VLDB 2026 Research / reviewers in the wild / expert
Isabel Neto
dblp:267/6545
· DBLP profile ↗
22ranked-venue papers
6as first author
21since 2021 · last 2026
0000-0003-2515-0446ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 22 · 6 first-author · 21 since 2021Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Growing Up with AI: Approaches to Community-centered AI LiteracyabstractChallenges such as hallucinations, biased outputs, and deepfakes underscore the need for AI literacy that helps users question, verify, and make sense of AI outputs. Furthermore, AI literacy in early childhood education (ages 3-8) remains an underdeveloped research area, compared to the rapidly expanding body of work for adults and older students. Yet significant challenges remain, including limited AI knowledge among caregivers and educators, a lack of validated age-appropriate curricula, and ongoing concerns about overuse, privacy abuse, security risks, anthropomorphism, and misunderstandings of AI capabilities. This workshop brings together researchers, educators, and designers to envision what community-centered AI literacy might look like. Elmira Yadollahi, Zhen Bai 0002, Shruti Chandra, Aayushi Dangol, Isabel Neto, Shyamli Suneesh |
IDC | 5 |
| 2026 | Social Play Between Deaf and Hard of Hearing Children and Hearing Peers: Learning from Children and School EcosystemsabstractSocial play is an essential pathway for emotional, cognitive, and social development in children. However, Deaf and Hard of Hearing (DHH) children often experience barriers to social play, namely in mixed-hearing ability environments (e.g., school playground). In this paper, we conducted interviews with six educators and 19 children with and without hearing loss at a Partially Bilingual School, to better understand their experiences during social play. Moreover, we observed a school playground with 46 children over seven weeks at a Full Bilingual School. Findings show that social play between DHH and hearing children is influenced by school culture, peer culture, and child agency. Importantly, some of these barriers can be (partially) overcome through a supportive bilingual and bicultural environment. We propose the concept of contextualized social play technology, which defines a design space aimed at fostering peer culture and individual agency through contextualization within schools. We also provide design insights to inform the development of future inclusive play technologies. Isabel Neto, Michaela Okosi, Paulo Vaz de Carvalho, Hugo Nicolau |
CHI | 2 |
| 2026 | Emotional Entanglements and Emotional Sustainability in HRIabstractHuman-Robot Interaction (HRI) research in real-world settings may lead to unanticipated, emotionally charged moments. While impacts of these moments on participants are reported in the literature, researchers’ emotions, which can affect participants’ experiences, are often left unreported. Learning from these moments is essential for advancing HRI quality and real-world deployment success. We introduce "Emotional Entanglements" as a lens in HRI to define a researcher's capacity to anticipate, absorb, respond to, and recover from emotionally impactful events. Collecting testimonials using collaborative autoethnography from eleven researchers, we surface recurring emotional entanglements experienced in HRI studies, including tears with mixed meaning, participant attachment and loss upon robot withdrawal, and consequential participant decisions attributed to the robot, as well as how researchers navigated them amidst protocol constraints. This paper provides an actionable guide to "Emotional Sustainability in HRI", raising awareness of these often unreported situations and offering strategies for mitigation. Hugo Simão, Long-Jing Hsu, Bengisu Cagiltay, Isabel Neto, Christopher D. Wallbridge, Laura Santos, Filipa Rocha, Leigh Levinson, João Sequeira 0001, Tiago João Vieira Guerreiro, Patrícia Alves-Oliveira |
HRI | 4 |
| 2025 | Awareness in Collaborative Mixed-Visual Ability Tangible Programming Activities
Filipa Rocha, Hugo Simão, João Nogueira, Isabel Neto, Tiago João Vieira Guerreiro, Hugo Nicolau |
CHI | 4 |
| 2025 | Digital Technologies for Deaf and Hard of Hearing Children: a Systematic Review, Critical Reflections, and Future Research Directions
Isabel Neto, Ana Cristina Pires 0001, Catarina Tomé-Pires, Hugo Nicolau |
CHI | 2 |
| 2025 | Workshop YOUR Study Design 2025! Participatory Critique and Refinement of Participants' StudiesabstractStudy design is critical in Human-Robot Interaction (HRI) due to its highly interdisciplinary nature, that spans a wide range of domains and often presents significant hurdles for novice researchers. Building on the success of the previous years, the fourth edition of the “Workshop Your Study Design” addresses this challenge by pairing early-stage researchers with experienced mentors to refine their study designs and offering mentor-led talks on key HRI topics, tailored to this year's conference sustainability theme. Participants are invited to submit a 2–4 page study proposal focusing on methodology and data analysis. Accepted submissions are discussed in small mentor-led groups, where participants receive targeted feedback on their study designs and can also benefit from engaging in discussions about other participants' submissions. Our expert mentors this year bring expertise in areas such as participatory design, qualitative analysis and longitudinal studies. Thus, the workshop aims to foster a collaborative environment where participants can not only strengthen their study designs, but also gain valuable insights and build lasting connections within the HRI community. Joana Brito, Mayumi Mohan, Anouk Neerincx, Demiana R. Barsoum, Isabel Neto |
