Andrés Lucero

dblp:35/3202 · also Andrés A. Lucero · DBLP profile ↗
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62ranked-venue papers
10as first author
17since 2021 · last 2026
0000-0002-7176-2884ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 61 · 9 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
YearPublicationVenuePosition
2026 留白 (Liubai) at a Hushed Sanctuary: Layered Reflections on an Artist Residency
abstract
Considering that silence has long been intertwined with ritual and spiritual practice, we explore how digital technology might support silence thereby allowing space for reflection, attunement, and meaning-making. How does the Chinese aesthetic concept of liubai(留白,“empty space”) open up new ways of designing for noticing and reflection? In this paper, we present lived experiences of shared silence and meditation within a one-month artist residency. By weaving together field study with interview data, first-person inquiry and artistic artefacts, we offer empirical insights at the intersection of art, spirituality, and HCI. Through this study, the residency became a site to both experiment with artistic practice and explore silence as a positive and creative practice for attentive noticing. We discuss dwelling in the in-between, the art of liubai in design, a technical inward turn, and posthuman perspectives to inform a design agenda for techno-spirituality with broader implications for future research in HCI.
Xiaran Song, Caroline Claisse, Andrés Lucero
CHI3
2025 Infinity Book: Speculating Literary Expressions in the Age of Generative AI
abstract
This paper explores the ethical, social, political, and philosophical implications of generative AI (GenAI) on human creativity, contributing to the current discussions on the impact of AI. We use speculative and critical design as our approach to avoid abstract guesswork and provide more nuanced and concrete insights into the matter at hand. We conducted five speculative design workshops centered on Infinity Book, a fictional system capable of generating any kind of literary work. Participants used brainwriting, the Future Ripples method, and dialogue-labs to explore potential futures and socio-material impacts of such technology. Reflexive Thematic Analysis was employed to analyze the results from the workshops, and we developed twelve design fictions that illustrate diverse uses and societal implications of GenAI. Based on these results, we formulated three strong concepts, Authenticity, Creative Agency, and Liveness, that link concrete design considerations with broader philosophical discussions. © 2025 Copyright held by the owner/author(s).
Jussi Holopainen, Joon Gi Shin, Erkka Nissinen, Andrés Lucero
Conference on Designing Interactive Systems5
2025 No Evidence for LLMs Being Useful in Problem Reframing
abstract
Problem reframing is a designerly activity wherein alternative perspectives are created to recast what a stated design problem is about. Generating alternative problem frames is challenging because it requires devising novel and useful perspectives that fit the given problem context. Large language models (LLMs) could assist this activity via their generative capability. However, it is not clear whether they can help designers produce high-quality frames. Therefore, we asked if there are benefits to working with LLMs. To this end, we compared three ways of using LLMs (N=280): 1) free-form, 2) direct generation, and 3) a structured approach informed by a theory of reframing. We found that using LLMs does not help improve the quality of problem frames. In fact, it increases the competence gap between experienced and inexperienced designers. Also, inexperienced ones perceived lower agency when working with LLMs. We conclude that there is no benefit to using LLMs in problem reframing and discuss possible factors for this lack of effect.
Joon Gi Shin, Anna Polyanskaya, Andrés Lucero, Antti Oulasvirta
CHI3
2025 Walking in My Shoes: An Autoethnography of Techno-Spiritual Practices
abstract
Technology has become deeply woven into the practices of faith communities who engage in shared prayer, online worship, or meditation. Despite a growing body of research on religious/spiritual practices, the Human-Computer Interaction (HCI) community has yet to fully investigate Techno-Spirituality, especially through a first-person approach. We explored prayer experiences to understand which elements evoke such experiences from a Christian perspective. We present results from an eight-month autoethnographic study of private prayer by the first author, also a community member, while incorporating both technological (e.g., a Muse 2 electroencephalogram headband) and non-technological (e.g., religious iconography) media. We reflect on emerging practices and limitations of integrating technology during Christian prayer. This paper provides empirical insights on spiritual practices with technologies, and contributes to discourses on Techno-Spirituality in HCI.
Xiaran Song, Anqi Wang 0005, Andrés Lucero
CHI3
2024 Understanding Human-AI Workflows for Generating Personas
abstract
One barrier to deeper adoption of user-research methods is the amount of labor required to create high-quality representations of collected data. Trained user researchers need to analyze datasets and produce informative summaries pertaining to the original data. While Large Language Models (LLMs) could assist in generating summaries, they are known to hallucinate and produce biased responses. In this paper, we study human–AI workflows that differently delegate subtasks in user research between human experts and LLMs. Studying persona generation as our case, we found that LLMs are not good at capturing key characteristics of user data on their own. Better results are achieved when we leverage human skill in grouping user data by their key characteristics and exploit LLMs for summarizing pre-grouped data into personas. Personas generated via this collaborative approach can be more representative and empathy-evoking than ones generated by human experts or LLMs alone. We also found that LLMs could mimic generated personas and enable interaction with personas, thereby helping user researchers empathize with them. We conclude that LLMs, by facilitating the analysis of user data, may promote widespread application of qualitative methods in user research.
Joon Gi Shin, Michael A. Hedderich, Bartlomiej Jakub Rey, Andrés Lucero, Antti Oulasvirta
Conference on Designing Interactive Systems4
2022 A Co-Design Approach to Explore Health Data Representation for Older Adults in Chile and Ecuador
abstract
Displaying the information collected by mobile health technologies remains a challenge, especially when considering representation of health data for older adults - i.e., where and how to display data captured by health devices. We focus on an underrepresented group in HCI research: older adults in the global south, specifically in Chile and Ecuador. We studied the opinions of a group of 18 older adults on health data representation through interviews and remote co-design practices, encouraging them to imagine representations of health data through a presentation of personal objects. They imagined representations of health data in analog formats, where contextual information would be included. Visualization designs can be integrated into objects that older adults use frequently or are close to them. This study contributes design ideas on representations of health data for older adults in the global south and reflections on how to engage this population in remote co-design activities.
