VLDB 2026 Research / reviewers in the wild / expert
Karen Anne Cochrane
dblp:239/9637 · also Karen Cochrane
· DBLP profile ↗
17ranked-venue papers
6as first author
14since 2021 · last 2026
0000-0002-4563-0618ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 17 · 6 first-author · 14 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Supporting Practitioner-Led Adaptive Switch Design: Stories and Speculative Design Opportunities for GenAI Use
Karen Anne Cochrane, Bryce Arthur Moore, Jesse N. Simon, Daniel Harley |
DIS | 1 |
| 2026 | In-Situ Seeding: Entangling Place & Technology through Sensory Data DialoguesabstractInteractive technology design is situated within environmental and sociocultural context. This pictorial develops an In-Situ Seeding method for engaging with site-specific sensory experiences. This method stems from a previous TEI Studio, where we utilized Sensory Portfolios, digital sensors, and other materials to make sense of interaction in place. We present an annotated collection of our Studio experiences and autobiographical retrospective reflections. These Seeds supported in-situ sensory explorations and examination of entanglements between documentation, data, location, history, and human and more-than-human agents. We contribute to literature around (1) walk-and-talk sensory explorations, (2) situated entanglements with technological artifacts, and (3) relationships between human and non-human agents in shared locations and over varied timescales. Our reflections point towards continued development for In-Situ Seeding as a method and suggest its further use and guidance to support future sensory explorers. Courtney N. Reed, Mónica Mendes, Pedro Galvão-Ferreira, Marion Koelle, Alice Haynes, Fiona Bell, Alexandra Teixeira Riggs, Laia Turmo Vidal, Mathilde Gouin, Vineetha Rallabandi, Karen Anne Cochrane |
TEI | 12 |
| 2025 | Queer/Crip Body Mapping: Expressing Dynamic Bodily Experiences with DataabstractDrawing on queer and disability theories alongside tangible body mapping techniques, we explore alternative ways of mapping embodied experiences and expressing affective sensations. Our collaborative autoethnographic approach incorporates sensors to trace our somatic experiences over time, pairing visualizations of contextual biodata with personal reflections in written or spoken form. We unpack how these alternative approaches to body mapping support reflecting on, communicating, and deepening understanding of embodied experiences by foregrounding temporal and situated aspects. We offer expanded body mapping methods by sharing a plurality of experiences that embrace queer and crip ways of knowing, foregrounding alternate temporal and spatial representations. Alexandra Teixeira Riggs, Sylvia Janicki, Tim Moesgen, Noura Howell, Karen Anne Cochrane |
Conference on Designing Interactive Systems | 5 |
| 2025 | Sensory Data Dialogues: A Somaesthetic Exploration of Bordeaux through Five SensesabstractThe design of interactive systems and digital artefacts often makes use of digital or analog sensory data as a way to “capture” human senses and sensory experiences. Yet, designing for and with sensory data is complex because of our unique, embodied ways of making sense of our somatosensory experiences. Sensory data does not have one prescribed meaning for everyone. We propose a one-day Studio at TEI to start a dialogue about work with sensory data and its representation of human sensory experience. Specifically, we propose a guided walk and series of sensory explorations in Bordeaux to contemplate the interplay between first-person somatosensory experiences and streams of site-specific data from various sensors. By walking and noticing together, this Studio invites participants to engage in a process of creative reflection on their felt experiences, their connection to their surroundings, and their stance within or outside the design community. Fiona Bell, Karen Anne Cochrane, Alice Haynes, Courtney N. Reed, Alexandra Teixeira Riggs, Marion Koelle, Laia Turmo Vidal, Vineetha Rallabandi |
TEI | 2 |
| 2024 | vARitouch: Back of the Finger Device for Adding Variable Compliance to Rigid ObjectsabstractWe present vARitouch, a back-of-the-finger wearable that can modify the perceived tactile material properties of the uninstrumented world around us: vARitouch can modulate the perceived softness of a rigid object through a vibrotactile compliance illusion. As vARitouch does not cover the fingertip, all-natural tactile properties are preserved. We provide three contributions: (1) We demonstrate the feasibility of the concept through a psychophysics study, showing that virtual compliance can be continuously modulated, and perceived softness can be increased by approximately 30 Shore A levels. (2) A qualitative study indicates the desirability of such a device, showing that a back-of-the-finger haptic device has many attractive qualities. (3) To implement vARitouch, we identify a novel way to measure pressure from the back of the finger by repurposing a pulse oximetry sensor. Based on these contributions, we present the finalized vARitouch system, accompanied by a series of application scenarios. Gabriela Vega, Valentin Martinez-Missir, Dennis Wittchen, Nihar Sabnis, Audrey Girouard, Karen Anne Cochrane, Paul Strohmeier |