HRI | 5 |
| 2025 | Investigating crossmodal correspondences between vibrotactile stimuli, colour, and emotionsabstractThere is an increasing interest in Human–computer Interaction in multisensory interactive systems, creating a need to deepen our understanding of how multiple sensory modalities relate to and affect each other. We extend prior research on crossmodal correspondences by investigating colour and emotional associations with pure vibrotactile stimuli. We asked 32 participants to assign colour properties (hue and brightness) and emotional categories (pleasure, arousal, and dominance) to stimuli of varying amplitude and angular frequency . We found that perceptions of pleasure and arousal increased with amplitude and angular frequency, but negative and relaxing emotional states were not able to convey. We also found associations between vibrotactile stimuli and colour properties. High amplitude stimuli were linked to warm colours and darker shades, while low amplitude was associated with brighter shades and greater variance in hue. We finish by discussing the causal mechanisms of crossmodal correspondences and contribute a design space for creating multisensory experiences. Isabel Neto, Isabel Soares, Ana Paiva 0001, Hugo Nicolau |
Int. J. Hum. Comput. Stud. | 1 |
| 2025 | Reimagining Multidisciplinary Teams: Challenges and Opportunities for LLMs in Cancer MDTsabstractMultidisciplinary teams are crucial in tailoring cancer care through collaborative decision-making involving several clinical specialties. The inherent complexity of clinical cases, the increasing abundance of unstructured textual data, and the time restrictions of professionals pose significant challenges to team coordination and patient care. This creates an opportunity for generative AI technologies, such as LLMs, to enhance collaborative work. Despite the growing interest in HCI research to explore LLMs in healthcare, we have yet to understand clinicians' perspectives on this emerging technology in multidisciplinary teams. Our work investigates the challenges, expectations and opportunities for LLMs in this context through a speculative approach. We leveraged the Futures Cone framework and conducted a qualitative study with 11 physicians from different cancer multidisciplinary teams. We contribute with an analysis of themes that emerged from individual interviews and a focus group, highlighting LLMs' potential to enhance and reshape multidisciplinary teams' practices. In addition, we uncover concerns and coping strategies related to LLMs' adoption and provide a set of design opportunities to inform the development of technologies for LLM-enhanced multidisciplinary teams. Soraia Paulo, Isabel Neto, Nuno Leitão Figueiredo, Daniel Simões Lopes, Hugo Nicolau |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2024 | Ethical Concerns when Working with Mixed-Ability Groups of ChildrenabstractAccessibility research has gained traction, yet ethical gaps persist in the inclusion of individuals with disabilities, especially children. Inclusive research practices are essential to ensure that research and design solutions cater to the needs of all individuals, regardless of their abilities. Working with children with disabilities in Human-Computer Interaction and Human-Robot Interaction presents a unique set of ethical dilemmas. These young participants often require additional care, support, and accommodations, which can fall off researchers’ resources or expertise. The lack of clear guidance on navigating these challenges further aggravates the problem. To provide a basis on which to address this issue, we adopt a critical reflective approach, evaluating our impact by analyzing two case studies involving children with disabilities in HCI/HRI research. Flowing from these, we call for a shift in our approach to ethics in participatory research contexts to one that is processual, situational, and community-led. Ana O. Henriques, Patricia Piedade, Filipa Rocha, Isabel Neto, Hugo Nicolau |
ASSETS | 4 |
| 2024 | Inclusion as a Process: Co-Designing an Inclusive Robotic Game with Neurodiverse ClassroomsabstractNeurodivergent children spend most of their time in neurodiverse schools alongside their neurotypical peers and often face social exclusion. Inclusive play activities are a strong vehicle of inclusion. Unfortunately, games designed for the specific needs of neurodiverse groups are scarce. Given the potential of robots to support play, we led a co-design process to build an inclusive robotic game for neurodiverse classrooms. We conducted five co-design workshops, engaging 80 children from neurodiverse classrooms in designing an inclusive game. Employing the resulting design insights, we iteratively prototyped and playtested a tabletop robotic game leveraging off-the-shelf robots. Reflecting upon our findings, we discuss how the longitudinal co-design process (rather than the resulting game) was key in allowing children the space to learn how to accommodate accessibility needs and create inclusive play experiences. We posit the use of co-design to enhance children’s interpersonal relationships, fosters feelings of ownership, and encourages appropriation practices as a strategy to sustain inclusive experiences that extend beyond project timelines or artefact designs. Patricia Piedade, Isabel Neto, Ana Cristina Pires 0001, Rui Prada, Hugo Nicolau |
