VLDB 2026 Research / reviewers in the wild / expert
Mehdi Rizvi
dblp:191/7488
· DBLP profile ↗
14ranked-venue papers
0as first author
9since 2021 · last 2025
0000-0001-8386-5779ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Quantifying the Cross-sectoral Intersecting Discrepancies within Multiple Groups Using Latent Class Analysis Towards FairnessabstractThe growing interest in fair AI development is evident. The "Leave No One Behind" initiative urges us to address multiple and intersecting forms of inequality in accessing services, resources, and opportunities, emphasising the significance of fairness in AI. This is particularly relevant as an increasing number of AI tools are applied to decision-making processes, such as resource allocation and service scheme development, across various sectors such as health, energy, and housing. Therefore, exploring joint inequalities in these sectors is significant and valuable for thoroughly understanding overall inequality and unfairness. This research introduces an innovative approach to quantify cross-sectoral intersecting discrepancies among user-defined groups using latent class analysis. These discrepancies can be used to approximate inequality and provide valuable insights to fairness issues. We validate our approach using both proprietary and public datasets, including both EVENS and Census 2021 (England & Wales) datasets, to examine cross-sectoral intersecting discrepancies among different ethnic groups. We also verify the reliability of the quantified discrepancy by conducting a correlation analysis with a government public metric. Our findings reveal significant discrepancies both among minority ethnic groups and between minority ethnic groups and non-minority ethnic groups, emphasising the need for targeted interventions in policy-making processes. Furthermore, we demonstrate how the proposed approach can provide valuable insights into ensuring fairness in machine learning systems. Yingfang Yuan, Mehdi Rizvi, Lynne Baillie, Wei Pang 0001 |
IJCNN | 3 |
| 2024 | How to enable young teens to design responsibly
Rosella Gennari, Maristella Matera, Alessandra Melonio, Mehdi Rizvi |
Future Gener. Comput. Syst. | 4 |
| 2024 | A rapid-prototyping toolkit for people with intellectual disabilitiesabstractA B S T R A C T Micro-electronics tools, coupled with card-based tools, are employed for prototyping smart devices with nonexperts.Lately, researchers have started investigating what tools can actively engage people with intellectual disabilities (ID) in their prototyping.This paper posits itself in this line of work.It presents a toolkit for ID people to rapidly prototype together their own ideas of smart things, for their own shared environment.It analyses and discusses engaging or disengaging features of the toolkit in light of the results of two workshops with eight ID participants.Lessons of broad interest for the design of similar toolkits are drawn from the literature and study findings. Rosella Gennari, Maristella Matera, Alessandra Melonio, Marco Mores, Diego Morra, Mehdi Rizvi |
Int. J. Hum. Comput. Stud. | 6 |
| 2023 | Design for social digital well-being with young generations: Engage them and make them reflectabstractDigital well-being traditionally means limiting the effects on individuals of technology abuses.However, in a broader perspective, it can be crucial to consider the pervasiveness of technology, and the effect it can have not only on individuals but also on their peers in the context of diverse everyday-life situations.Within this view, which emphasises the social side of digital well-being, the paper argues the need of educating young generations to participate in the making of technology for a social goal and have a reflective attitude towards technology and its impact on society.It, therefore, presents a design toolkit as a means to (i) engage young generations to become active in design for social digital well-being and, thanks to the exposure to how technology works, (ii) reflect deeply on the pros and cons of technology in use in their everyday life.By presenting the results of a study with 24 high-school pupils and their teachers, the paper discusses how a phygital toolkit, which structures the design process, engages them in the rapid prototyping of their own smart things, and how it acts as a proxy for soliciting their own reflections around technology and social digital well-being. Rosella Gennari, Maristella Matera, Diego Morra, Alessandra Melonio, Mehdi Rizvi |
Int. J. Hum. Comput. Stud. | 5 |
| 2022 | EMPATHY: 3rd International Workshop on Empowering People in Dealing with Internet of Things EcosystemsabstractNowadays, when dealing with Internet of Things (IoT) for people with no prior experience in programming or in designing technology, End-User Development (EUD) solutions offer wide and powerful approaches to support end-users in designing their own IoT smart things and systems. The main goal of this edition of the workshop is to encourage and stimulate a wealthy confrontation on heterogeneous topics related to EUD for IoT applications that exploits different interaction paradigms and innovative interface design. The outcome of the workshop are thought-provoking contributions that range from accessibility and security for IoT systems and devices up to personalization of smart objects. Fabrizio Balducci, Bernardo Breve, Federica Cena, Andrea Mattioli 0002, Mehdi Rizvi |
AVI | 5 |
| 2022 | Ready, Steady, Go: Playing and Rapidly Designing with IoTgoabstractSmart things are everywhere: smart watches, smart jewellery, smart art installations. All have in common the capability of sensing with input devices (e.g., buttons), computing, reacting with output devices (e.g., light matrices), and connecting with other smart things. Engaging their end users in their design can be challenging and yet give end users unique empowering opportunities. Toolkits are fundamental for engaging end users and enabling them to design. This paper presents the IoTgo phygital toolkit for smart-thing design with end users who are not experts, e.g., artists and school learners, which results from co-design actions and interventions in the field. Rosella Gennari, Maristella Matera, Alessandra Melonio, Diego Morra, Mehdi Rizvi |
AVI | 5 |