Gabriela Cajamarca, Valeria Herskovic, Andrés Lucero, Angeles Aldunate
Conference on Designing Interactive Systems3
2022 Adorned in Memes: Exploring the Adoption of Social Wearables in Nordic Student Culture
abstract
Social wearables promise to augment and enhance social interactions. However, despite two decades of HCI research on wearables, we are yet to see widespread adoption of social wearables into everyday life. More in-situ investigations into the social dynamics and cultural practices afforded by wearing interactive technology are needed to understand the drivers and barriers to adoption. To this end, we study social wearables in the context of Nordic student culture and the students’ practice of adorning boiler suits. Through a co-creation process, we designed Digi Merkki, a personalised interactive clothing patch. In a two-week elicitation diary study, we captured how 16 students adopted Digi Merkki into their social practices. We found that Digi Merkki afforded a variety of social interaction strategies, including sharing, spamming, and stealing pictures, which supported meaning-making and community-building. Based on our findings, we articulate “Memetic Expression” as a strong concept for designing social wearables.
Felix Anand Epp, Anna Kantosalo, Nehal Jain, Andrés Lucero, Elisa D. Mekler
CHI4
2022 Mold-It: Understanding how Physical Shapes affect Interaction with Handheld Freeform Devices
abstract
Advanced technologies are increasingly enabling the creation of interactive devices with non-rectangular form-factors but it is currently unclear what alternative form-factors are desirable for end-users. We contribute an understanding of the interplay between the rationale for the form factors of such devices and their interactive content through think-aloud design sessions in which participants could mold devices as they wished using clay. We analysed their qualitative reflections on how the shapes affected interaction. Using thematic analysis, we identified shape features desirable on handheld freeform devices and discuss the particularity of three themes central to the choice of form factors: freeform dexterity, shape features discoverability and shape adaptability (to the task and context). In a second study following the same experimental set-up, we focused on the trade off between dexterity and discoverability and the relation to the concept of affordance. Our work reveals the shape features that impact the most the choice of grasps on freeform devices from which we derive design guidelines for the design of such devices.
Marcos Serrano, Jolee Finch, Pourang Irani, Andrés Lucero, Anne Roudaut
CHI4
2022 Chatbots Facilitating Consensus-Building in Asynchronous Co-Design
abstract
Consensus-building is an essential process for the success of co-design projects. To build consensus, stakeholders need to discuss conflicting needs and viewpoints, converge their ideas toward shared interests, and grow their willingness to commit to group decisions. However, managing group discussions is challenging in large co-design projects with multiple stakeholders. In this paper, we investigate the interaction design of a chatbot that can mediate consensus-building conversationally. By interacting with individual stakeholders, the chatbot collects ideas to satisfy conflicting needs and engages stakeholders to consider others’ viewpoints, without having stakeholders directly interact with each other. Results from an empirical study in an educational setting (N = 12) suggest that the approach can increase stakeholders’ commitment to group decisions and maintain the effect even on the group decisions that conflict with personal interests. We conclude that chatbots can facilitate consensus-building in small-to-medium-sized projects, but more work is needed to scale up to larger projects.
Joon Gi Shin, Michael A. Hedderich, Andrés Lucero, Antti Oulasvirta
UIST3
2021 Data Agents: Promoting Reflection through Meaningful Representations of Personal Data in Everyday Life
abstract
Visual and physical representations of historical personal data have been discussed as artifacts that can lead to self-reflection through meaning-making. However, it is yet unclear how those two concepts relate to each other. We focus on meaningfulness, a part of meaning-making that relates to feelings. In this paper, we present three projects where mundane objects, our data agents, are combined in meaningful ways with personal data with the aim to trigger reflection by placing a person’s individual experience of data in relation to others’. To identify relationships between self-reflection and meaningfulness we use Fleck and Fitzpatrick’s framework to describe the levels of reflection that we found in our projects and Mekler and Hornbæk’s meaning framework to define the depth of reflection. We conclude with a discussion on four themes in which we outline how data agents informed the intersections between our central concepts. This paper, constitutes a first step towards unpacking those relationships and invites for further explorations by the HCI community.
Maria Karyda 0002, Elisa D. Mekler, Andrés Lucero
CHI3
2021 Exploring a Feedback-Oriented Design Process Through Curved Folding
abstract
The advancement of computational design and fabrication technologies has allowed combining physical and digital processes in architecture. Existing methods for physical-digital integration offer limited support for explorations with folded non-linear surfaces. This paper introduces a feedback-oriented design approach linking physical models with digital tools to enhance ideation processes in architecture. We employ paper as a medium for translating simple mock-up ideas to more elaborate digital design models. We explain the physical exploration, 3D scanning, digital simulation, and fabrication processes. Then, we discuss the results, observations, and limitations of this design approach.
Emrecan Gulay, Toni Kotnik, Andrés Lucero
CHI3
2021 Hardhats and Bungaloos: Comparing Crowdsourced Design Feedback with Peer Design Feedback in the Classroom
abstract
Feedback is an important aspect of design education, and crowdsourcing has emerged as a convenient way to obtain feedback at scale. In this paper, we investigate how crowdsourced design feedback compares to peer design feedback within a design-oriented HCI class and across two metrics: perceived quality and perceived fairness. We also examine the perceived monetary value of crowdsourced feedback, which provides an interesting contrast to the typical requester-centric view of the value of labor on crowdsourcing platforms. Our results reveal that the students (N = 106) perceived the crowdsourced design feedback as inferior to peer design feedback in multiple ways. However, they also identified various positive aspects of the online crowds that peers cannot provide. We discuss the meaning of the findings and provide suggestions for teachers in HCI and other researchers interested in crowd feedback systems on using crowds as a potential complement to peers.
