VLDB 2026 Research / reviewers in the wild / expert
Jasmine Lu
dblp:303/8410
· DBLP profile ↗
7ranked-venue papers
6as first author
7since 2021 · last 2025
0000-0002-1144-4016ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 7 · 6 first-author · 7 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | ProtoPCB: Reclaiming Printed Circuit Board E-waste as Prototyping MaterialabstractWe propose an interactive tool that enables reusing printed circuit boards (PCB) as prototyping materials to implement new circuits—this extends the utility of PCBs rather than discards them as e-waste. To enable this, our tool takes a user's desired circuit schematic and analyzes its components and connections to find methods of creating the user's circuit on discarded PCBs (e.g., e-waste, old prototypes). In our technical evaluation, we utilized our tool across a diverse set of PCBs and input circuits to characterize how often circuits could be implemented on a different board, implemented with minor interventions (trace-cutting or bodge-wiring), or implemented on a combination of multiple boards—demonstrating how our tool assists with exhaustive matching tasks that a user would not likely perform manually. We believe our tool offers: (1) a new approach to prototyping with electronics beyond the limitations of breadboards and (2) a new approach to reducing e-waste during electronics prototyping. Jasmine Lu, Sai Rishitha Boddu, Pedro Lopes 0001 |
CHI | 1 |
| 2024 | Designing Plant-Driven Actuators for Robots to Grow, Age, and DecayabstractDesigning plant-driven actuators presents an opportunity to create new types of devices that grow, age, and decay, such as robots that embody these qualities in their physical structure. Plant-robot hybrids that grow and decay incorporate unpredictable and gradual transformations inherent across living organisms and suggest an alternative to the design principles of immediacy, responsiveness, control, accuracy, and durability commonly found in robotic design. To explore this, we present a design space of primitives for plant-driven robotic actuators. Proof-of-concept prototypes illustrate how concepts like slow change, slow movement, decay, and destruction can be incorporated into robotic forms. We describe the design considerations required for building plant-driven actuators for robots, including experimental findings regarding the mechanical properties of plant forces. Finally, we speculate on the potential benefits of plant-robot hybrids to interactive domains such as robotics. Jasmine Lu, Nathan Scinto-Madonich, Miguel Alfonso Pineros, Pedro Lopes 0001, Guy Hoffman |
Conference on Designing Interactive Systems | 2 |
| 2024 | (W)E-waste: Creative Making with Wasted Computing DevicesabstractComputing devices become waste for a variety of reasons. They breakdown, become obsolete, or are no longer trendy. These events are so common that currently, e-waste has become the largest consumer waste stream in the world. However, taking apart e-waste devices reveals how they often contain many useful parts and components that could be scrapped and creatively integrated into new forms. These include highly expressive materials like sensors, displays, micro-controllers, etc. This workshop will explore processes in creative making with e-waste, examining the unique materiality of e-waste and how its reuse differs and/or converges with other material reuse processes. To do so, our workshop will combine hands-on activities (tear downs, rapid prototyping, and tutorials) with discussion of the challenges and opportunities in this space. We aim to use these activities to explore how HCI can better support the creative acts of making with e-waste across a wide audience. Jasmine Lu, Ilan Mandel, Wendy Ju, Pedro Lopes 0001 |
Creativity & Cognition | 1 |
| 2024 | Unmaking Electronic WasteabstractThe proliferation of new technologies has led to a proliferation of unwanted electronic devices. E-waste is the largest-growing consumer waste-stream worldwide, but also an issue often ignored. In fact, HCI primarily focuses on designing and understanding device interactions during one segment of their lifecycles—while users use them. Researchers overlook a significant space—when devices are no longer “useful” to the user, such as after breakdown or obsolescence. We argue that HCI can learn from experts who upcycle e-waste and give it second lives in electronics projects, art projects, educational workshops, and more. To acquire and translate this knowledge to HCI, we interviewed experts who unmake e-waste. We explore their practices through the lens of unmaking both when devices are physically unmade and when the perception of e-waste is unmade once waste becomes, once again, useful . Last, we synthesize findings into takeaways for how HCI can engage with the issue of e-waste. Jasmine Lu, Pedro Lopes 0001 |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2023 | ecoEDA: Recycling E-waste During Electronics DesignabstractThe amount of e-waste generated by discarding devices is enormous but options for recycling remain