VLDB 2026 Research / reviewers in the wild / expert
Claudia Daudén Roquet
dblp:180/8135
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9ranked-venue papers
5as first author
6since 2021 · last 2023
0000-0001-7490-6049ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 5 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Exploring Anima: a brain-computer interface for peripheral materialization of mindfulness states during mandala coloringabstractI could feel my mind buzzing after another long day at work. Driving home, I am looking forward to my “me time” ritual of playing with colors. As I arrive, I get myself comfortable, pick up an oran... Claudia Daudén Roquet, Corina Sas, Dominic Potts |
Hum. Comput. Interact. | 1 |
| 2023 | Designing for Emotion Regulation Interventions: An Agenda for HCI Theory and ResearchabstractThere is a growing interest in human-computer interaction (HCI) to envision, design, and evaluate technology-enabled interventions that support users’ emotion regulation. This interest stems in part from increased recognition that the ability to regulate emotions is critical to mental health, and that a lack of effective emotion regulation is a transdiagnostic factor for mental illness. However, the potential to combine innovative HCI designs with the theoretical grounding and state-of-the-art interventions from psychology has yet to be fully realised. In this article, we synthesise HCI work on emotion regulation interventions and propose a three-part framework to guide technology designers in making: (i) theory-informed decisions about intervention targets; (ii) strategic decisions regarding the technology-enabled intervention mechanisms to be included in the system; and (iii) practical decisions around previous implementations of the selected intervention components. We show how this framework can both systematise HCI work to date and suggest a research agenda for future work. Petr Slovák, Alissa Nicole Antle, Nikki Theofanopoulou, Claudia Daudén Roquet, James J. Gross, Katherine Isbister |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2022 | Exploring Situated & Embodied Support for Youth's Mental Health: Design Opportunities for Interactive Tangible DeviceabstractThe ability to manage emotions effectively is critical to healthy psychological and social development in youth. Prior work has focused on investigating the design of mental health technologies for this population, yet it is still unclear how to help them cope with emotionally difficult situations in-the-moment. In this paper, we aim to explore the appropriation, naturally emerging engagement patterns, and perceived psychological impact of an exemplar interactive tangible device intervention designed to provide in-situ support, when deployed with n=109 youth for 1.5 months. Our findings from semi-structured interviews and co-design workshops with a subset of participants (n=44 and n=25, respectively) suggest the potential of using technology-enabled objects to aid with down-regulation and self-compassion in moments of heightened emotion, to facilitate the practice of cognitive strategies, and to act as emotional companions. Lastly, we discuss design opportunities for integrating situated and embodied support in mental health interventions for youth. Claudia Daudén Roquet, Nikki Theofanopoulou, Jaimie L. Freeman, Jessica Schleider, James J. Gross, Katie Davis 0001, Ellen Townsend, Petr Slovák |
CHI | 1 |
| 2021 | Interoceptive Interaction: An Embodied Metaphor Inspired Approach to Designing for MeditationabstractMeditation is a mind-body practice with considerable wellbeing benefits that can take different forms. Novices usually start with focused attention meditation that supports regulation of attention towards an inward focus or internal bodily sensations and away from external stimuli or distractors. Most meditation technologies employ metaphorical mappings of meditative states to visual or soundscape representations to support awareness of mind wandering and attention regulation, although the rationale for such mappings is seldom articulated. Moreover, such external modalities also take the focus attention away from the body. We advance the concept of interoceptive interaction and employed the embodied metaphor theory to explore the design of mappings to the interoceptive sense of thermoception. We illustrate this concept with WarmMind, an on-body interface integrating heat actuators for mapping meditation states. We report on an exploratory study with 10 participants comparing our novel thermal metaphors for mapping meditation states with comparable ones, albeit in aural modality, as provided by Muse meditation app. Findings indicate a tension between the highly discoverable soundscape's metaphors which however hinder attention regulation, and the ambiguous thermal metaphors experienced as coming from the body and supported attention regulation. We discuss the qualities of embodied metaphors underpinning this tension and propose an initial framework to inform the design of metaphorical mappings for meditation technologies. Claudia Daudén Roquet, Corina Sas |
CHI | 1 |