Jonas Oppenlaender, Elina Kuosmanen, Andrés Lucero, Simo Hosio
CHI3
2021 Understanding the Role of Physical and Digital Techniques in the Initial Design Processes of Architecture
Emrecan Gulay, Andrés Lucero
INTERACT (2)2
2021 Opportunities and Challenges for Reflective Data-Objects in Long-Distance Relationships
Maria Karyda 0002, Andrés Lucero
INTERACT (5)2
2021 Focus, Structure, Reflection! Integrating User-Centred Design and Design Sprint
Virpi Roto, Marta Kristín Lárusdóttir, Andrés Lucero, Jan Stage, Ilja Smorgun
INTERACT (2)3
2021 Forming the Dog Internet: Prototyping a Dog-to-Human Video Call Device
abstract
Over the past decade, many systems have been developed for humans to remotely connect to their pets at home. Yet little attention has been paid to how animals can control such systems and what the implications are of animals using internet systems. This paper explores the creation of a video call device to allow a dog to remotely call their human, giving the animal control and agency over technology in their home. After building and prototyping a novel interaction method over several weeks and iterations, we test our system with a dog and a human. Analysing our experience and data, we reflect on power relations, how to quantify an animal's user experience and what interactive internet systems look like with animal users. This paper builds upon Human-Computer Interaction methods for unconventional users, uncovering key questions that advance the creation of animal-to-human interfaces and animal internet devices.
Ilyena Hirskyj-Douglas, Roosa Piitulainen, Andrés Lucero
Proc. ACM Hum. Comput. Interact.3
2021 Introduction to the Special Issue on First-Person Methods in HCI
abstract
In this introduction to the special issue on First-Person Methods in (Human-Computer Interaction) HCI, we present a brief overview of first-person methods, their origin, and their use in Human-Computer Interaction. We also detail the difference between first-person methods, second-person, and third-person methods, as a way to guide the reader when engaging the special issue articles. We articulate our motivation for putting together this special issue: we wanted a collection of works that would allow HCI researchers to develop further, define, and outline practices, techniques and implications of first-person methods. We trace links between the articles in this special issue and conclude with questions and directions for future work in this methodological space: working with boundaries, risk, and accountability.
Audrey Desjardins, Oscar Tomico, Andrés Lucero, Marta E. Cecchinato, Carman Neustaedter
ACM Trans. Comput. Hum. Interact.3
2020 Creating a Chatbot for and with Migrants: Chatbot Personality Drives Co-Design Activities
abstract
Information portals are usually created to support the integration of migrants into a host country. However, the information-seeking process can be exhausting, cumbersome and even confusing for migrants as they must cope with time-consuming information overload while searching desired information from lists of documents. Chatbots are easy-to-use, natural, and intuitive, and thus could support information-seeking. There is a lack of research that engages and empowers migrants and other stakeholders as co-design participants in chatbot development. We explored how migrants can be empowered in designing a chatbot that supports their social integration. Using a co-design approach, we conducted a series of activities with migrants and other stakeholders (i.e., online questionnaires, empathy probes, surveys, and co-design workshops) to first understand their expectations regarding chatbots, and then co-design a personality-driven chatbot. We found that chatbot personality can drive co-designing a chatbot as design goals, design directions, and design criteria.
Zhifa Chen, Mika P. Nieminen, Andrés Lucero
Conference on Designing Interactive Systems4
2020 Exploring Virtual Rewards in Real Life: A Gimmick or a Motivational Tool for Promoting Physical Activity?
abstract
Leading companies in the wearables market have introduced different virtual reward systems to their products and services to increase user engagement and enhance playfulness. While existing studies report mixed views on the effectiveness of virtual rewards offered by activity trackers, we still have a limited understanding of people's lived experiences with virtual reward systems. A four-month diary-based autoethnography reflecting on the use of three popular activity trackers (i.e.,Fitbit, Apple Watch, and Google Fit) and their associated virtual reward systems, plus an online survey with 113 current users of the same activity trackers were conducted. Results provide rich insights into how users interact with virtual rewards in real-life, and how these impact people's engagement in physical exercise. A set of considerations to design user-centric virtual reward systems that provide more meaningful experiences to activity-tracker users are derived.
Yuvin Ha, Maria Karyda 0002, Andrés Lucero
Conference on Designing Interactive Systems3
2020 SemanticCollage: Enriching Digital Mood Board Design with Semantic Labels
abstract
Designers create inspirational mood boards to express their design ideas visually, through collages of images and text. They find appropriate images and reflect on them as they explore emergent design concepts. After presenting the results of a participatory design workshop and a survey of professional designers, we introduce SemanticCollage, a digital mood board tool that attaches semantic labels to images by applying a state-of-the-art semantic labeling algorithm. SemanticCollage helps designers to 1) translate vague, visual ideas into search terms; 2) make better sense of and communicate their designs; while 3) not disrupting their creative flow. A structured observation with 12 professional designers demonstrated how semantic labels help designers successfully guide image search and find relevant words that articulate their abstract, visual ideas. We conclude by discussing how SemanticCollage inspires new uses of semantic labels for supporting creative practice.
Janin Koch, Nicolas Taffin, Andrés Lucero, Wendy E. Mackay
Conference on Designing Interactive Systems3
2020 Chasing Lions: Co-Designing Human-Drone Interaction in Sub-Saharan Africa
abstract
Drones are an exciting technology that is quickly being adopted in the global consumer market. Africa has become a center of deployment with the first drone airport established in Rwanda and drones currently being used for applications such as medical deliveries, agriculture, and wildlife monitoring. Despite this increasing presence of drones, there is a lack of research on stakeholders' perspectives from this region. We ran a human-drone interaction user study (N=15) with experts from several sub-Saharan countries using a co-design methodology. Participants described novel applications and identified important design aspects for the integration of drones in this context. Our results highlight the potential of drones to address real world problems, the need for them to be culturally situated, and the importance of considering the social aspects of their interaction with humans. This research highlights the need for diverse perspectives in the human-drone interaction design process.
