VLDB 2026 Research / reviewers in the wild / expert
Pavel Karpashevich
dblp:193/2478
· DBLP profile ↗
9ranked-venue papers
4as first author
5since 2021 · last 2026
0000-0003-0874-3338ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Inside the Mirror, Wearing My own Body: Why UX Should Engage Monstrous ExperiencesabstractWhile engaging with four different wearable systems, we unexpectedly encountered felt experiences that resisted articulation and defied conventional classification. They were neither pleasant nor unpleasant, and yet both; neither comforting nor frightening, and yet both; neither recognizably human-like nor machinic, and yet both. Such ambiguous experiences might have gone unnoticed had we not attended to their somatic, felt dimensions. Existing user experience frameworks offered little guidance in making sense of these phenomena. However, through the lens of monster theory, these paradoxical experiences began to reveal their structure and significance. Drawing on concepts such as fusion, fission, massification, and incompleteness, we analyze and interpret the unexpected monstrous experiences arising from interacting with wearable systems. We argue that such experiences deserve a place in interaction design: not only for the enduring fascination of the monster, but also for its power to disrupt simplistic schemas, enrich design possibilities, and illuminate cultural shifts. Pavel Karpashevich, Kristina Höök, Jeffrey Bardzell |
CHI | 1 |
| 2023 | Boards Hit Back: Reflecting on Martial Arts Practices Through Soma DesignabstractThere is an increasing interest in the HCI community in designing for bodily practices. We report on a soma design process for martial arts and the resulting artifact – an interactive wooden dummy. Through a detailed account of the design process, we show how it enriched and revamped the bodily practice, but also how it changed the martial arts expert in the design team. Based on a phenomenological account of his experiences, we argue that the estrangement methods in soma design may allow practitioners engaging as soma designers, to cultivate and create new artistic habits fused with thought and feeling, changing themselves and their practice in directions they seek. Yoav Luft, Pavel Karpashevich, Kristina Höök |
CHI | 2 |
| 2022 | Touching Our Breathing through Shape-Change: Monster, Organic Other, or Twisted MirrorabstractWe report on a soma design process, where we designed a novel shape-changing garment—the Soma Corset. The corset integrates sensing and actuation around the torso in tight interaction loops. The design process revealed how boundaries between the garment and the wearer can become blurred, leading to three flavours of cyborg relations. First, through the lens of the monster, we articulate how the wearer can adopt or reject the garment, resulting in either harmonious or disconcerting experiences of touch. Second, it can be experienced as an organic “other”-with its own agency-resulting in uncanny experiences of touch. Through mirroring the wearer’s breathing, the garment can also be experienced as a twisted version of one’s own body. We suggest that a gradual sensitisation of designers-through soma design and reflection on the emerging human-technology relations-may serve as a pathway for uncovering and articulating novel, machine-like, digital touch experiences. Pavel Karpashevich, Pedro Sanches 0001, Rachael Garrett, Yoav Luft, Kelsey Cotton, Vasiliki Tsaknaki, Kristina Höök |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2021 | Exploring Awareness of Breathing through Deep Touch PressureabstractDeep Pressure Therapy relies on exerting firm touch to help individuals with sensory sensitivity. We performed first-person explorations of deep pressure enabled by shape-changing actuation driven by breathing sensing. This revealed a novel design space with rich, evocative, aesthetically interesting interactions that can help increase breathing awareness and appreciation through: (1) applying symmetrical as well as asymmetrical pressure on the torso; (2) using pressure to direct attention to muscles or bone structure involved in different breathing patterns; (3) apply synchronous as well as asynchronous feedback following or opposing the user’s breathing rhythm through applying rhythmic pressure. Taken together these explorations led us to design (4) breathing correspondence interactions – a balance point right between leading and following users’ breathing patterns by first applying deep pressure – almost to the point of being unpleasant – and then releasing in rhythmic flow. Annkatrin Jung, Miquel Alfaras, Pavel Karpashevich, William Primett, Kristina Höök |
CHI | 3 |