ASSETS | 2 |
| 2024 | Conveying Emotions through Shape-changing to Children with and without Visual ImpairmentabstractShape-changing skin is an exciting modality due to its accessible and engaging nature. Its softness and flexibility make it adaptable to different interactive devices that children with and without visual impairments can share. Although their potential as an emotionally expressive medium has been shown for sighted adults, their potential as an inclusive modality remains unexplored. This work explores the shape-emotional mappings in children with and without visual impairment. We conducted a user study with 50 children (26 with visual impairment) to investigate their emotional associations with five skin shapes and two movement conditions. Results show that shape-emotional mappings are dependent on visual abilities. Our study raises awareness of the influence of visual experiences on tactile vocabulary and emotional mapping among sighted, low-vision, and blind children. We finish discussing the causal associations between tactile stimuli and emotions and suggest inclusive design recommendations for shape-changing devices. Isabel Neto, Filipa Correia, Filipa Rocha, Guy Hoffman, Hugo Nicolau, Ana Paiva 0001 |
CHI | 1 |
| 2024 | The Effects of Observing Robotic Ostracism on Children's Prosociality and Basic NeedsabstractResearch on robotic ostracism is still scarce and has only explored its effects on adult populations. Although the results revealed important carryover effects of robotic exclusion, there is no evidence yet that those results occur in child-robot interactions. This paper provides the first exploration of robotic ostracism with children. We conducted a study using the Robotic Cyberball Paradigm in a third-person perspective with a sample of 52 children aged between five to ten years old. The experimental study had two conditions: Exclusion and Inclusion. In the Exclusion condition, children observed a peer being excluded by two robots; while in the Inclusion condition, the observed peer interacted equally with the robots. Notably, even 5-year-old children could discern when robots excluded another child. Children who observed exclusion reported lower levels of belonging and control, and exhibited higher prosocial behaviour than those witnessing inclusion. However, no differences were found in children's meaningful existence, self-esteem, and physical proximity across conditions. Our user study provides important methodological considerations for applying the Robotic Cyberball Paradigm with children. The results extend previous literature on both robotic ostracism with adults and interpersonal ostracism with children. We finish discussing the broader implications of children observing ostracism in human-robot interactions. Filipa Correia, Isabel Neto, Soraia Paulo, Patricia Piedade, Hadas Erel, Ana Paiva 0001, Hugo Nicolau |
HRI | 2 |
| 2024 | "I'm Not Touching You. It's The Robot!": Inclusion Through A Touch-Based Robot Among Mixed-Visual Ability ChildrenabstractChildren with visual impairments often struggle to fully participate in group activities due to limited access to visual cues. They have difficulty perceiving what is happening, when, and how to act-leading to children with and without visual impairments being frustrated with the group activity, reducing mutual interactions. To address this, we created Touchibo, a tactile storyteller robot acting in a multisensory setting, encouraging touch-based interactions. Touchibo provides an inclusive space for group interaction as touch is a highly accessible modality in a mixed-visual ability context. In a study involving 107 children (37 with visual impairments), we compared Touchibo to an audio-only storyteller. Results indicate that Touchibo significantly improved children's individual and group participation perception, sparking touch-based interactions and the storyteller was more likable and helpful. Our study highlights touch-based robots' potential to enrich children's social interactions by prompting interpersonal touch, particularly in mixed-visual ability settings. Isabel Neto, Filipa Correia, Filipa Rocha, João Nogueira, Katharina Buckmayer, Guy Hoffman, Hugo Nicolau, Ana Paiva 0001 |
HRI | 1 |
| 2023 | PartiPlay: A Participatory Game Design Kit for Neurodiverse ClassroomsabstractPlay is a central aspect of childhood development, with games as a vital tool to promote it. However, neurodivergent children, especially those in neurodiverse environments, are underserved by HCI games research. Most existing work takes on a top-down approach, disregarding neurodivergent interest for the majority of the design process. Co-design is often proposed as a tool to create truly accessible and inclusive gaming experiences. Nevertheless, co-designing with neurodivergent children within neurodiverse groups brings about unique challenges, such as different communication styles, sensory needs and preferences. Building upon recommendations from prior work in neurodivergent, mixed-ability, and child-led co-design, we propose a concrete participatory game design kit for neurodiverse classrooms: PartiPlay. Moreover, we present preliminary findings from an in-the-wild experiment with the said kit, showcasing its ability to create an inclusive co-design process for neurodiverse groups of children. We aim to provide actionable steps for future participatory design research with neurodiverse children. Patricia Piedade, Isabel Neto, Ana Cristina Pires 0001, Rui Prada, Hugo Nicolau |