Anna Wojciechowska, Foad Hamidi, Andrés Lucero, Jessica R. Cauchard
Conference on Designing Interactive Systems3
2020 Imagining Data-Objects for Reflective Self-Tracking
abstract
While self-tracking data is typically captured real-time in a lived experience, the data is often stored in a manner detached from the context where it belongs. Research has shown that there is a potential to enhance people's lived experiences with data-objects (artifacts representing contextually relevant data), for individual and collective reflections through a physical portrayal of data. This paper expands that research by studying how to design contextually relevant data-objects based on people's needs. We conducted a participatory research project with five households using object theater as a core method to encourage participants to speculate upon combinations of meaningful objects and personal data archives. In this paper, we detail three aspects that seem relevant for designing data-objects: social sharing, contextual ambiguity and interaction with the body. We show how an experience-centric view on data-objects can contribute with the contextual, social and bodily interplay between people, data and objects.
Maria Karyda 0002, Merja Ryöppy, Jacob Buur, Andrés Lucero
CHI4
2020 Collocated Sharing of Presentations of Self in Public Settings
abstract
Various mobile technologies proofed to enhance peoples collocated social interactions. In particular, user-generated presentations of self have proven beneficial, albeit in specific social settings. This field study interviewed 30 participants for their attitudes towards personal sharing in six public settings in a Nordic metropolitan area. We asked participants to draw what they want to share on an attachable paper sticker. We observed retention towards sharing in places with a more heterogeneous audience. Predominantly people’s attitudes towards sharing depended on an individual’s current context. Our results highlight the symbolic act of sharing in public as a factor for placing personal public displays. Further, we suggest leveraging the different strategies of extroverts and introverts for collocated social interactions.
Felix Anand Epp, Ilyena Hirskyj-Douglas, Maria Karyda 0002, David K. McGookin, Andrés Lucero
MUM5
2020 Technologies for Enhancing Collocated Social Interaction: Review of Design Solutions and Approaches
abstract
Collocated interaction has received growing interest in both academic research and the design of information and communication technological applications. An emergent research topic within this area relates to technological enhancement of social interaction. Various envisioned systems aim beyond simply enabling interaction, to actively enhance—i.e., improve the quality or extent of—social interaction between collocated people. However, there is little understanding of the optimal design solutions and roles of technology considering this goal. This literature review outlines the landscape of design explorations in this emergent research topic. We contribute an in-depth study of 92 publications that present relevant solutions or prototypes, analyzing their focus areas, design objectives, and design and evaluation approaches. To contribute with a new theoretical perspective, we identify various roles of technology relevant for enhancement, representing three abstract categories: facilitating, inviting and encouraging. This review helps researchers to describe, analyze, and position relevant prior research and identify gaps in scientific knowledge.
Thomas Olsson 0002, Pradthana Jarusriboonchai, Pawel W. Wozniak, Susanna Paasovaara, Kaisa Väänänen, Andrés Lucero
Comput. Support. Cooperative Work.6
2020 ImageSense: An Intelligent Collaborative Ideation Tool to Support Diverse Human-Computer Partnerships
abstract
Professional designers create mood boards to explore, visualize, and communicate hard-to-express ideas. We present ImageCascade, an intelligent, collaborative ideation tool that combines individual and shared work spaces, as well as collaboration with multiple forms of intelligent agents. In the collection phase, ImageCascade offers fluid transitions between serendipitous discovery of curated images via ImageCascade, combined text- and image-based Semantic search, and intelligent AI suggestions for finding new images. For later composition and reflection, ImageCascade provides semantic labels, generated color palettes, and multiple tag clouds to help communicate the intent of the mood board. A study of nine professional designers revealed nuances in designers' preferences for designer-led, system-led, and mixed-initiative approaches that evolve throughout the design process. We discuss the challenges in creating effective human-computer partnerships for creative activities, and suggest directions for future research.
Janin Koch, Nicolas Taffin, Michel Beaudouin-Lafon, Markku Laine, Andrés Lucero, Wendy E. Mackay
Proc. ACM Hum. Comput. Interact.5
2019 PickCells: A Physically Reconfigurable Cell-composed Touchscreen
abstract
Touchscreens are the predominant medium for interactions with digital services; however, their current fixed form factor narrows the scope for rich physical interactions by limiting interaction possibilities to a single, planar surface. In this paper we introduce the concept of PickCells, a fully re-configurable device concept composed of cells, that breaks the mould of rigid screens and explores a modular system that affords rich sets of tangible interactions and novel across-device relationships. Through a series of co-design activities -- involving HCI experts and potential end-users of such systems -- we synthesised a design space aimed at inspiring future research, giving researchers and designers a framework in which to explore modular screen interactions. The design space we propose unifies existing works on modular touch surfaces under a general framework and broadens horizons by opening up unexplored spaces providing new interaction possibilities. In this paper, we present the PickCells concept, a design space of modular touch surfaces, and propose a toolkit for quick scenario prototyping.
Alix Goguey, Cameron Steer, Andrés Lucero, Laurence Nigay, Deepak Ranjan Sahoo, Céline Coutrix, Anne Roudaut, Sriram Subramanian, Yutaka Tokuda, Timothy Neate, Jennifer Pearson 0001, Simon Robinson 0001, Matt Jones 0001
CHI3
2019 Integrated Workflows: Generating Feedback Between Digital and Physical Realms
abstract
As design thinking shifted away from conventional methods with the rapid adoption of computer-aided design and fabrication technologies, architects have been seeking ways to initiate a comprehensive dialogue between the virtual and the material realms. Current methodologies do not offer embodied workflows that utilize the feedback obtained through a subsequent transition process between physical and digital design. Therefore, narrowing the separation between these two platforms remains as a research problem. This literature review elaborates the divide between physical and digital design, testing and manufacturing techniques in the morphological process of architectural form. We first review the digital transformation in the architectural design discourse. Then, we proceed by introducing a variety of methods that are integrating digital and physical workflows and suggesting an alternative approach. Our work unveils that there is a need for empirical research with a focus on integrated approaches to create intuitively embodied experiences for architectural designers.
