VLDB 2026 Research / reviewers in the wild / expert
Izabelle Janzen
dblp:179/4804 · also Izabelle F. Janzen
· DBLP profile ↗
4ranked-venue papers
3as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author
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 |
Ubiquitous computing and smart environments · 45% Interaction techniques and input · 33% Collaborative and social computing · 22% | |
| Computer graphics and multimedia
2 papers |
Visualization and visual analytics · 70% Virtual and augmented reality · 30% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Ubiquitous computing and smart environments › interruption management
mobile notification management |
0.6 | 1 | 2022 | Reflective Spring Cleaning: Using Personal Informatics to Support Infrequent Notification Personalization · CHI 2022 |
Collaborative and social computing
personal digital archiving |
0.3 | 1 | 2018 | Hoarding and Minimalism: Tendencies in Digital Data Preservation · CHI 2018 |
Interaction techniques and input › target selection › pointing
mid-air pointing |
0.2 | 1 | 2016 | Modeling the Impact of Depth on Pointing Performance · CHI 2016 |
Interaction techniques and input › target selection › pointing
pointing models |
0.2 | 1 | 2016 | Modeling the Impact of Depth on Pointing Performance · CHI 2016 |
Ubiquitous computing and smart environments
personal information management |
0.1 | 1 | 2018 | Hoarding and Minimalism: Tendencies in Digital Data Preservation · CHI 2018 |
Virtual and augmented reality › immersive interaction
3d interaction |
0.1 | 1 | 2016 | Modeling the Impact of Depth on Pointing Performance · CHI 2016 |
Methods — techniques the papers use, named apart from their topics
interview study · 1.5longitudinal study · 1.1welford's formulation · 0.5user study · 0.5fitts's law modeling · 0.5iterative qualitative analysis · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Reflective Spring Cleaning: Using Personal Informatics to Support Infrequent Notification PersonalizationabstractDistracting mobile notifications are a high-profile problem but previous research suggests notification management tools are underused because of the barriers users face in relation to the perceived benefits. We posit that users might be more motivated to personalize if they could view contextual data for how personalizations would have impacted their recent notifications. We propose the ‘Reflective Spring Cleaning’ approach to support notification management through infrequent personalization with visualization of collected notification data. To simplify and contextualize key trends in a user’s notifications, we framed these visualizations within a novel who-what-when data abstraction. We evaluated it through a four-week longitudinal study: 21 participants logged their notifications before and after a personalization session that included suggestions for notification management contextualized against visualizations of their recent notifications. A debriefing interview described their new experience after two more weeks of logging. Our approach encouraged users to critically reflect on their notifications, which frequently inspired them to personalize and improved the experience of the majority. Izabelle Janzen, Joanna McGrenere |
CHI | 1 |
| 2018 | Hoarding and Minimalism: Tendencies in Digital Data PreservationabstractDigital data, from texts to files and mobile applications, has become a pervasive component of our society. With seemingly unlimited storage in the cloud at their disposal, how do people approach data preservation, deciding what to keep and discard? We interviewed 23 participants with diverse backgrounds, asking them about their perceived digital data: what "stuff" they kept through the years, why, how they used it, and what they considered important. In an iterative analysis process, we uncovered a spectrum of tendencies that drive preservation strategies, with two extremes: hoarding (where participants accumulated large amounts of data, even if considered of little value) and minimalism (where they kept as little as possible, regularly cleaning their data). We contrast and compare the two extremes of the spectrum, characterize their nuanced nature, and discuss how our categorization compares to previously reported behaviors such as filing and piling, email cleaners and keepers. We conclude with broad implications for shaping technology. Francesco Vitale, Izabelle Janzen, Joanna McGrenere |
CHI | 2 |
| 2018 | Control and Personalization: Younger versus Older Users' Experience of Notifications
Izabelle Janzen, Francesco Vitale, Joanna McGrenere |
Graphics Interface | 1 |
| 2016 | Modeling the Impact of Depth on Pointing PerformanceabstractAn important visual cue for the distance to a target is its binocular depth, the disparity between the left and right eyes. We examined mid-air pointing on a large screen, varying the physical distances (depths) to targets. Welford's two-part formulation provided a better model than the one-part Fitts's Law formulation to predict movement time from movement amplitude and target width. Angular measures suggested by Kopper et al. did not improve the model. Consistent variations of Shoemaker et al.'s k-factor suggest target depth plays a role similar to gain for mid-air pointing. We compared both physical and virtual targets to determine if artificial binocular depth cues induce the same performance as purely physical binocular depth cues. Variation of the k-factor was different when virtual depth and physical depth were not identical. This has implications for calibrating 3-D virtual environments and for the design of interactive 3-D pointing techniques for those environments. Izabelle Janzen, Vasanth Kumar Rajendran, Kellogg S. Booth |
CHI | 1 |