VLDB 2026 Research / reviewers in the wild / expert
Hugo Romat
dblp:177/8707
· DBLP profile ↗
22ranked-venue papers
10as first author
15since 2021 · last 2026
0000-0002-9194-8889ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 19 · 9 first-author · 12 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Artificial intelligence and machine learning · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Texterial: A Text-as-Material Interaction Paradigm for LLM-Mediated WritingabstractWhat if text could be sculpted and refined like clay—or cultivated and pruned like a plant? Texterial reimagines text as a material that users can grow, sculpt, and transform. Current generative-AI models enable rich text operations, yet rigid, linear interfaces often mask such capabilities. We explore how the text-as-material metaphor can reveal AI-enabled operations, reshape the writing process, and foster compelling user experiences. A formative study shows that users readily reason with text-as-material, informing a conceptual framework that explains how material metaphors shift mental models and bridge gulfs of envisioning, execution, and evaluation in LLM-mediated writing. We present the design and evaluation of two technical probes: Text as Clay, where users refine text through gestural sculpting, and Text as Plants, where ideas grow serendipitously over time. This work expands the design space of writing tools by treating text as a living, malleable medium. Jocelyn Shen, Nicolai Marquardt, Hugo Romat, Ken Hinckley, Nathalie Henry Riche, Fanny Chevalier |
CHI | 3 |
| 2025 | Intent Tagging: Exploring Micro-Prompting Interactions for Supporting Granular Human-GenAI Co-Creation WorkflowsabstractDespite Generative AI (GenAI) systems' potential for enhancing content creation, users often struggle to effectively integrate GenAI into their creative workflows. Core challenges include misalignment of AI-generated content with user intentions (intent elicitation and alignment), user uncertainty around how to best communicate their intents to the AI system (prompt formulation), and insufficient flexibility of AI systems to support diverse creative workflows (workflow flexibility). Motivated by these challenges, we created IntentTagger: a system for slide creation based on the notion of Intent Tags - small, atomic conceptual units that encapsulate user intent - for exploring granular and non-linear micro-prompting interactions for Human-GenAI co-creation workflows. Our user study with 12 participants provides insights into the value of flexibly expressing intent across varying levels of ambiguity, meta-intent elicitation, and the benefits and challenges of intent tag-driven workflows. We conclude by discussing the broader implications of our findings and design considerations for GenAI-supported content creation workflows. Frederic Gmeiner, Nicolai Marquardt, Michael Bentley, Hugo Romat, Michel Pahud, Asta Roseway, Nikolas Martelaro, Kenneth Holstein, Ken Hinckley, Nathalie Henry Riche |
CHI | 4 |
| 2025 | AI-Instruments: Embodying Prompts as Instruments to Abstract & Reflect Graphical Interface Commands as General-Purpose ToolsabstractChat-based prompts respond with verbose linear-sequential texts, making it difficult to explore and refine ambiguous intents, back up and reinterpret, or shift directions in creative AI-assisted design work. AI-Instruments instead embody "prompts" as interface objects via three key principles: (1) Reification of user-intent as reusable direct-manipulation instruments; (2) Reflection of multiple interpretations of ambiguous user-intents (Reflection-in-intent) as well as the range of AI-model responses (Reflection-in-response) to inform design "moves" towards a desired result; and (3) Grounding to instantiate an instrument from an example, result, or extrapolation directly from another instrument. Further, AI-Instruments leverage LLM's to suggest, vary, and refine new instruments, enabling a system that goes beyond hard-coded functionality by generating its own instrumental controls from content. We demonstrate four technology probes, applied to image generation, and qualitative insights from twelve participants, showing how AI-Instruments address challenges of intent formulation, steering via direct manipulation, and non-linear iterative workflows to reflect and resolve ambiguous intents. Nathalie Henry Riche, Anna Offenwanger, Frederic Gmeiner, Hugo Romat, Michel Pahud, Nicolai Marquardt, Kori Inkpen, Ken Hinckley |
CHI | 5 |
| 2025 | ImaginationVellum: Generative-AI Ideation Canvas with Spatial Prompts, Generative Strokes, and Ideation History
Nicolai Marquardt, Asta Roseway, Hugo Romat, Payod Panda, Michel Pahud, Gonzalo A. Ramos, Steven Mark Drucker, Andrew D. Wilson, Ken Hinckley, Nathalie Henry Riche |
UIST | 3 |