Emrecan Gulay, Andrés Lucero
CHI2
2019 On the Internet, Nobody Knows You're a Dog... Unless You're Another Dog
abstract
How humans use computers has evolved from human-machine interfaces to human-human computer mediated communication. Whilst the field of animal-computer interaction has roots in HCI, technology developed in this area currently only supports animal-computer communication. This design fiction paper presents animal-animal connected interfaces, using dogs as an instance. Through a co-design workshop, we created six proposals. The designs focused on what a dog internet could look like and how interactions might be presented. Analysis of the narratives and conceived designs indicated that participants' concerns focused around asymmetries within the interaction. This resulted in the use of objects seen as familiar to dogs. This was conjoined with interest in how to initiate and end interactions, which was often achieved through notification systems. This paper builds upon HCI methods for unconventional users, and applies a design fiction approach to uncover key questions towards the creation of animal-to-animal interfaces.
Ilyena Hirskyj-Douglas, Andrés Lucero
CHI2
2019 May AI?: Design Ideation with Cooperative Contextual Bandits
abstract
Design ideation is a prime creative activity in design. However, it is challenging to support computationally due to its quickly evolving and exploratory nature. The paper presents cooperative contextual bandits (CCB) as a machine-learning method for interactive ideation support. A CCB can learn to propose domain-relevant contributions and adapt their exploration/exploitation strategy. We developed a CCB for an interactive design ideation tool that 1) suggests inspirational and situationally relevant materials ("may AI?"); 2) explores and exploits inspirational materials with the designer; and 3) explains its suggestions to aid reflection. The application case of digital mood board design is presented, wherein visual inspirational materials are collected and curated in collages. In a controlled study, 14 of 16 professional designers preferred the CCB-augmented tool. The CCB approach holds promise for ideation activities wherein adaptive and steerable support is welcome but designers must retain full outcome control.
Janin Koch, Andrés Lucero, Lena Hegemann, Antti Oulasvirta
CHI2
2019 P(L)AY ATTENTION! Co-designing for and with Children with Attention Deficit Hyperactivity Disorder (ADHD)
Gyöngyi Fekete, Andrés Lucero
INTERACT (1)2
2019 Balance Talking and Doing! Using Google Design Sprint to Enhance an Intensive UCD Course
Marta Kristín Lárusdóttir, Virpi Roto, Jan Stage, Andrés Lucero, Ilja Smorgun
INTERACT (2)4
2019 Aestimo: A Tangible Kit to Evaluate Older Adults' User Experience
Iyubanit Rodriguez, Maria Karyda 0002, Andrés Lucero, Valeria Herskovic
INTERACT (1)3
2018 Living Without a Mobile Phone: An Autoethnography
abstract
This paper presents an autoethnography of my experiences living without a mobile phone. What started as an experiment motivated by a personal need to reduce stress, has resulted in two voluntary mobile phone breaks spread over nine years (i.e., 2002-2008 and 2014-2017). Conducting this autoethnography is the means to assess if the lack of having a phone has had any real impact in my life. Based on formative and summative analyses, four meaningful units or themes were identified (i.e., social relationships, everyday work, research career, and location and security), and judged using seven criteria for successful ethnography from existing literature. Furthermore, I discuss factors that allow me to make the choice of not having a mobile phone, as well as the relevance that the lessons gained from not having a mobile phone have on the lives of people who are involuntarily disconnected from communication infrastructures.
Andrés Lucero
Conference on Designing Interactive Systems1
2018 On Visual Granularity: Collocated Sales Meeting Interactions in the Machine Industry
abstract
Visual representations are being used in typical sales meetings of the machine industry to exchange information and support social interactions. In these meetings, sales representatives design for granularity by taking into account verbal and visual details of communication. Our article builds on increasingly occurring collocated interactions in sales meetings investigating the social relevance of mobile devices in face-to-face settings. The article aims to understand the supporting and disturbing role of visual granularity in sales meetings and develops design implications for interaction designers. We conducted an ethnographic study of sales meetings in material handling and paper machine industries, including Conversation Analysis (CA) of video recordings, and involving groups of professional analysts that are seldom used in HCI. Our findings draw evidence from sales meetings and design processes on successful and unsuccessful use of granularity in visual representations. Finally, we propose seven design guidelines for visual granularity striving to understand buyers' perceptions and visual qualities.
Mikko Illi, Maria Karyda 0002, Andrés Lucero
CHI3
2018 Multimedia Ubiquitous Technology for Opportunistic Social Interactions
abstract
This workshop will discuss how different multimedia applications and interaction techniques have been employed to support public sociality---from collocated interactions to social awareness and feeling of community. Participants will discuss recent work and join hands-on design activities to envision new ways for potential users to discover and learn how to use ubiquitous technologies for opportunistic social interactions.
Beatrice Monastero, Andrés Lucero, Tapio Takala, Thomas Olsson 0002, Giulio Jacucci, Robb Mitchell
MUM2
2018 Beyond "Same Time, Same Place": Introduction to the Special Issue on Collocated Interaction
abstract
Despite the rise of social media and online communication, face-to-face interaction retains its prominence in human life. Being face to face with others is “the most human thing that we do” (Turkle...
Joel E. Fischer, Stuart Reeves, Barry Brown 0001, Andrés Lucero
Hum. Comput. Interact.4
2017 The Disappearing Tabletop: Social and Technical Challenges for Cross-Surface Collaboration
abstract
After 20 years of research, it is unclear what role the tabletop should play in the home or workplace. Progress has been made towards hardware and software interfaces, connectivity with nearby devices, and understanding human behaviour on and around the table -- yet, in practice tabletops see limited use. This workshop seeks to explore the development and use of tabletops from historical, technical, and social perspectives. Workshop goals include synthesizing opinion and experience from new and established researchers on future directions of tabletop research, and an open discussion of questions such as to what applications are tabletops best suited? and how can tabletops be better integrated into larger workflows and digital ecosystems?
