIn this paper, we present an exploratory study of hygge as a low-energy design vision for the smart home. Hygge is a Danish concept that embodies aesthetic experiences related to conviviality, often shaped by orchestrating atmospheres through low-level lighting. To explore this vision, we probe two Australian households that already live with smart home lighting technology. We report on household reflections of embedding hygge into everyday life. We conclude by outlining future directions for exploring desirable and sus¬tainable smart home visions. Rikke Hagensby Jensen, Yolande A. A. Strengers, Dimitrios Raptis, Larissa Nicholls, Jesper Kjeldskov, Mikael B. Skov |
Conference on Designing Interactive Systems | 3 |
| 2018 | Using Smartwatch Inertial Sensors to Recognize and Distinguish Between Car Drivers and PassengersabstractPeople increasingly interact with social media or other apps on their smartphones while driving car. This is naturally a major safety concern, and it remains unclear how to avoid or limit such interaction. We investigate this problem through human activity recognition (HAR) where we developed a system called IRIS, which collects smartwatch accelerometer data and analyses the data through machine learning and predicts if the data origins from a driver or a passenger. We report from a field experiment with 24 participants acting as drivers or passengers where we achieved an overall prediction accuracy of 87%. We further found that various road segments had less effect on the accuracy than anticipated, but we also found that passenger tasks had a negative effect on recognition accuracy. We discuss several implications from findings. Thomas A. Cano Hald, David H. Junker, Mads Mårtensson, Mikael B. Skov, Dimitrios Raptis |
AutomotiveUI | 5 |
| 2017 | Aesthetic, Functional and Conceptual Provocation in Research Through DesignabstractRecently within HCI, design approaches have appeared, which deviate from traditional ones. Among them critical design introduces deliberate provocations in order to challenge established perceptions and practices. We have engaged ourselves with this design approach out of interest in understanding how to use provocation in research through design. Towards this end, we report on a field study with four families that used an aesthetically, functionally and conceptually provocative future probe. The purpose of the probe was to challenge existing energy consuming practices through provocation and make its users reflect on them. The paper describes how all three provocative aspects were addressed, and our findings demonstrate how they were experienced in the real world, and how they impacted our research through design approach. We conclude by presenting reflections on how to design provocations, and reflections on the impact of provocations for research through design in general. Dimitrios Raptis, Rikke Hagensby Jensen, Jesper Kjeldskov, Mikael B. Skov |
Conference on Designing Interactive Systems | 1 |
| 2017 | Investigating Cross-Device Interaction between a Handheld Device and a Large DisplayabstractThere is a growing interest in HCI research to explore cross-device interaction, giving rise to an interest in different approaches facilitating interaction between handheld devices and large displays. Contributing to this, we have investigated the use of four existing approaches combining touch and mid-air gestures, pinching, swiping, swinging and flicking. We look specifically at their relative efficiency, effectiveness and accuracy in bi-directional interaction between a smartphone and large display in a point-click context. We report findings from two user studies, which show that swiping is both most effective, fastest and most accurate, closely followed by swinging. What these two approaches have in common is the ability to keep the pointer steady on the large display, unaffected by concurrent gestures or body movements used to complete the interaction, suggesting that this is an important factor for designing effective cross-device interaction with large displays. Jeni Paay, Dimitrios Raptis, Jesper Kjeldskov, Mikael B. Skov, Eric V. Ruder, Bjarke M. Lauridsen |
CHI | 2 |
| 2017 | Converging coolness and investigating its relation to user experienceabstractRecently a number of studies appeared that operationalised coolness and explored its relation to digital products. Literature suggests that perceived coolness is another factor of user experience, and this adds to an existing explosion of dimensions related to aesthetics, hedonic quality, pragmatic quality, attractiveness, etc. A critical challenge highlighted in prior research is to study the relationships among those factors and so far, no studies have empirically examined the relationship between coolness and other established user experience factors. In this paper, we address this challenge by presenting two studies one that focuses on factors from two cool questionnaires, and one that compares them against existing User eXperience (UX) factors. Our findings show that factors from the two cool questionnaires converge and they also converge to existing, established UX factors. Thus, 11 distinct cool and UX factors converge into 5 for the case of mobile devices. Our findings are important for researchers, as we demonstrate through a validated model that coolness is part of UX research, as well as for practitioners, by developing a questionnaire that can reliably measure both perceived inner and outer coolness as well as the overall coolness judgement based on 5 factors and 21 items. Dimitrios Raptis, Anders Bruun, Jesper Kjeldskov, Mikael B. Skov |
Behav. Inf. Technol. | 1 |
| 2016 | A Comparison of Techniques for Cross-Device Interaction from Mobile Devices to Large Displays
Jeni Paay, Dimitrios Raptis, Jesper Kjeldskov, Bjarke M. Lauridsen, Ivan S. Penchev, Elias Ringhauge, Eric V. Ruder |
MoMM | 2 |