| 2021 | Articulating Soma Experiences using TrajectoriesabstractIn this paper, we reflect on the applicability of the concept of trajectories to soma design. Soma design is a first-person design method which considers users’ subjective somatic or bodily experiences of a design. Due to bodily changes over time, soma experiences are inherently temporal. Current instruments for articulating soma experiences lack the power to express the effects of experiences on the body over time. To address this, we turn to trajectories, a well-known concept in the HCI community, as a way of mapping this aspect of soma experience. By showing trajectories through a range of dimensions, we can articulate individual experiences and differences in those experiences. Through analysis of a set of soma experience designs and a set of temporal dimensions within the experiences, this paper demonstrates how trajectories can provide a practical conceptual framing for articulating the temporal complexity of soma designs. Paul Tennent, Kristina Höök, Steve Benford, Vasiliki Tsaknaki, Anna Ståhl, Claudia Daudén Roquet, Charles Windlin, Pedro Sanches 0001, Joe Marshall, Christine Li, Juan Pablo Martinez-Avila, Miquel Alfaras, Feng Zhou 0020 |
CHI | 6 |
| 2021 | Unpacking Non-Dualistic Design: The Soma Design CaseabstractWe report on a somaesthetic design workshop and the subsequent analytical work aiming to demystify what is entailed in a non-dualistic design stance on embodied interaction and why a first-person engagement is crucial to its unfoldings. However, as we will uncover through a detailed account of our process, these first-person engagements are deeply entangled with second- and third-person perspectives, sometimes even overlapping. The analysis furthermore reveals some strategies for bridging the body-mind divide by attending to our inner universe and dissolving or traversing dichotomies between inside and outside ; individual and social ; body and technology . By detailing the creative process, we show how soma design becomes a process of designing with and through kinesthetic experience, in turn letting us confront several dualisms that run like fault lines through HCI’s engagement with embodied interaction. Kristina Höök, Steve Benford, Paul Tennent, Vasiliki Tsaknaki, Miquel Alfaras, Juan Pablo Martinez-Avila, Christine Li, Joe Marshall, Claudia Daudén Roquet, Pedro Sanches 0001, Anna Ståhl, Charles Windlin, Feng Zhou 0020 |
ACM Trans. Comput. Hum. Interact. | 9 |
| 2020 | Body Matters: Exploration of the Human Body as a Resource for the Design of Technologies for MeditationabstractMuch research on meditation has shown its significant benefits for wellbeing. In turn, there has been growing HCI interest for the design of novel interactive technologies intended to facilitate meditation in real-time. In many of these systems, physiological signals have been mapped onto creative audiovisual feedback, however, there has been limited attention to the experiential qualities of meditation and the specific role that the body may play in them. In this paper, we report on workshops with 24 experts exploring the bodily sensations that emerge during meditation. Through material speculation, participants shared their lived experience of meditation and identified key stages during which they may benefit from additional aid, often multimodal. Findings emphasize the importance of recreating mindful physical sensations during moments of mind-wandering; in particular for supporting the regulation of attention through a range of embodied metaphors and haptic feedback, tailored to key transitions in the meditation process. Claudia Daudén Roquet, Corina Sas |
Conference on Designing Interactive Systems | 1 |
| 2019 | HCI and Affective Health: Taking stock of a decade of studies and charting future research directionsabstractIn the last decade, the number of articles on HCI and health has increased dramatically. We extracted 139 papers on depression, anxiety and bipolar health issues from 10 years of SIGCHI conference proceedings. 72 of these were published in the last two years. A systematic analysis of this growing body of literature revealed that most innovation happens in automated diagnosis, and self-tracking, although there are innovative ideas in tangible interfaces. We noted an overemphasis on data production without consideration of how it leads to fruitful interventions. Moreover, we see a need to promote ethical practices for involvement of people living with affective disorders. Finally, although only 16 studies evaluate technologies in a clinical context, several forms of support and intervention illustrate how rich insights are gained from evaluations with real patients. Our findings highlight potential for growth in the design space of affective health technologies. Pedro Sanches 0001, Axel Janson, Pavel Karpashevich, Camille Nadal, Chengcheng Qu, Claudia Daudén Roquet, Charles Windlin, Gavin Doherty, Kristina Höök, Corina Sas |
CHI | 6 |
| 2016 | 3D Folded PrintGami: Transforming Passive 3D Printed Objects to Interactive by Inserted Paper Origami CircuitsabstractRecent advances in 3D printing allowed end users to easily utilize desktop 3D printers. However, these printers mainly consume molten plastic, due to limited materiality. While high interests on creating interactive 3D objects with electronics are ubiquitous, commercial 3D printers have its own boundaries of not integrating electronics. On the other hand, paper as flexible medium has shown its possibility to be a channel to host interactive objects, enabling interaction triggered by user. In this paper, we introduce a process of integrating paper circuit into a 3D printed object, combining two universal fabrication techniques, 3D printing and paper crafting: 1) design a hollow 3D model, 2) construct circuits on the 2D planar cutout of this figure, 3) pause 3D printing to insert folded circuits in, 4) resume to continue printing. We empower makers and tinkerers to employ pervasive technology to build interactive 3D objects without hacking machine, obtaining professional utilities, or buying expensive materials. Claudia Daudén Roquet, Jeeeun Kim, Tom Yeh |
Conference on Designing Interactive Systems | 1 |