| 2022 | A Phygital Toolkit for Rapidly Designing Smart Things at SchoolabstractDesigning smart things, so as to ideate and program them, is a complex process and an empowerment opportunity. Toolkits can help non-experts engage in their design, that is, in their ideation and programming. This paper presents the IoTgo toolkit, made of card-based material and digital components. Playing with IoTgo can help understand the design context, ideate smart things for it, make them communicate and program them with patterns. In recent years, IoTgo was used and evolved at a distance with few participants. This paper presents a study with it, for the first time in presence, in a high-school. Results are discussed and suggest what role IoTgo or similar toolkits can play in the rapid design of smart things with non-seasoned designers or programmers. Rosella Gennari, Maristella Matera, Diego Morra, Mehdi Rizvi |
AVI | 4 |
| 2022 | From children's ideas to prototypes for the internet of things: a case study of cross-generational end-user designabstractA smart bracelet that reacts to a person's heartbeat. A smart bench that invites passers-by to sit close. These and others are smart things, part of the Internet of Things (IoT) and people's lives. However, people are mainly IoT consumers and rarely given the possibility of becoming IoT creators. This paper presents a case study concerning the design of smart things for outdoor environments, with end users as the main creators. Ideas of smart things were collaboratively conceptualised by child end-users with a card-based board game. Their ideas were taken up in the form of inspiration cards within a bachelor's first-year course, by students coming from different high schools. Students started from children's ideas as inspiration triggers and collaboratively evolved some of them into interactive smart-thing prototypes. The paper concludes by reflecting on its results and drawing lessons for future editions of cross-generational workshops related to IoT design with end users. Rosella Gennari, Alessandra Melonio, Mehdi Rizvi |
Behav. Inf. Technol. | 3 |
| 2021 | Reflection and awareness in the design process: children ideating, programming and prototyping smart objects
Rosella Gennari, Maristella Matera, Alessandra Melonio, Mehdi Rizvi, Eftychia Roumelioti |
Multim. Tools Appl. | 4 |
| 2020 | Children's Beliefs and Understanding of Smart Objects: An Exploratory StudyabstractChildren's role in the design of new technology has been widely investigated. Recently, the research focus has shifted, from the technology they help create, towards what children gain by participating in design workshops. This paper intercepts this line of research. It reports on a design workshop with 27 children, aged from 11 to 14 years old, ideating, programming and prototyping smart objects for their town park. Data were gathered in relation to children's beliefs, before and after the workshop, and in relation to their understanding of design, after the workshop. The analysis of the gathered data suggests that the workshop positively affected children's beliefs and understanding of design, giving indications for future work concerning design as means of empowerment. Alessandra Melonio, Mehdi Rizvi, Eftychia Roumelioti, Antonella De Angeli, Rosella Gennari, Maristella Matera |
AVI | 2 |
| 2020 | From TurnTalk to ClassTalk: the emergence of tangibles for class conversations in primary school classroomsabstractPrimary school curricula teach children conversation norms for promoting positive social interactions, such as turn-taking and turn reserving, while curricula discourage other aspects of conversations, such as overlapping in turns. However such norms are abstract and difficult to master. Recently, interactive tangible solutions (briefly, tangibles) have been used to sustain the scaffolding of conversation norms. This paper continues this line of investigation. It discusses how meta-design and action research complement each other and tackle trade-offs in designing tangibles for conversations in primary schools. It reports on the emergence and genesis of tangibles for class conversation, named ClassTalk. Then it focusses on usages and actions with ClassTalk in 2018 in primary school classes, and it discusses them in relation to children's and teachers' engagement and usages of tangibles. It concludes by reflecting on the entire experience, and considers trade-offs and lessons learnt for meta-design and action research, as well as for the design of such tangibles per se. Rosella Gennari, Alessandra Melonio, Mehdi Rizvi |
Behav. Inf. Technol. | 3 |
| 2019 | Turn taking with turn-talk in group - Actions and reflections with children and teachers
Rosella Gennari, Alessandra Melonio, Mehdi Rizvi |
Multim. Tools Appl. | 3 |
| 2018 | Investigating class conversations with classtalk: a study with tangible object prototypes in a primary schoolabstractInteractive tangible objects can help orchestrate conversations in school classes. If such tangibles are created with a meta-design approach, for the specific context of their users, they evolve according to their usage. Specifically, tangible object prototypes are created; prototypes are adopted by their users in ecological studies; their usage is reflected over by users and designers to investigate design possibilities, which are rapidly prototyped and again adopted by users. This paper reports on the meta-design and latest evolution of ClassTalk, a tangible for conversations in primary school classes. It shows how new design ideas emerged by making users adopt ClassTalk prototypes, and by moving designers into users' context. Rosella Gennari, Alessandra Melonio, Mehdi Rizvi |
AVI | 3 |
| 2018 | Evolving Tangibles for Children's Social Learning through Conversations: Beyond TurnTalkabstractSocial learning curricula teach children social norms for managing conversations, such as the norm of not overlapping in talking turns. Interactive tangible objects (briefly, tangibles) can help teachers in the scaffolding of such norms. Such tangibles should be created for the specific social learning contexts of their users, and evolve according to their requirements. An ideal design process for tangibles for children's conversations is meta-design, based on action-research: evolving tangible prototypes are developed, with natural material and easy-to-use micro-electronics components; tangibles are adopted by their users in ecological studies, and their usage is reflected over with designers to stir design directions or uncover design possibilities, which are developed and again used by users. This paper reports on such an evolutionary design process, concerning tangibles for children's conversations. It shows how new design ideas emerged by making users adopt design solutions and moving designers into ecological settings. Rosella Gennari, Alessandra Melonio, Mehdi Rizvi |
TEI | 3 |