CHI | 6 |
| 2024 | Tactile Narratives: Augmenting Body Maps through Textured Fabric in Soma DesignabstractIn Human-Computer Interaction, body maps are a standard tool to understand an individual's bodily phenomenon. Body maps often use abstract drawings and text annotations on an outline of a body. However, little research has explored alternate ways we can collect similar data. In this pictorial, we present tactile body maps, which use an array of textured fabric circles attached to a felt-shaped body instead of a more traditional approach to drawing body maps. We first present an illustration of how researchers can use tactile body maps and show an example of the type of data collected in the method. We then tested the augmented body map method alongside drawing body maps and verbal-only body descriptions with eight participants to explore the benefits and disadvantages of each technique. Through the data, we present a set of considerations that a researcher can use to decide which way would be most appropriate for their soma design process. Karen Anne Cochrane, Maxim-Emanuelle Dubois, Audrey Girouard |
TEI | 1 |
| 2024 | Beyond Meditation: Understanding Everyday Mindfulness Practices and Technology Use Among Experienced PractitionersabstractMindfulness, a practice of bringing attention to the present non-judgmentally, has many mental and physical well-being benefits, especially when practiced consistently. Many technologies, such as mobile apps, live streams, virtual reality environments, and wearables, have been invented to support solo or group mindfulness practice. In this paper, we present findings from an interview study with 20 experienced mindfulness practitioners about their everyday mindfulness practices and technology use. Participants identify the benefits and challenges of developing long-term commitment to mindfulness practice. They employ various strategies, such as brief mindfulness exercises, social accountability, and guidance from teachers, to sustain their practice. While conflicted about technology, they adopt and appropriate a range of technologies in their practice for reminders, emotion tracking, connecting with others, and attending online sessions. They also carefully consider when to use technology, when and how to limit its use, and ways to incorporate technology as an object for mindfulness. Based on our findings, we discuss expanding the definition of mindfulness and the tension between supporting short- and long-term mindfulness practice. We also propose a set of design recommendations to support everyday mindfulness, including through the lens of metaphor, reappropriating non-mindfulness technology, and bringing community support into personal practice. Jingjin Li, Karen Anne Cochrane, Gilly Leshed |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor DisabilitiesabstractThe interest in enhancing video game interactions through wearable technology has grown, yet accessible gaming with wearables remains underexplored. This study employs participatory design fiction, enabling disabled gamers to envision a future with tailored gaming wearables while critiquing technology. We conducted a two-phase study. Phase one involved in-depth interviews with upper limb motor disability participants; we developed a fictitious gaming wearable by analyzing the data using reflexive thematic analysis. A smaller group iterated on the wearable in phase two to ideate on ideal futures with accessible gaming wearables. Using data and dialogic/performance analysis, we crafted a design fiction diegetic prototype as a tech review video. This research highlights disabled gamers' unique needs and experiences around gaming wearables. It offers an innovative diegetic prototype for accessible gaming tech. Our methodological contribution merges narrative inquiry and dialogic/performance analysis in participatory design fiction research, providing a valuable approach for future studies. Georgia Loewen, Karen Anne Cochrane, Audrey Girouard |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2023 | Wearable Identities: Understanding Wearables' Potential for Supporting the Expression of Queer IdentitiesabstractQueer identity research largely overlooks wearable technology. Most work exploring sociocultural considerations of wearable technology determines what is “socially acceptable” based on privileged bodies, excluding queer perspectives. We address this by establishing the foundations of a knowledge base for wearables that support queer expression. We conducted a two-phase qualitative study exploring queer expressive practices and wearable technologies through 16 semi-structured interviews and 15 body mapping workshops with the queer community. We observed themes framing the queer community’s understanding of queer expression, wearable technology, and wearable technology for queer users. Providing design considerations and discussions on the potential of our methods, our work enables the creation of wearable technologies that offer meaningful user experiences for the queer community. CAUTION: This paper discusses topics that could trigger those with histories of homophobia, transphobia, gender dysphoria, racism or eating disorders. Please use caution when engaging with this work. Adrian Bolesnikov, Karen Anne Cochrane, Audrey Girouard |