| 2024 | Memory Recall for Data Visualizations in Mixed Reality, Virtual Reality, 3D and 2DabstractThis article explores how the ability to recall information in data visualizations depends on the presentation technology. Participants viewed 10 Isotype visualizations on a 2D screen, in 3D, in Virtual Reality (VR) and in Mixed Reality (MR). To provide a fair comparison between the three 3D conditions, we used LIDAR to capture the details of the physical rooms, and used this information to create our textured 3D models. For all environments, we measured the number of visualizations recalled and their order (2D) or spatial location (3D, VR, MR). We also measured the number of syntactic and semantic features recalled. Results of our study show increased recall and greater richness of data understanding in the MR condition. Not only did participants recall more visualizations and ordinal/spatial positions in MR, but they also remembered more details about graph axes and data mappings, and more information about the shape of the data. We discuss how differences in the spatial and kinesthetic cues provided in these different environments could contribute to these results, and reasons why we did not observe comparable performance in the 3D and VR conditions. Christophe Hurter, Bernice E. Rogowitz, Guillaume Truong, Tiffany Andry, Hugo Romat, Ludovic Gardy, Fereshteh Amini, Nathalie Henry Riche |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2023 | AdHocProx: Sensing Mobile, Ad-Hoc Collaborative Device Formations using Dual Ultra-Wideband RadiosabstractWe present AdHocProx, a system that uses device-relative, inside-out sensing to augment co-located collaboration across multiple devices, without recourse to externally-anchored beacons – or even reliance on WiFi connectivity. Richard Li 0002, Teddy Seyed, Nicolai Marquardt, Eyal Ofek, Steve Hodges 0001, Mike Sinclair, Hugo Romat, Michel Pahud, William Buxton, Ken Hinckley, Nathalie Henry Riche |
CHI | 7 |
| 2023 | Escapement: A Tool for Interactive Prototyping with Video via Sensor-Mediated Abstraction of TimeabstractWe present Escapement, a video prototyping tool that introduces a powerful new concept for prototyping screen-based interfaces by flexibly mapping sensor values to dynamic playback control of videos. This recasts the time dimension of video mock-ups as sensor-mediated interaction. Molly Jane Pearce Nicholas, Nicolai Marquardt, Michel Pahud, Nathalie Henry Riche, Hugo Romat, Christopher Collins 0001, David Ledo, Rohan Kadekodi, Badrish Chandramouli, Ken Hinckley |
CHI | 5 |
| 2022 | Style Blink: Exploring Digital Inking of Structured Information via Handcrafted Styling as a First-Class ObjectabstractStructured note-taking forms such as sketchnoting, self-tracking journals, and bullet journaling go beyond immediate capture of information scraps. Instead, hand-drawn pride-in-craftmanship increases perceived value for sharing and display. But hand-crafting lists, tables, and calendars is tedious and repetitive. To support these practices digitally, Style Blink (“Style-Blocks+Ink”) explores handcrafted styling as a first-class object. Style-blocks encapsulate digital ink, enabling people to craft, modify, and reuse embellishments and decorations for larger structures, and apply custom layouts. For example, we provide interaction instruments that style ink for personal expression, inking palettes that afford creative experimentation, fillable pens that can be “loaded” with commands and actions to replace menu selections, techniques to customize inked structures post-creation by modifying the underlying handcrafted style-blocks and to re-layout the overall structure to match users’ preferred template. In effect, any ink stroke, notation, or sketch can be encapsulated as a style-object and re-purposed as a tool. Feedback from 13 users show the potential of style adaptation and re-use in individual sketching practices. Hugo Romat, Nicolai Marquardt, Ken Hinckley, Nathalie Henry Riche |
CHI | 1 |
| 2022 | TapType: Ten-finger text entry on everyday surfaces via Bayesian inferenceabstractDespite the advent of touchscreens, typing on physical keyboards remains most efficient for entering text, because users can leverage all fingers across a full-size keyboard for convenient typing. As users increasingly type on the go, text input on mobile and wearable devices has had to compromise on full-size typing. In this paper, we present TapType, a mobile text entry system for full-size typing on passive surfaces—without an actual keyboard. From the inertial sensors inside a band on either wrist, TapType decodes and relates surface taps to a traditional QWERTY keyboard layout. The key novelty of our method is to predict the most likely character sequences by fusing the finger probabilities from our Bayesian neural network classifier with the characters’ prior probabilities from an n-gram language model. In our online evaluation, participants on average typed 19 words per minute with a character error rate of 0.6% after 30 minutes of training. Expert typists thereby consistently achieved more than 25 WPM at a similar error rate. We demonstrate applications of TapType in mobile use around smartphones and tablets, as a complement to interaction in situated Mixed Reality outside visual control, and as an eyes-free mobile text input method using an audio feedback-only interface. Paul Streli, Jiaxi Jiang, Andreas Rene Fender, Manuel Meier, Hugo Romat, Christian Holz 0001 |