limited. However, inside a discarded device (from consumer devices to one's own prototypes), an electronics designer could find dozens to thousands of reusable components, including microcontrollers, sensors, voltage regulators, etc. Despite this, existing electronic design tools assume users will buy all components anew. To tackle this, we propose ecoEDA, an interactive tool that enables electronics designers to explore recycling electronic components during the design process. We accomplish this via (1) creating suggestions to assist users in identifying and designing with recycled components; and (2) maintaining a library of useful data relevant to reuse (e.g., allowing users to find which devices contain which components). Through example use-cases, we demonstrate how our tool can enable various pathways to recycling e-waste. To evaluate it, we conducted a user study where participants used our tool to create an electronic schematic with components from torn-down e-waste devices. We found that participants’ designs made with ecoEDA featured an average of 66% of recycled components. Last, we reflect on challenges and opportunities for building software that promotes e-waste reuse. Jasmine Lu, Beza Desta, K. D. Wu, Romain Nith, Joyce E. Passananti, Pedro Lopes 0001 |
UIST | 1 |
| 2022 | Integrating Living Organisms in Devices to Implement Care-based InteractionsabstractResearchers have been exploring how incorporating care-based interactions can change the user's attitude & relationship towards an interactive device. This is typically achieved through virtual care where users care for digital entities. In this paper, we explore this concept further by investigating how physical care for a living organism, embedded as a functional component of an interactive device, also changes user-device relationships. Living organisms differ as they require an environment conducive to life, which in our concept, the user is responsible for providing by caring for the organism (e.g., feeding it). We instantiated our concept by engineering a smartwatch that includes a slime mold that physically conducts power to a heart rate sensor inside the device, acting as a living wire. In this smartwatch, the availability of heart-rate sensing depends on the health of the slime mold—with the user's care, the slime mold becomes conductive and enables the sensor; conversely, without care, the slime mold dries and disables the sensor (resuming care resuscitates the slime mold). To explore how our living device was perceived by users, we conducted a study where participants wore our slime mold-integrated smartwatch for 9-14 days. We found that participants felt a sense of responsibility, developed a reciprocal relationship, and experienced the organism's growth as a source of affect. Finally, to allow engineers and designers to expand on our work, we abstract our findings into a set of technical and design recommendations when engineering an interactive device that incorporates this type of care-based relationship. Jasmine Lu, Pedro Lopes 0001 |
UIST | 1 |
| 2021 | Chemical Haptics: Rendering Haptic Sensations via Topical StimulantsabstractWe propose a new class of haptic devices that provide haptic sensations by delivering liquid-stimulants to the user's skin; we call this chemical haptics. Upon absorbing these stimulants, which contain safe and small doses of key active ingredients, receptors in the user's skin are chemically triggered, rendering distinct haptic sensations. We identified five chemicals that can render lasting haptic sensations: tingling (sanshool), numbing (lidocaine), stinging (cinnamaldehyde), warming (capsaicin), and cooling (menthol). To enable the application of our novel approach in a variety of settings (such as VR), we engineered a self-contained wearable that can be worn anywhere on the user's skin (e.g., face, arms, legs). Implemented as a soft silicone patch, our device uses micropumps to push the liquid stimulants through channels that are open to the user's skin, enabling topical stimulants to be absorbed by the skin as they pass through. Our approach presents two unique benefits. First, it enables sensations, such as numbing, not possible with existing haptic devices. Second, our approach offers a new pathway, via the skin's chemical receptors, for achieving multiple haptic sensations using a single actuator, which would otherwise require combining multiple actuators (e.g., Peltier, vibration motors, electro-tactile stimulation). We evaluated our approach by means of two studies. In our first study, we characterized the temporal profiles of sensations elicited by each chemical. Using these insights, we designed five interactive VR experiences utilizing chemical haptics, and in our second user study, participants rated these VR experiences with chemical haptics as more immersive than without. Finally, as the first work exploring the use of chemical haptics on the skin, we offer recommendations to designers for how they may employ our approach for their interactive experiences. Jasmine Lu, Jas Brooks, Pedro Lopes 0001 |
UIST | 1 |