James R. Wallace, Steven Houben, Craig Anslow, Andrés Lucero, Yvonne Rogers, Stacey D. Scott
ISS4
2016 Collaboration Meets Interactive Surfaces and Spaces (CMIS): Walls, Tables, Mobiles, and Wearables
abstract
The CMIS workshop proposes to bring together researchers who are interested in improving collaborative experiences through the combination of multiple interaction surfaces with diverse sizes and formats, ranging from large-scale walls, to tables, mobiles, and wearables. The opportunities for innovation exist, but the ISS, CHI, CSCW, and other HCI communities have not yet thoroughly addressed the problem of bringing effective collaboration activities together using multiple interactive surfaces, especially in complex work domains. Of particular interest is the potential synergy that one can obtain by effectively combining different-sized surfaces and sharing information between devices.
Craig Anslow, Pedro F. Campos, Andrés Lucero, Laurent Grisoni, Mirjam Augstein, James R. Wallace
ISS3
2015 Funky-Design-Spaces: Interactive Environments for Creativity Inspired by Observing Designers Making Mood Boards
Andrés Lucero
INTERACT (3)1
2015 Using Affinity Diagrams to Evaluate Interactive Prototypes
Andrés Lucero
INTERACT (2)1
2015 Interaction and Humans in Internet of Things
Markku Turunen, Daniel Sonntag, Klaus-Peter Engelbrecht, Thomas Olsson 0002, Dirk Schnelle-Walka, Andrés Lucero
INTERACT (4)6
2014 Beyond gamification: sociometric technologies that encourage reflection before behavior change
abstract
Gamification, the use of game design elements, such as points, levels, badges and achievements, in non-game contexts is a promising approach for encouraging desired behaviors. In this paper we describe our design process and early evaluation of a prototype that sensed children's social interactions (i.e., physical proximity) in the playground, and attempted to encourage pro-social behaviors through motivational feedback on a public display. We illustrate how we came to realize the potentially detrimental effect of gamification on children's intrinsic motivation and depth of reflection, and how we attempted to circumvent this through encouraging empathic understanding on children regarding the consequences of their behaviors on others.
Vítor Belim, Olga Lyra, Ana Karina Caraban, Maria José Ferreira, Rúben Gouveia 0001, Andrés Lucero, Evangelos Karapanos
Advances in Computer Entertainment7
2014 Lost lab of professor millennium: creating a pervasive adventure with augmented reality-based guidance
abstract
This paper presents a pervasive adventure production called Lost Lab of Professor Millennium that experimented with different kinds of interaction techniques evaluating how they affected the adventure experience. The paper further reflects on the practical organization of the production targeted for schools and students between 12 and 15 years of age. Groups of up to four teenagers navigated through thirteen different kinds of pervasive computing experiences in checkpoints sharing a device providing augmented reality (AR) (MapLens) on a physical map and an adaptive marker-based AR guidance. Based on a Professor who lost her technologies, the story of the adventure provided a unifying narrative also through her fish Linus guiding groups through a variety of tasks in the checkpoints. The production was evaluated with direct observations, different kinds of video recordings, interviews and questionnaires. The evaluation revealed how groups shared the devices and performed collaborative interactions with the devices. The production received positive feedback from all stakeholders, but in terms of feasibility had some drawbacks. The evaluation indicated that the marker-based AR guidance techniques is practical, reliable and easy-to-use, and can be also used as a storytelling or story enhancing technique.
Kai Kuikkaniemi, Andrés Lucero, Valeria Orso, Giulio Jacucci, Marko Turpeinen
Advances in Computer Entertainment2
2014 NotifEye: using interactive glasses to deal with notifications while walking in public
abstract
In this paper we explore the use of interactive eyewear in public. We introduce NotifEye, an application that allows a person to receive social network notifications on interactive glasses while walking on a busy street. The prototype uses a minimalistic user interface (UI) for interactive glasses to help people focus their attention on their surroundings and supports discreet interaction by using a finger rub pad to take action on incoming notifications. We studied pragmatic and hedonic aspects of the prototype during a pedestrian navigation task in a city center. We found that, despite the potential risk of overwhelming people with information, participants were able to keep track of their surroundings as they dealt with incoming notifications. Participants also positively valued the use of a discreet device to provide input for interactive glasses. Finally, participants reflected on their (evolving) perception of interactive glasses, indicating that glasses should become smaller, more comfortable to wear, and somewhat of a fashion accessory.
Andrés Lucero, Akos Vetek
Advances in Computer Entertainment1
2014 FlexiGroups: binding mobile devices for collaborative interactions in medium-sized groups with device touch
abstract
We present a touch-based method for binding mobile devices for collaborative interactions in a group of collocated users. The method is highly flexible, enabling a broad range of different group formation strategies. We report an evaluation of the method in medium-sized groups of six users. When forming a group, the participants primarily followed viral patterns where they opportunistically added other participants to the group without advance planning. The participants also suggested a number of more systematic patterns, which required the group to agree on a common strategy but then provided a clear procedure to follow. The flexibility of the method allowed the participants to adapt it to the changing needs of the situation and to recover from errors and technical problems. Overall, device binding in medium-sized groups was found to be a highly collaborative group activity and the binding methods should pay special attention to supporting groupwork and social interactions.
Tero Jokela, Andrés Lucero
Mobile HCI2
2013 A comparative evaluation of touch-based methods to bind mobile devices for collaborative interactions
abstract
We present a comparative evaluation of two touch-based group-binding methods, a leader-driven method and a peer-based method, against a more conventional group-binding method based on scanning and passwords. The results indicate that the participants strongly preferred the touch-based methods in both pragmatic and hedonic qualities as well as in the overall attractiveness. While the leader-driven method allowed better control over the group and required only one participant to be able to form a group, the peer-based method helped to create a greater sense of community and scaled better for larger group sizes and distances. As the optimal group-binding method depends on the social situation and physical environment, the binding methods should be flexible, allowing the users to adapt them to different contexts of use. For determining the order of the devices, manual arrangement was preferred over defining the order by touching.