CHI | 5 |
| 2022 | Understanding Multi-Device Usage Patterns: Physical Device Configurations and Fragmented WorkflowsabstractTo better ground technical (systems) investigation and interaction design of cross-device experiences, we contribute an in-depth survey of existing multi-device practices, including fragmented workflows across devices and the way people physically organize and configure their workspaces to support such activity. Further, this survey documents a historically significant moment of transition to a new future of remote work, an existing trend dramatically accelerated by the abrupt switch to work-from-home (and having to contend with the demands of home-at-work) during the COVID-19 pandemic. We surveyed 97 participants, and collected photographs of home setups and open-ended answers to 50 questions categorized in 5 themes. We characterize the wide range of multi-device physical configurations and identify five usage patterns, including: partitioning tasks, integrating multi-device usage, cloning tasks to other devices, expanding tasks and inputs to multiple devices, and migrating between devices. Our analysis also sheds light on the benefits and challenges people face when their workflow is fragmented across multiple devices. These insights have implications for the design of multi-device experiences that support people’s fragmented workflows. Ye Yuan 0010, Nathalie Henry Riche, Nicolai Marquardt, Molly Jane Pearce Nicholas, Teddy Seyed, Hugo Romat, Bongshin Lee, Michel Pahud, Jonathan Goldstein, Rojin Vishkaie, Christian Holz 0001, Ken Hinckley |
CHI | 6 |
| 2022 | Interactive Data ComicsabstractThis paper investigates how to make data comics interactive. Data comics are an effective and versatile means for visual communication, leveraging the power of sequential narration and combined textual and visual content, while providing an overview of the storyline through panels assembled in expressive layouts. While a powerful static storytelling medium that works well on paper support, adding interactivity to data comics can enable non-linear storytelling, personalization, levels of details, explanations, and potentially enriched user experiences. This paper introduces a set of operations tailored to support data comics narrative goals that go beyond the traditional linear, immutable storyline curated by a story author. The goals and operations include adding and removing panels into pre-defined layouts to support branching, change of perspective, or access to detail-on-demand, as well as providing and modifying data, and interacting with data representation, to support personalization and reader-defined data focus. We propose a lightweight specification language, COMICSCRIPT, for designers to add such interactivity to static comics. To assess the viability of our authoring process, we recruited six professional illustrators, designers and data comics enthusiasts and asked them to craft an interactive comic, allowing us to understand authoring workflow and potential of our approach. We present examples of interactive comics in a gallery. This initial step towards understanding the design space of interactive comics can inform the design of creation tools and experiences for interactive storytelling. Zezhong Wang 0001, Hugo Romat, Fanny Chevalier, Nathalie Henry Riche, David Murray-Rust, Benjamin Bach |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2021 | Sketchnote Components, Design Space Dimensions, and Strategies for Effective Visual Note TakingabstractSketchnoting is a form of visual note taking where people listen to, synthesize, and visualize ideas from a talk or other event using a combination of pictures, diagrams, and text. Little is known about the design space of this kind of visual note taking. With an eye towards informing the implementation of digital equivalents of sketchnoting, inking, and note taking, we introduce a classification of sketchnote styles and techniques, with a qualitative analysis of 103 sketchnotes, and situated in context with six semi-structured follow up interviews. Our findings distill core sketchnote components (content, layout, structuring elements, and visual styling) and dimensions of the sketchnote design space, classifying levels of conciseness, illustration, structure, personification, cohesion, and craftsmanship. We unpack strategies to address particular note taking challenges, for example dealing with constraints of live drawings, and discuss relevance for future digital inking tools, such as recomposition, styling, and design suggestions. Rebecca Zheng, Marina Fernández Camporro, Hugo Romat, Nathalie Henry Riche, Benjamin Bach, Fanny Chevalier, Ken Hinckley, Nicolai Marquardt |
CHI | 3 |