ASSETS | 2 |
| 2023 | Coding Together: On Co-located and Remote Collaboration between Children with Mixed-Visual AbilitiesabstractCollaborative coding environments foster learning, social skills, computational thinking training, and supportive relationships. In the context of inclusive education, these environments have the potential to promote inclusive learning activities for children with mixed-visual abilities. However, there is limited research focusing on remote collaborative environments, despite the opportunity to design new modes of access and control of content to promote more equitable learning experiences. We investigated the tradeoffs between remote and co-located collaboration through a tangible coding kit. We asked ten pairs of mixed-visual ability children to collaborate in an interdependent and asymmetric coding game. We contribute insights on six dimensions - effectiveness, computational thinking, accessibility, communication, cooperation, and engagement - and reflect on differences, challenges, and advantages between collaborative settings related to communication, workspace awareness, and computational thinking training. Lastly, we discuss design opportunities of tangibles, audio, roles, and tasks to create inclusive learning activities in remote and co-located settings. Filipa Rocha, Filipa Correia, Isabel Neto, Ana Cristina Pires 0001, João Guerreiro 0002, Tiago João Vieira Guerreiro, Hugo Nicolau |
CHI | 3 |
| 2023 | The Robot Made Us Hear Each Other: Fostering Inclusive Conversations among Mixed-Visual Ability ChildrenabstractInclusion is key in group work and collaborative learning. We developed a mediator robot to support and promote inclusion in group conversations, particularly in groups composed of children with and without visual impairment. We investigate the effect of two mediation strategies on group dynamics, inclusion, and perception of the robot. We conducted a within-subjects study with 78 children, 26 experienced visual impairments, in a decision-making activity. Results indicate that the robot can foster inclusion in mixed-visual ability group conversations. The robot succeeds in balancing participation, particularly when using a highly intervening mediating strategy (directive strategy). However, children feel more heard by their peers when the robot is less intervening (organic strategy). We extend prior work on social robots to assist group work and contribute with a mediator robot that enables children with visual impairments to engage equally in group conversations. We finish by discussing design implications for inclusive social robots. Isabel Neto, Filipa Correia, Filipa Rocha, Patricia Piedade, Ana Paiva 0001, Hugo Nicolau |
HRI | 1 |
| 2022 | Co-Designing with Mixed-Ability Groups of Children to Promote Inclusive EducationabstractIn this half-day workshop, we will explore how to co-design technology in inclusive classrooms where children have diverse sensory, motor, cognitive or behavioral abilities. We will discuss barriers and opportunities in co-designing for inclusion, exploring techniques and tools to support learning in a collaborative environment. We encourage researchers, educators, parents, and other stakeholders to participate and provide their expertise and know-how in improving these environments, with an aim to support both inclusion and collaboration; and children’s exploration of their own interests and approaches to learning. We seek to better understand research experiences in these environments, co-design techniques that were successfully used, and what they can teach the broader field of interaction design for children. Ana Cristina Pires 0001, Isabel Neto, Emeline Brulé, Laura Malinverni, Oussama Metatla, Juan Pablo Hourcade |
IDC | 2 |
| 2022 | Co-designing a Bespoken Wearable Display for People with Dissociative Identity DisorderabstractDissociative Identity Disorder (DID) is characterized by the presence of at least two distinct identities in the same individual. This paper describes a co-design process with a person living with DID. We first aimed to uncover the main challenges experienced by the co-designer as well as design opportunities for novel technologies. We then engaged in a prototyping stage to design a wearable display (WhoDID) to facilitate in-person social interactions. The prototype aims to be used as a necklace and enable the user to make their fronting personality visible to others. Thus, facilitating social encounters or sudden changes of identity. We reflect on the design features of WhoDID in the broader context of supporting people with DID. Moreover, we provide insights on co-designing with someone with multiple (sometimes conflicting) personalities regarding requirement elicitation, decision-making, prototyping, and ethics. To our knowledge, we report the first design process with a DID user within the ASSETS and CHI communities. We aim to encourage other assistive technology researchers to design with DID users. Patricia Piedade, Nikoletta Matsur, Catarina Alexandra Rebelo Rodrigues, Francisco Cecilio, Afonso Marques, Rings Of Saturn, Isabel Neto, Hugo Nicolau |