Tero Jokela, Andrés Lucero
CHI2
2013 Twisting touch: combining deformation and touch as input within the same interaction cycle on handheld devices
abstract
We present a study that investigates the potential of combining, within the same interaction cycle, deformation and touch input in a handheld device. Using a flexible, input-only device connected to an external display, we compared a multitouch input technique and two hybrid deformation-plus-touch input techniques (bending and twisting the device, plus either front- or back-touch), in an image-docking task. We compared and analyzed the performance (completion time) and user experience (UX) obtained in each case, using multiple assessment metrics. We found that combining device deformation with front-touch produced the best UX. All the interaction techniques showed the same efficiency in task completion. This was a surprising finding, since multitouch (an integral input technique) was expected to be the most efficient technique in an image docking task (an interaction in an integral perceptual space). We discuss these findings in relation to self-reported qualitative data and observed interaction-procedure metrics. We found that the interaction procedures with the hybrid techniques were more sequential but also more paced. These findings suggest that the benefits of deformation input can still be observed when deformation and touch are combined in an input device.
Johan Kildal, Andrés Lucero, Marion Boberg
Mobile HCI2
2012 Designing interactive lighting
abstract
LED-based lighting systems have introduced radically new possibilities in the area of artificial lighting. Being physically small the LED can be positioned or embedded into luminaires, materials and even the very fabric of a building or environment. Hundreds of LEDs can be used in a single luminaire or space, of which each could have different light output properties. The light switch therefore in many situations will need to be enhanced or fully replaced by intelligent controls and smart environments that are sensitive to the context and responsive to the people in the environment. The focus of this workshop is to explore new ways of interacting with light where lighting is no longer simply an on or off system, but a flexible system capable of creating a large range of functional, decorative and ambient light effects.
Dzmitry Aliakseyeu, Bernt Meerbeek, Jon Mason, Harm van Essen, Serge Offermans, Alexander Wiethoff, Norbert A. Streitz, Andrés Lucero
Conference on Designing Interactive Systems8
2012 Framing, aligning, paradoxing, abstracting, and directing: how design mood boards work
abstract
This paper builds upon the earlier work of Gaver on design workbooks by taking another design method and making a case for using it in HCI and interaction design. In this paper I discuss design mood boards, which consist of a collection of visually stimulating images and related materials. I present the results of an empirical study of how experienced designers from different disciplines (i.e., fashion, textile and industrial design) use mood boards as part of their work. The results suggest that mood boards can play five main roles in the early stages of the design process: framing, aligning, paradoxing, abstracting, and directing. I also reflect on design practice by providing concrete examples of mood boards and the resulting prototypes for an interaction design project. These examples are used to ground the discussion on the five roles found in the study.
Andrés Lucero
Conference on Designing Interactive Systems1
2012 On the use of virtual environments for the evaluation of location-based applications
abstract
User experience (UX) research on pervasive technologies faces considerable challenges regarding today's mobile context-sensitive applications: evaluative field studies lack control, whereas lab studies miss the interaction with a dynamic context. This dilemma has inspired researchers to use virtual environments (VEs) to acquire control while offering the user a rich contextual experience. Although promising, these studies are mainly concerned with usability and the technical realization of their setup. Furthermore, previous setups leave room for improvement regarding the user's immersive experience. This paper contributes to this line of research by presenting a UX case study on mobile advertising with a novel CAVE-smartphone interface. We conducted two experiments in which we evaluated the intrusiveness of a mobile location-based advertising app in a virtual supermarket. The results confirm our hypothesis that context-congruent ads lessen the experienced intrusiveness thereby demonstrating that our setup is capable of generating preliminary meaningful results with regards to UX. Furthermore, we share insights in conducting these studies.
Arief Ernst Hühn, Vassilis-Javed Khan, Andrés Lucero, Paul E. Ketelaar
CHI3
2012 Tilt displays: designing display surfaces with multi-axis tilting and actuation
abstract
We present a new type of actuatable display, called Tilt Displays, that provide visual feedback combined with multi-axis tilting and vertical actuation. Their ability to physically mutate provides users with an additional information channel that facilitates a range of new applications including collaboration and tangible entertainment while enhancing familiar applications such as terrain modelling by allowing 3D scenes to be rendered in a physical-3D manner. Through a mobile 3x3 custom built prototype, we examine the design space around Tilt Displays, categorise output modalities and conduct two user studies. The first, an exploratory study examines users' initial impressions of Tilt Displays and probes potential interactions and uses. The second takes a quantitative approach to understand interaction possibilities with such displays, resulting in the production of two user-defined gesture sets: one for manipulating the surface of the Tilt Display, the second for conducting everyday interactions.
Jason Alexander, Andrés Lucero, Sriram Subramanian
Mobile HCI2
2012 MobiComics: collaborative use of mobile phones and large displays for public expression
abstract
We explore shared collocated interactions with mobile phones and public displays in an indoor public place. We introduce MobiComics, an application that allows a group of collocated persons to flexibly create and edit comic strip panels using their mobile phones. The prototype supports ad hoc sharing of comic strip panels between people and onto two public displays by taking the spatial arrangement of people into account, measured with a radio tracking technology integrated in their mobile phones. MobiComics also includes game-like elements to foster social interaction between participants. Our evaluations show that people enjoyed creating panels collaboratively and sharing content using the proposed interaction techniques. The included game-like features positively influenced social interaction.
Andrés Lucero, Jussi Holopainen, Tero Jokela
Mobile HCI1
2011 Pass-them-around: collaborative use of mobile phones for photo sharing
abstract
In this paper we explore shared collocated interactions with mobile phones. We introduce a phone-based application that allows a small group of collocated people to share photos using the metaphor of passing paper photos around. The prototype encourages people to share their devices and use them interchangeably while discussing photos face-to-face. The prototype supports ad-hoc photo sharing in different contexts by taking into account the spatial arrangement of users around a table, measured with sensors embedded in their mobile phones. Our evaluations show that people are willing to share and connect their mobile phones to engage in collaborative interactions. Participants were able to easily share their collections of photos using our proposed interaction techniques.