| 2021 | AirConstellations: In-Air Device Formations for Cross-Device Interaction via Multiple Spatially-Aware ArmaturesabstractAirConstellations supports a unique semi-fixed style of cross-device interactions via multiple self-spatially-aware armatures to which users can easily attach (or detach) tablets and other devices. In particular, AirConstellations affords highly flexible and dynamic device formations where the users can bring multiple devices together in-air — with 2–5 armatures poseable in 7DoF within the same workspace — to suit the demands of their current task, social situation, app scenario, or mobility needs. This affords an interaction metaphor where relative orientation, proximity, attaching (or detaching) devices, and continuous movement into and out of ad-hoc ensembles can drive context-sensitive interactions. Yet all devices remain self-stable in useful configurations even when released in mid-air. Nicolai Marquardt, Nathalie Henry Riche, Christian Holz 0001, Hugo Romat, Michel Pahud, Frederik Brudy, David Ledo, Chunjong Park, Molly Jane Pearce Nicholas, Teddy Seyed, Eyal Ofek, Bongshin Lee, William Buxton, Ken Hinckley |
UIST | 4 |
| 2021 | Flashpen: A High-Fidelity and High-Precision Multi-Surface Pen for Virtual RealityabstractDigital pen interaction has become a first-class input modality for precision tasks such as writing, annotating, drawing, and 2D manipulation. The key enablers of digital inking are the capacitive or resistive sensors that are integrated in contemporary tablet devices. In Virtual Reality (VR), however, users typically provide input across large regions, hence limiting the suitability of using additional tablet devices for accurate pen input. In this paper, we present Flashpen, a digital pen for VR whose sensing principle affords accurately digitizing hand writing and intricate drawing, including small and quick turns. Flashpen re-purposes an inexpensive gaming mouse sensor that digitizes extremely fine grained motions in the micrometer range at over 8 kHz when moving on a surface. We combine Flashpen's high-fidelity relative input with the absolute tracking cues from a VR headset to enable pen interaction across a variety of VR applications. In our two-block evaluation, which consists of a tracing task and a writing task, we compare Flashpen to a professional drawing tablet (Wacom). With this, we demonstrate that Flashpen's fidelity matches the performance of state-of-the-art digitizers and approaches the fidelity of analog pens, while adding the flexibility of supporting a wide range of flat surfaces. Hugo Romat, Andreas Rene Fender, Manuel Meier, Christian Holz 0001 |
VR | 1 |
| 2021 | Expressive Authoring of Node-Link Diagrams With GraphiesabstractExpressive design environments enable visualization designers not only to specify chart types and visual mappings, but also to customize individual graphical marks, as they would in a vector graphics drawing tool. Prior work has mainly investigated how to support the expressive design of a wide range of charts generated from tabular data: bar charts, scatterplots, maps, etc. We focus here on an expressive design environment for node-link diagrams generated from multivariate networks. Such data structures raise specific challenges and opportunities in terms of visual design and interactive authoring. We discuss those specificities and describe the user-centered design process that led to Graphies, a prototype environment for expressive node-link diagram authoring. We then report on a study in which participants successfully reproduced several expressive designs, and created their own designs as well. Hugo Romat, Caroline Appert, Emmanuel Pietriga |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2020 | Dear Pictograph: Investigating the Role of Personalization and Immersion for Consuming and Enjoying VisualizationsabstractMuch of the visualization literature focuses on assessment of visual representations with regard to their effectiveness for understanding data. In the present work, we instead focus on making data visualization experiences more enjoyable, to foster deeper engagement with data. We investigate two strategies to make visualization experiences more enjoyable and engaging: personalization, and immersion. We selected pictographs (composed of multiple data glyphs) as this representation affords creative freedom, allowing people to craft symbolic or whimsical shapes of personal significance to represent data. We present the results of a qualitative study with 12 participants crafting pictographs using a large pen-enabled device and while immersed within a VR environment. Our results indicate that personalization and immersion both have positive impact on making visualizations more enjoyable experiences. Hugo Romat, Nathalie Henry Riche, Christophe Hurter, Steven Mark Drucker, Fereshteh Amini, Ken Hinckley |
CHI | 1 |
