VLDB 2026 Research / reviewers in the wild / expert
Silvia Cazacu
dblp:269/2555
· DBLP profile ↗
4ranked-venue papers
3as first author
3since 2021 · last 2026
0000-0002-7952-0919ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Revealing the Power Dynamics of Collaborative Sense-Making Supported by Participatory Data PhysicalizationabstractWhile it is proven that the individual construction of a data physicalization aids personal sense-making, little is known about how sense-making is negotiated when it is shared by multiple, co-located participants. Since participatory data physicalization can inadvertently prioritize dominant views, we interpreted data feminism principles to design a collaborative physicalization construction process that empowers stakeholders and participants to co-determine how meanings are represented. This process revealed how the interplay of physical and non-physical actions during construction negotiations supported collaborative sense-making among 14 groups of 55 participants during 4 workshops, enabling us to articulate how explicit power is embodied by the physicalization artifact and negotiated between authoring and collaborating participants, and facilitators; whereas tacit power operates through artifact meanings, participant identity and design decisions. By providing one operationalization of data-feminist critique into the form of design requirements, our contributions support the design of more equitable physicalization and visualization construction methods. Silvia Cazacu, Georgia Panagiotidou 0001, Andrew Vande Moere |
CHI | 1 |
| 2025 | Disentangling the Power Dynamics in Participatory Data PhysicalisationabstractParticipatory data physicalisation (PDP) is recognised for its potential to support data-driven decisions among stakeholders who collaboratively construct physical elements into commonly insightful visualisations. Like all participatory processes, PDP is however influenced by underlying power dynamics that might lead to issues regarding extractive participation, marginalisation, or exclusion, among others. We first identified the decisions behind these power dynamics by developing an ontology that synthesises critical theoretical insights from both visualisation and participatory design research, which were then systematically applied unto a representative corpus of 23 PDP artefacts. By revealing how shared decisions are guided by different agendas, this paper presents three contributions: 1) a cross-disciplinary ontology that facilitates the systematic analysis of existing and novel PDP artefacts and processes; which leads to 2) six PDP agendas that reflect the key power dynamics in current PDP practice, revealing the diversity of orientations towards stakeholder participation in PDP practice; and 3) a set of critical considerations that should guide how power dynamics can be balanced, such as by reflecting on how issues are represented, data is contextualised, participants express their meanings, and how participants can dissent with flexible artefact construction. Consequently, this study advances a feminist research agenda by guiding researchers and practitioners in openly reflecting on and sharing responsibilities in data physicalisation and participatory data visualisation. Silvia Cazacu, Georgia Panagiotidou 0001, Thérèse Steenberghen, Andrew Vande Moere |
CHI | 1 |
| 2025 | Infrastructuring Critical Data Literacy through Role-playing: a Retrospective Study of the Game 'Datopolis'abstractOrganisations require diverse technological infrastructures to create value from data. Because these infrastructures are often haphazardly developed, they cause frictions between the socio-technical agencies of the involved stakeholders. Datopolis is a role-playing game consisting of cards, tiles and tokens that was specifically designed to support such stakeholders to experience, understand and reflect on how data infrastructures should be developed and maintained. Although the game has reached more than 20 organisations in 8 different countries since its original release 8 years ago, little is known about how its resources and rules actually elicit critical reflection among its players. By conducting a retrospective qualitative study consisting of 27 interviews with stakeholders, we uncovered that the prototypical role-playing narrative drives critical reflection through 3 facilitation approaches and 3 play strategies that are anchored in organisational contexts shared among players. We are thus able to present three contributions: 1) a retrospective study grounded in interviews with actual stakeholders being affected by the game; 2) an overview of play strategies and facilitation approaches that enacted the infrastructuring processes through role-play; and 3) critical considerations to operationalise how role-play supports learning, situated in real-world contexts and shaped by facilitation. This study calls for a critical examination of the role of interpretation during learning activities to empower stakeholders in reclaiming control over organisational practices. Silvia Cazacu, Elena Simperl, Gefion Thuermer, Joe Massey, Thérèse Steenberghen, Georgia Panagiotidou 0001, Andrew Vande Moere |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2020 | Design Card Sets: Systematic Literature Survey and Card Sorting StudyabstractDesign cards are a popular way for designers to encode and communicate design knowledge. Aiming to inform the designers of such design tools we set out to characterize the design space of design cards in a two-pronged approach involving a) a systematic literature survey on the use of design cards and b) card sorting interviews, which were carried out in order to characterize the first impressions of design cards from design students, for different formal qualities and content of design cards. Our results point towards a need to develop more abstract and evocative presentations, that are visually attractive while supporting a flexible application of cards. Future research could explore whether such preferences are consistent with how card sets are used during design processes in practice. Tessa Aarts, Linas K. Gabrielaitis, Lianne C. de Jong, Renee Noortman, Emma M. van Zoelen, Sophia Kotea, Silvia Cazacu, Lesley L. Lock, Panos Markopoulos 0001 |
Conference on Designing Interactive Systems | 7 |