CHI | 2 |
| 2023 | Adaptive Soft Switches: Co-Designing Fabric Adaptive Switches with Occupational Therapists for Children and Adolescents with Acquired Brain InjuryabstractAcquired brain injuries have many complexities, largely affecting motor and cognitive functioning. Occupational therapists often use switches attached to electronics that activate the devices to give people with disabilities the ability to interact with toys and electronics. However, current switches on the market are expensive, break easily and are unable to customize. We ran two co-design workshops and follow-up interviews with 14 occupational therapists specializing in students with acquired brain injuries. In phase one, the occupation therapists built three soft switches and brainstormed iterations. In phase two, we gained valuable insights into the iterations from occupational therapists. This paper contributes to Human-Computer Interaction as a case study, designs guidelines to support co-design with occupational therapists, and discusses the potential of adaptive soft switches. This work contributes to the growing literature around supporting occupational therapists as makers and how researchers can support them during the co-design process. Karen Anne Cochrane, Yidan Cao, Noemi M. E. Roestel, Lee Jones, Audrey Girouard |
TEI | 1 |
| 2022 | Computationally augmenting traditional embroidery practices: an autobiographical design process with first-person patient experience for amblyopia follow up treatment activityabstractAmblyopia is a common neurodevelopmental condition affecting people's vision and quality of life. Follow up treatment plays an essential role in improving amblyopia, and experts have proposed embroidery as a potential activity many times. The low compliance of amblyopia patients is one of the impediments. However, there are currently no targeted embroidery activities designed for patients. Designing embroidery activities to meet the needs of amblyopia patients in human-computer interaction and increasing patient compliance has become a design challenge in the current research field. In this research, we present an autobiographical design process to explore the augmentation of traditional embroidery activities with computationally generated patterns based on the stitching preferences of the user. We propose two design considerations for future research: Design with technology to assist traditional handcrafting and personalized design for long-term follow-up treatment through lived experience. Yidan Cao, Karen Anne Cochrane, Lian Loke |
Conference on Designing Interactive Systems | 2 |
| 2022 | Breathing Scarf: Using a First-Person Research Method to Design a Wearable for Emotional RegulationabstractThe cognitive complexities of emotions and individualized coping strategies make it a difficult space for design. Collecting first-person data can provide nuanced understanding of the lived experience of emotional life, to better inform the design of wearable technologies for emotional self-regulation. We present a preliminary study of our first-person phenomenological approach to autobiographical design. The methodology is unique for the intertwining of emotional activities and mindfulness exercises, as a strategy for controlling emotional repercussions. Self-observation and documentation included journaling and sketching using the Inside-Out Probe workbook, followed by material prototyping and testing in-the-wild. The Breathing Scarf prototype embodies the design considerations. In designing for one to support personalized self-regulation strategies, key considerations include designing for personal comfort, ownership, and individual-over-social meaning-making. Of equal importance in the design research process are the well-being of the designer/researcher, the ability to self-regulate emotions, and the ethics of care and emotion work. Karen Anne Cochrane, Yidan Cao, Audrey Girouard, Lian Loke |
TEI | 1 |
| 2022 | Body Maps: A Generative Tool for Soma-based DesignabstractBody maps are visual documents, where somatic experiences can be drawn onto a graphical representation of an outline of the human body. They hold the ability to capture complex and non-explicit emotions and somatic felt sensations, elaborating narratives that cannot be simply spoken. We present an illustrative example of “how-to” complete a body map, together with four case studies that provide examples of using body maps in design research. We identify five uses of body maps as generative tools for soma-based design, ranging from sampling bodily experience, heightening bodily self-awareness, understanding changing bodily experience over time, identifying patterns of bodily experience, and transferring somatic experiential qualities into physical designs. The different requirements for scaffolding the use of body maps in user-centred design versus first-person autobiographical design research are discussed. We provide this Pictorial as a resource for designers and researchers who wish to integrate body maps into their practice. Karen Anne Cochrane, Kristina Mah, Anna Ståhl, Claudia Núñez-Pacheco, Madeline Balaam, Naseem Ahmadpour, Lian Loke |
TEI | 1 |