| 2021 | "Feeling the Sensor Feeling you": A Soma Design Exploration on Sensing Non-habitual BreathingabstractThough seemingly straightforward and habitual, breathing is a complex bodily function. Problematising the space of designing for breathing as a non-habitual act pertaining to different bodies or situations, we conducted a soma design exploration together with a classical singer. Reflecting on how sensors could capture the impact and somatic experience of being sensed led us to develop a new sensing mechanism using shape-change technologies integrated in the Breathing Shell: a wearable that evokes a reciprocal experience of “feeling the sensor feeling you” when breathing. We contribute with two design implications: 1) Enabling reflections of the somatic impact of being sensed in tandem with the type of data captured, 2) creating a tactile impact of the sensor data on the body. Both implications aim to deepen one’s understanding of how the whole soma relates to or with biosensors and ultimately leading to designing for symbiotic experiences between biosensors and bodies. Vasiliki Tsaknaki, Kelsey Cotton, Pavel Karpashevich, Pedro Sanches 0001 |
CHI | 3 |
| 2019 | Teaching Soma DesignabstractWe devised a Soma Design curriculum with accompanying teaching approaches for a seven-week course at a technical university. In our analysis of students' design concepts and process accounts, we found that they had opened an unusually rich and aesthetically engaging design space. But we also noted how they sometimes struggled with processes such as: "staying in the undecided" long enough to engage deeply with somaesthetic design imaginings; finding, refining and repeatedly returning to an aesthetic quality through the different phases of their design work; liberating them-selves from pre-existing practices or objects in order to find entirely novel design possibilities; shifting from a more rationalistic design process, mainly based on argumenta-tion, into a felt engagement were imaginations are acted out - not talked about; and lacking a technical toolkit for somaesthetically experiencing interactive sociodigital materials. Based on these insights, we provide a set of recommendations for how to teach Soma Design, and we have created an accompanying Soma Design toolkit that will support exploration and design. Vasiliki Tsaknaki, Madeline Balaam, Anna Ståhl, Pedro Sanches 0001, Charles Windlin, Pavel Karpashevich, Kristina Höök |
Conference on Designing Interactive Systems | 6 |
| 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 | 3 |
| 2018 | Reinterpreting Schlemmer's Triadic Ballet: Interactive Costume for Unthinkable MovementsabstractIn the 1920s, Oskar Schlemmer, artist in the Bauhaus movement, created the Triadic Ballet costumes. These re-strict movement of dancers, creating new expressions. In-spired by this, we designed an interactive wire costume. It restricts lower body movements, and emphasizes arm movements spurring LED-light 'sparks' and 'waves' wired in a tutu-like costume. The Wire Costume was introduced to a dancer who found that an unusual bond emerged be-tween her and the costume. We discuss how sensory altera-tion (sight, kinesthetic awareness and proprioception) and bodily training to adjust to the new soma, can result in nov-el, evocative forms of expression. The interactive costume can foster a certain mood, introduce feelings, and even embody a whole character -- only revealed once worn and danced. We describe a design exploration combining cul-tural and historical research, interviews with experts and material explorations that culminated in a novel prototype. Pavel Karpashevich, Eva Hornecker, Michaela Honauer, Pedro Sanches 0001 |
CHI | 1 |
| 2016 | Blurring boundaries between everyday life and pervasive gaming: an interview study of ingressabstractWe present findings from an interview-based study of the pervasive mobile multiplayer game Ingress. Our study focuses on how boundaries between (1) everyday life and play and (2) 'real' and game space blur in pervasive gaming. We present findings on how the game is integrated into everyday life and affects players' mobility patterns, and on how players experience the relation between real world and game world, the game 'bleeding' into the everyday (blurring boundaries at least partially) even though it is not explicitly experienced as hybrid. Furthermore we discuss how notions of play versus ordinary life still affect some players, and how some players are willing to take and create risks and treat the game as consequential in their everyday interactions with (enemy) players. This further blurs the boundaries of the magic circle, but also creates tensions between casual and serious styles of play. Our findings add to the empirical literature on pervasive games by focusing on player experience in a large-scale pervasive game. Pavel Karpashevich, Eva Hornecker, Nana Kesewaa Dankwa, Mohamed Hanafy 0001, Julian Fietkau 0001 |
MUM | 1 |