VLDB 2026 Research / reviewers in the wild / expert
Manesha Andradi
dblp:304/1453
· DBLP profile ↗
4ranked-venue papers
2as first author
4since 2021 · last 2026
0000-0003-2771-9472ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 4 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Interactive Intent-Based Image Recommendations for Assistive Communication: Insights from an Iterative User StudyabstractIndividuals with intellectual disability often face challenges in expressing intentions and initiating conversations. While assistive communication technologies typically emphasize language acquisition, generic image browsers enable open-ended self-expression without structured symbols or language. Building on prior work showing that intent-based image recommendations represent potential meanings of a selected image, we examine how such suggestions are taken up in real communicative practice. We studied an assistive communication prototype that uses generative AI to provide intent-based image suggestions. The study was conducted across multiple sessions with 15 adults with intellectual disability, varying facilitation and interaction framing to examine how these suggestions shaped conversational flow. Our findings indicate that intent-based image suggestions played multiple interactional roles, including prompting expression, clarification, and sustaining conversation. We also identify moments of misalignment, where suggestions failed to align with users’ communicative goals due to missing cultural context or interactional support. We discuss interaction mechanisms and design implications for intent-based assistive communication systems to support inclusive and effective communication. Alieh Hajizadeh Saffar, Laurianne Sitbon, Sirinthip Roomkham, Manesha Andradi |
DIS | 4 |
| 2024 | Using Psychophysiological Data to Facilitate Reflective Conversations with Children about their Player ExperiencesabstractGiven the ubiquity of videogame play by children, concerns about the impacts of videogames, and increasing evidence of the benefits associated with digital play, it is important to evaluate the player experience (pX) of children. Moreover, it is essential to include children's voices in research about technologies designed for their use. However, eliciting rich, first-hand data on their experiences and perspectives is challenging because it requires children to articulate opinions in a pre-established context of general positivity towards games, alongside potential social desirability bias. In this paper, we present a methodology which uses children's psychophysiology as a prompt for reflective interviews, with two commercial off-the-shelf computer games (Rocket League and LEGO Builder's Journey). We consider the utility, reproducibility, reliability and validity of the method. In assessing the method, we discuss children's experience of wearing the sensors, the insights generated from the psychophysiological data, and the understanding that emerged when prompting children to reflect and comment on their own psychophysiological data. Janelle E. MacKenzie, Madison Klarkowski, Ella Horton 0001, Maryanne Theobald, Susan Danby, Lisa Kervin, Lance Barrie, Philippa K. Amery, Manesha Andradi, Simon Smith 0002, Regan L. Mandryk, Daniel Johnson 0001 |
Proc. ACM Hum. Comput. Interact. | 9 |
| 2022 | Socially Connecting Adults with Intellectual Disabilities Through Inclusive Co-Design of Tangible and Visual TechnologyabstractPeople with intellectual disabilities experience difficulties developing social connections with others as it heavily relies on verbal and written communication. Co-designing tangible and visual technology with people with intellectual disabilities can create new inclusive opportunities to connect with others and alternative modes of communication. This paper discusses a three stage research plan that has been created to explore such technologies, and provides findings from completing the first year of this research. This paper presents a broad research plan, what has been completed, and opportunities for novel research in the form of new technologies and design frameworks. Manesha Andradi |
ASSETS | 1 |
| 2021 | Expanding Designing for One to Invite Others Through Reverse InclusionabstractThis research aims to explore how tangible technology created through co-design can be designed in a way that invites social interaction for people with intellectual disability. We conducted co-design sessions with one participant to create a sensory musical blanket. As the trials were run in a collective environment, their peers were drawn to the developing design. The design method and unique interactions are key contributions of this research. Manesha Andradi, Filip Bircanin, Laurianne Sitbon, Margot Brereton |
ASSETS | 1 |