| 2021 | Understanding the First Person Experience of Walking Mindfulness Meditation Facilitated by EEG Modulated Interactive SoundscapeabstractWalking meditation is a form of mindfulness training, where the act of walking provides a rhythmic meter for attentional focus. Whilst digital technologies to support sitting meditation and walking practices exist, less explored is the first person in-the-moment experience of technology-mediated walking meditation. We present a study of group walking meditation, with and without an interactive rhythmic soundscape modulated by one practitioner’s brainwave data. Six workshops were conducted with novice and advanced practitioners, involving a guided walking meditation with body scan, writing and drawing exercises and a group interview. The analysis yielded themes of shifting state, attention, self-regulation strategy, and immersion and reflection, and insights into how practitioners use sound to synchronize both walking and breathing. We contribute a method for eliciting, and a novel description of, the first person experience of walking meditation, as resources for the design of interactive technologies to support mindfulness practices of walking meditation. Karen Anne Cochrane, Lian Loke, Matthew Leete, Andrew J. Campbell, Naseem Ahmadpour |
TEI | 1 |
| 2020 | Sounds of Infinity: Playful Illusions with Performative InteractionabstractSounds of Infinity is an interactive, low-resolution lighting display that portrays a magnified variation of the infinity mirror. Developed for an outdoor light and music festival, the installation provides a retro-futuristic experience for audiences and explores how playful interactions might impact the behaviour of people in public spaces. Using multiple layers of LED lights, the concept enhances the infinity mirror illusion with a variety of audio-to-visual effects to create a tunnel of interactive light visuals. Due to its intuitive design with sound input, Sounds of Infinity also allows for open exploration of the body to produce sound through voice and movements. It illustrates the timeless quality of light and sound to promote social harmony, connecting and engaging people in collaborative, fun and expressive play. Louis Chew, Karen Anne Cochrane, Luke Hespanhol, Lian Loke |
TEI | 2 |
| 2015 | Moment by Moment: Creating Movement Sketches with Camera StillframesabstractWhile mobile authoring applications are proliferating, choreographic tools that support the generation and transformation of user-created movement `samples' are less readily available. iDanceForms is a novel mobile choreographic application that generates unique movement choices through a camera stillframing technique to provoke movement catalysts. In keeping with the principles of whole body interaction (and principles of `defamiliarization'), the design of iDanceForms supports opportunities for surprise, unexpected movement choices and meaning-making. This paper presents data collected from an observational study of choreographers using iDanceForms. In the study we found that choreographers appropriated the intended functionality of iDanceForms to create highly individualized and unexpected movement sequences. They found inspiration in exploring unexpected framing of form and content, which resulted in creative explorations that produced unique movement possibilities provided by the system. Drawing from our observations we discuss possible roles that sensor-enabled mobile devices could play in movement generation through personal meaning-making, creative choreographic strategies and discovery, and in provoking whole body interaction through principles of `defamiliarization' in the context of HCI. Kristin Carlson, Thecla Schiphorst, Karen Anne Cochrane, Jordon Phillips, Herbert H. Tsang, Thomas W. Calvert |
Creativity & Cognition | 3 |
| 2015 | Simply Spinning: Extending Current Design Frameworks for Kinesthetic EmpathyabstractWe describe design considerations in Serpentine Dance, Refocused (SDR), an interactive movement installation that pays homage to Loïe Fuller's mesmerizing creations of light and motion. Our design goals were inspired by kinesthetic empathy research. Fuller created the Serpentine Dance (1891) at a time when many artists turned to abstraction as a way for audiences to engage with the essence of motion rather than narrative plots. We sought to heighten the feeling of kinesthetic empathy through creating an interactive environment where audience members could physically engage and reflect on the sensation of spinning, a prominent action in the Serpentine Dance. Through our analysis of SDR we found that our design intentions relating to kinesthetic empathy were not addressed by current design frameworks for kinesthetic interactions. Based on kinesthetic empathy research, we restructure and extend these frameworks into an evaluative and generative framework for interactive systems. We propose that kinesthetic empathy is the center of all movement interactions. This broader definition of kinesthetic empathy can be used to evaluate and generate a wide variety of movement interactions. We discuss the design of SDR through the lens of our evaluative framework. Shannon Cuykendall, Ethan Soutar-Rau, Karen Anne Cochrane, Jacob Freiberg, Thecla Schiphorst |
TEI | 3 |