| 2016 | Measuring the coolness of interactive products: the COOL questionnaireabstractCoolness has recently started to be explored as a design goal for interactive products from practitioners as well as researchers within human–computer interaction (HCI), but there is still a need to further operationalise the concept and explore how we can measure it. Our contribution in this paper is the COOL questionnaire. We based the creation of the questionnaire on literature suggesting that perceived coolness is decomposed to outer cool (the style of a product) and inner cool (the personality characteristics assigned to it). In this paper, we focused on inner cool, and we identified 11 inner cool characteristics. These were used to create an initial pool of question items and 2236 participants were asked to assess 16 mobile devices. By performing exploratory and confirmatory factor analyses, we identified three factors that can measure the perceived inner coolness of interactive products: desirability, rebelliousness and usability. These factors and their underlying 16 question items comprise the COOL questionnaire. The whole process of creating the questionnaire is presented in detail in this paper and we conclude by discussing our work against related work on coolness and HCI. Anders Bruun, Dimitrios Raptis, Jesper Kjeldskov, Mikael B. Skov |
Behav. Inf. Technol. | 2 |
| 2014 | The 4C framework: principles of interaction in digital ecosystemsabstractRecent years have seen an increased research interest in multi-device interactions and digital ecosystems. This research addresses new opportunities and challenges when users are not simply interacting with one system or device at a time, but orchestrate ensembles of them as a larger whole. One of these challenges is to understand what principles of interaction work well for what, and to create such knowledge in a form that can inform design. Our contribution to this research is a framework of interaction principles for digital ecosystems, which can be used to analyze and understand existing systems and design new ones. The 4C framework provides new insights over existing frameworks and theory by focusing specifically on explaining the interactions taking place within digital ecosystems. We demonstrate this value through two examples of the framework in use, firstly for understanding an existing digital ecosystem, and secondly for generating ideas and discussion when designing a new one. Henrik Sørensen, Dimitrios Raptis, Jesper Kjeldskov, Mikael B. Skov |
UbiComp | 2 |
| 2014 | Studying the effect of perceived hedonic mobile device quality on user experience evaluations of mobile applicationsabstractWhen people interact with digital artefacts they perceive their pragmatic and hedonic qualities. In the case of interacting with mobile devices and applications, users seek utility as they try to satisfy certain needs, but at the same time they have certain feelings and emotions when, for example, they feel attached to their personal phone and/or trust its brand. Due to this strong relation between users and mobile devices a significant problem occurs when researchers want to evaluate the user experience of a mobile application in laboratory settings: the selection of an appropriate mobile device. Towards this end, this paper aims to unveil the effect of perceived hedonic quality of a mobile device on the user experience evaluation results of an application. Our results show that the perceived hedonic quality of a mobile device significantly affected the perceived pragmatic quality of the application, but not the hedonic one. Dimitrios Raptis, Eleftherios Papachristos, Jesper Kjeldskov, Mikael B. Skov, Nikolaos M. Avouris |
Behav. Inf. Technol. | 1 |
| 2013 | Does size matter?: investigating the impact of mobile phone screen size on users' perceived usability, effectiveness and efficiencyabstractGiven the wide adoption of smartphones, an interesting debate is taking place regarding their optimal screen size and specifically whether possible portability issues counterbalance the obvious benefits of a larger screen. Moreover, the lack of scientific evidence about the concrete impact of mobile phones' screen size on usability raises questions both to practitioners and researchers. In this paper, we investigate the impact of a mobile phone's screen size on users' effectiveness, efficiency and perceived usability as measured using System Usability Scale (SUS). An experiment was conducted with 60 participants, which interacted with the same information seeking application on three different devices of the same brand that differed on their screen size. A significant effect of screen size on efficiency was derived, leading to an important finding that users who interact with larger than 4.3in screens are more efficient during information seeking tasks. Dimitrios Raptis, Nikolaos K. Tselios, Jesper Kjeldskov, Mikael B. Skov |
Mobile HCI | 1 |
| 2009 | Considering Cost in Usability Evaluation of Mobile Applications: Who, Where and When
Georgios Fiotakis, Dimitrios Raptis, Nikolaos M. Avouris |
INTERACT (1) | 2 |
| 2005 | Context-based design of mobile applications for museums: a survey of existing practicesabstractThis paper includes a review of mobile applications used in museum environments, focusing on the notion of context and its constituent dimensions. Museums are a representative example in which the context influences interaction. During a museum visit, the visitors interact with the exhibits through mobile devices. We argue that, effective interaction design needs to take into consideration multiple dimensions of the context. Since context is often misinterpreted, superficially used or poorly defined, we attempt to analyze a number of existing mobile applications used in museum environments, through this perspective. The point of analysis is to evaluate those applications against various context dimensions. We argue that these results can be useful in other kinds of applications, in which the impact of context is not taken for granted. Dimitrios Raptis, Nikolaos K. Tselios, Nikolaos M. Avouris |
Mobile HCI | 1 |