| 2020 | Tilt-Responsive Techniques for Digital Drawing BoardsabstractDrawing boards offer a self-stable work surface that is continuously adjustable. On digital displays, such as the Microsoft Surface Studio, these properties open up a class of techniques that sense and respond to tilt adjustments. Each display posture-whether angled high, low, or somewhere in-between-affords some activities, but not others. Because what is appropriate also depends on the application and task, we explore a range of app-specific transitions between reading vs. writing (annotation), public vs. personal, shared person-space vs. task-space, and other nuances of input and feedback, contingent on display angle. Continuous responses provide interactive transitions tailored to each use-case. We show how a variety of knowledge work scenarios can use sensed display adjustments to drive context-appropriate transitions, as well as technical software details of how to best realize these concepts. A preliminary remote user study suggests that techniques must balance effort required to adjust tilt, versus the potential benefits of a sensed transition. Hugo Romat, Christopher Collins 0001, Nathalie Henry Riche, Michel Pahud, Christian Holz 0001, Adam Riddle, William Buxton, Ken Hinckley |
UIST | 1 |
| 2019 | ActiveInk: (Th)Inking with DataabstractDuring sensemaking, people annotate insights: underlining sentences in a document or circling regions on a map. They jot down their hypotheses: drawing correlation lines on scatterplots or creating personal legends to track patterns. We present ActiveInk, a system enabling people to seamlessly transition between exploring data and externalizing their thoughts using pen and touch. ActiveInk enables the natural use of pen for active reading behaviors, while supporting analytic actions by activating any of these ink strokes. Through a qualitative study with eight participants, we contribute observations of active reading behaviors during data exploration and design principles to support sensemaking. Hugo Romat, Nathalie Henry Riche, Ken Hinckley, Bongshin Lee, Caroline Appert, Emmanuel Pietriga, Christopher Collins 0001 |
CHI | 1 |
| 2019 | Influence of Color and Size of Particles on Their Perceived Speed in Node-Link Diagrams
Hugo Romat, Dylan Lebout, Emmanuel Pietriga, Caroline Appert |
INTERACT (2) | 1 |
| 2019 | SpaceInk: Making Space for In-Context AnnotationsabstractWhen editing or reviewing a document, people directly overlay ink marks on content. For instance, they underline words, or circle elements in a fgure. These overlay marks often accompany in-context annotations in the form of handwritten footnotes and marginalia. People tend to put annotations close to the content that elicited them, but have to compose with the often-limited whitespace. We introduce SpaceInk, a design space of pen+touch techniques that make room for in-context annotations by dynamically refowing documents. We identify representative techniques in this design space, spanning both new ones and existing ones. We evaluate them in a user study, with results that inform the design of a prototype system. Our system lets users concentrate on capturing feeting thoughts, streamlining the overall annotation process by enabling the fuid inverleaving of space-making gestures with freeform ink. Hugo Romat, Emmanuel Pietriga, Nathalie Henry Riche, Ken Hinckley, Caroline Appert |
UIST | 1 |
| 2018 | Animated Edge Textures in Node-Link Diagrams: a Design Space and Initial EvaluationabstractNetwork edge data attributes are usually encoded using color, opacity, stroke thickness and stroke pattern, or some combination thereof. In addition to these static variables, it is also possible to animate dynamic particles flowing along the edges. This opens a larger design space of animated edge textures, featuring additional visual encodings that have potential not only in terms of visual mapping capacity but also playfulness and aesthetics. Such animated edge textures have been used in several commercial and design-oriented visualizations, but to our knowledge almost always in a relatively ad hoc manner. We introduce a design space and Web-based framework for generating animated edge textures, and report on an initial evaluation of particle properties - particle speed, pattern and frequency - in terms of visual perception. Hugo Romat, Caroline Appert, Benjamin Bach, Nathalie Henry Riche, Emmanuel Pietriga |
CHI | 1 |
| 2016 | Natural Human-Robot Interaction Using Social CuesabstractThis paper investigates the problem of how humans understand and control human-robot collaborative action and how to build natural interactions during human-robot collaborative action. We use a `pick and place' experiment to study collaborative activities between a human and a robot. The results show that even if human participants had a good understanding of the maximum reachability of the robot, they consistently take a surprisingly long time to help and assist the robot when a target object is out of its reach. We implemented a number of social cues in the experiment, analysed their effects in order to identify the role they could play to improve the fluency of human-robot collaboration. The experimental results showed that when the robot uses head movements, two hands or a gesture to indicate non-reachability, people react in a more natural way to assist the robot. Hugo Romat, Mary-Anne Williams, Xun Wang 0006, Benjamin Johnston, Henry Bard |
HRI | 1 |