Andrés Lucero, Jussi Holopainen, Tero Jokela
CHI1
2011 User Interaction Techniques for Future Lighting Systems
Dzmitry Aliakseyeu, Jon Mason, Bernt Meerbeek, Harm van Essen, Serge Offermans, Andrés Lucero
INTERACT (4)6
2010 Collaborative use of mobile phones for brainstorming
abstract
Mobile phones have traditionally been utilized for personal and individual use. In this paper we explore shared co-located interactions with mobile phones. We introduce a phone-based application that supports ad hoc brainstorming sessions. The prototype allows a workgroup to create, edit and view virtual mind-map notes on any table surface. The prototype encourages people to use the devices interchangeably and thus engage in social interactions. Evaluations show that participants were able to easily create mind maps and that the prototype supports different strategies in mind-map creation.
Andrés Lucero, Jaakko Keränen, Hannu Korhonen
Mobile HCI1
2009 Users' quest for an optimized representation of a multi-device space
abstract
A plethora of reaching techniques, intended for moving objects between locations distant to the user, have recently been proposed and tested. One of the most promising techniques is the Radar View. Up till now, the focus has been mostly on how a user can interact efficiently with a given radar map, not on how these maps are created and maintained. It is, for instance, unclear whether or not users would appreciate the possibility of adapting such radar maps to particular tasks and personal preferences. In this paper, we address this question by means of a prolonged user study with the Sketch Radar prototype. The study demonstrates that users do indeed modify the default maps in order to improve interactions for particular tasks. It also provides insights into how and why the default physical map is modified.
Dzmitry Aliakseyeu, Andrés Lucero, Jean-Bernard Martens
Pers. Ubiquitous Comput.2
2008 Users' quest for an optimized representation of a multi-device space
abstract
A plethora of reaching techniques, intended for moving objects between locations distant to the user, have recently been proposed and tested. One of the most promising techniques is the Radar View. Up till now, the focus has been mostly on how a user can interact efficiently with a given radar map, not on how these maps are created and maintained. It is for instance unclear whether or not users would appreciate the possibility of adapting such radar maps to particular tasks and personal preferences. In this paper we address this question by means of a prolonged user study with the Sketch Radar prototype. The study demonstrates that users do indeed modify the default maps in order to improve interactions for particular tasks. It also provides insights into how and why the default physical map is modified.
Dzmitry Aliakseyeu, Andrés Lucero, Jean-Bernard Martens
AVI2
2008 Funky wall: presenting mood boards using gesture, speech and visuals
abstract
In our studies aimed at understanding design practice we have identified the creation of mood boards as a relevant task for designers. In this paper we introduce an interactive wall-mounted display system that supports the presentation of mood boards. The system allows designers to easily record their mood board presentations while capturing the richness of their individual presentation skills and style. Designers and clients can play back, explore and comment on different aspects of the presentation using an intuitive and flexible interaction based on hand gestures thus supporting two-way communication. The system records the presentation and organizes it into three information layers (i.e. gesture, sound and visuals), which are first used to segment the presentation into meaningful parts, and later for playback. Exploratory evaluations show that designers are able to use the system with no prior training, and see a practical use of the proposed system in their design studios.
Andrés Lucero, Dzmitry Aliakseyeu, Jean-Bernard Martens
AVI1
2008 Multi-flick: an evaluation of flick-based scrolling techniques for pen interfaces
abstract
Multi-flick, which consists of repeated flick actions, has received popular media attention as an intuitive and natural document-scrolling technique for stylus based systems. In this paper we put multi-flick to test, by designing several flick-based scrolling techniques. We first map out the de-sign space of multi-flick and identify mapping functions that make multi-flick a natural and intuitive technique for document navigation. In the first experiment we compare several multi-flick variations for navigating lists on three different devices -- a PDA, a tabletPC, and a large table. Our study shows that compound-multi-flick (CMF) is the most preferred technique and it is at least as fast, if not faster than the traditional scrollbar. In a follow-up experiment, we evaluate multi-flick for scrolling text-based documents. Results show that all implementations of multi-flick are as good as the scrollbar for short distances while CMF is the most preferred. We discuss the implications of our findings and present several design guidelines.
Dzmitry Aliakseyeu, Pourang Irani, Andrés Lucero, Sriram Subramanian
CHI3
2006 Interacting with piles of artifacts on digital tables
abstract
Designers and architects regularly use piles to organise visual artifacts. Recent efforts have now made it possible for users to create piles in digital systems as well. However, there is still little understanding of how users shouldinteract with digital piles. In this paper we investigate this issue. We first identify three tasks that must be supported by a digitalpile—navigation, reorganisation and repositioning. We then present three interaction techniques—called HoverDeck, DragDeck and ExpandPile that meet these requirements. The techniques allow users to easily browse the piles, and also allow them to move elements between and within piles in an ad-hoc manner. In a user study that compared the different interaction techniques, we found that ExpandPile was significantly faster than the other techniques over all tasks. There were differences, however, in individual tasks. We discuss the benefits and limitations of the different techniques and identify several situations where each of them could prove useful.
Dzmitry Aliakseyeu, Sriram Subramanian, Andrés Lucero, Carl Gutwin
AVI3
2006 Persuasive Technologies in Education: Improving Motivation to Read and Write for Children
Andrés Lucero, Rodrigo Zuloaga, Selene Mota, Felipe Muñoz
PERSUASIVE1
2006 Multi-layer interaction for digital tables
abstract
Interaction on digital tables has been restricted to a single layer on the table's active work-surface. We extend the design space of digital tables to include multiple layers of interaction. We leverage 3D position information of a pointing device to support interaction in the space above the active work-surface by creating multiple layers with drift-correction in which the user can interact with an application. We also illustrate through a point-design that designers can use multiple-layers to create a rich and clutter free application. A subjective evaluation showed that users liked the interaction techniques and found that, because of the drift correction we use, they could control the pointer when working in any layer.
Sriram Subramanian, Dzmitry Aliakseyeu, Andrés Lucero
UIST3