ASSETS | 7 |
| 2022 | Inclusive'R'Stories: An Inclusive Storytelling Activity with an Emotional RobotabstractStorytelling has the potential to be an inclusive and collaborative activity. However, it is unclear how interactive storytelling systems can support such activities, particularly when considering mixed-visual ability children. In this paper, we present an interactive multisensory storytelling system and explore the extent to which an emotional robot can be used to support inclusive experiences. We investigate the effect of the robot's emotional behavior on the joint storytelling process, resulting narratives, and collaboration dynamics. Results show that when children co-create stories with a robot that exhibits emotional behaviors, they include more emotive elements in their stories and explicitly accept more ideas from their peers. We contribute with a multisensory environment that enables children with visual impairments to engage in joint storytelling activities with their peers and analyze the effect of a robot's emotional behaviors on an inclusive storytelling experience. Cristiana Antunes, Isabel Neto, Filipa Correia, Ana Paiva 0001, Hugo Nicolau |
HRI | 2 |
| 2021 | Accembly at Home: Accessible Spatial Programming for Children with Visual Impairments and their FamiliesabstractAccessible introductory programming environments are scarce, and their study within ecological settings (e.g., at home) is almost non-existent. We present ACCembly, an accessible block-based environment that enables children with visual impairments to perform spatial programming activities. ACCembly allows children to assemble tangible blocks to program a multimodal robot. We evaluated this approach with seven families that used the system autonomously at home. Results showed that both the children and family members learned from what was an inclusive and engaging experience. Children leveraged fundamental computational thinking concepts to solve spatial programming challenges; parents took different roles as mediators, some actively teaching and scaffolding, others learning together with their child. We contribute with an environment that enables children with visual impairments to engage in spatial programming activities, an analysis of parent-child interactions, and reflections on inclusive programming environments within a shared family experience. Filipa Rocha, Ana Cristina Pires 0001, Isabel Neto, Hugo Nicolau, Tiago João Vieira Guerreiro |
IDC | 3 |
| 2021 | Community Based Robot Design for Classrooms with Mixed Visual Abilities ChildrenabstractVisually impaired children (VI) face challenges in collaborative learning in classrooms. Robots have the potential to support inclusive classroom experiences by leveraging their physicality, bespoke social behaviors, sensors, and multimodal feedback. However, the design of social robots for mixed-visual abilities classrooms remains mostly unexplored. This paper presents a four-month-long community-based design process where we engaged with a school community. We provide insights into the barriers experienced by children and how social robots can address them. We also report on a participatory design activity with mixed-visual abilities children, highlighting the expected roles, attitudes, and physical characteristics of robots. Findings contextualize social robots within inclusive classroom settings as a holistic solution that can interact anywhere when needed and suggest a broader view of inclusion beyond disability. These include children’s personality traits, technology access, and mastery of school subjects. We finish by providing reflections on the community-based design process. Isabel Neto, Hugo Nicolau, Ana Paiva 0001 |
CHI | 1 |
| 2020 | Using tabletop robots to promote inclusive classroom experiencesabstractGeometry and handwriting rely heavily on the visual representation of basic shapes. It can become challenging for students with visual impairments to perceive these shapes and understand complex spatial constructs. For instance, knowing how to draw is highly dependent on spatial and temporal components, which are often inaccessible to children with visual impairments. Hand-held robots, such as the Cellulo robots, open unique opportunities to teach drawing and writing through haptic feedback. In this paper, we investigate how these tangible robots could support inclusive, collaborative learning activities, particularly for children with visual impairments. We conducted a user study with 20 pupils with and without visual impairments, where they engaged in multiple drawing activities with tangible robots. We contribute novel insights on the design of children-robot interaction, learning shapes and letters, children engagement, and responses in a collaborative scenario that address the challenges of inclusive learning. Isabel Neto, Wafa Johal, Marta Couto, Hugo Nicolau, Ana Paiva 0001, Arzu Güneysu |
IDC | 1 |