VLDB 2026 Research / reviewers in the wild / expert
José Manuel Vega-Cebrián
dblp:351/2731
· DBLP profile ↗
9ranked-venue papers
4as first author
9since 2021 · last 2026
0000-0002-2013-2954ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Moving with method: using cards in movement-based designabstractAbstract Movement-based design methods have gained increased attention across various research fields and practices, particularly in interaction design. By engaging the body in movement, these methods have the potential to explore a richer, more intuitive, and immersive user experience. A recent project MeCaMinD1 brought together researchers from interaction and sports design to explore, collect, and document movement-based methods and make them practically useful across domains. The methods were explored through a series of workshops, furthering the team’s understanding of their use and practical applicability. This understanding was compiled into a set of design cards that we present here. We discuss the experience of using the resulting cards in movement-based design sessions. We found that while the cards are mostly used in designing, planning, and preparing sessions, they also function as support during the design sessions, used by both facilitators and participants. Based on a final ideation session with both novice and experienced facilitators, we sketch ways to support managing the cards during sessions, integrating them with movement and physical action. Annika Wærn, Lars Elbæk, Robby van Delden, José María Font, Perttu Hämäläinen, Maximus Kaos, Elena Márquez Segura, Maria Normark, Dees B. W. Postma, Dennis Reidsma, Lærke Schjødt Rasmussen, Ana Tajadura-Jiménez, Laia Turmo Vidal, José Manuel Vega-Cebrián, Rasmus Vestergaard Andersen |
Interact. Comput. | 14 |
| 2025 | Embodied design for inclusive XR learning systemabstractEmbodied design can be an effective approach for developing extended reality (XR) experiences by enabling design teams to ideate and prototype through hands-on physical interaction. This body-centric approach is particularly valuable for addressing the complexities and paradigm shifts inherent in XR systems, where users engage significantly with their bodies in virtual environments, i.e. through head movements, body orientation, and hand tracking among others. In this paper, we present an embodied design method, which we used to design an XR-based cooking learning tool aimed at fostering autonomous learning for individuals with intellectual disabilities. The learning tool features 360-degree video recipes with a configurable combination of immersive video and passthrough views to adapt to different user needs and contexts. Our method includes functional prototypes to iterate current design concepts and explore usability across different possible interaction modalities. These tools were used to implement the Wizard of Oz technique and simulate different interaction techniques-such as voice commands and simple button-based inputs. To assess the usability of these tools, we employed the subjective Quality of Experience (QoE) assessment. The inclusion of this form of evaluation directly within the embodied design process is a novel contribution, providing valuable information about the usability of the prototypes as embodied design tools. Finally, we present preliminary results of the workshop, which illustrate the usefulness of embodied design for the development of XR interactive experiences. Carlos Cortés 0001, José Manuel Vega-Cebrián, Pablo Pérez 0001, María Nava-Ruiz, Narciso García, Elena Márquez Segura |
QoMEX | 2 |
| 2025 | Embodied Ideation, Toolkits, and SketchingabstractMovement-based design foregrounds the moving and sentient body, fostering holistic engagement with the surrounding physical, material, and sociospatial contexts. Over the years, this approach has yielded multiple methodologies, tools, and exemplars to support body-based ideation. In this studio, we explore tools that facilitate embodied thinking and the creative processes of designing with, through, and for the body. In particular, we focus on: i) embodied ideation tools, kits, and technology probes to prompt ideation; ii) sketching and other documentation techniques to materialize ephemeral embodied action during ideation. We will bring tools and techniques to engage with both aspects, and we will invite participants to bring their own, which can be physical or technological, low or high-fidelity. This hands-on studio will provide a space to collectively engage in embodied ideation and sketching; exploring, analysing, and engaging deeply with the available objects and methods. The studio will culminate in a rich set of visual material and an annotated portfolio, which will be shared with the broader community, fostering connections among designers interested in movement-based and tangible design. José Manuel Vega-Cebrián, Andreas Lindegren, Mafalda Samuelsson-Gamboa, Ana Tajadura-Jiménez, Ylva Fernaeus, Elena Márquez Segura |
TEI | 1 |
| 2024 | Movits: a Minimalist Toolkit for Embodied SketchingabstractWe present the design and evaluation of the Movits, a minimalist toolkit for embodied sketching design explorations. The toolkit includes technology probes featuring minimalist wearable digital units that support the hands-on exploration and design of movement-driven interactions using multisensory feedback. The Movits are self-contained and generate audiovisual or vibrotactile patterns in response to movement-based inputs. We present the theoretical and empirical grounding driving our design process. We discuss the findings of using the Movits during four co-design workshops with design students, technologists, dancers and physiotherapists, where they resulted in being generative and adaptable to a range of embodied design approaches. We contend that the Movits can be favourable for those interested in a holistic design approach to wearables in general and specifically for those targeting movement-based application domains. © The Authors, 2024. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in DIS '24: Proceedings of the 2024 ACM Designing Interactive Systems Conference, https://dx.doi.org/10.1145/3643834 José Manuel Vega-Cebrián, Laia Turmo Vidal, Ana Tajadura-Jiménez, Tomás Bonino Covas, Elena Márquez Segura |
Conference on Designing Interactive Systems | 1 |
| 2024 | Body Sensations as Design Material: An Approach to Design Sensory Technology for Altering Body PerceptionabstractSensory technologies alter how we perceive our body, which can have profound implications for multiple domains. Prior work has contributed a myriad of artefacts and evaluative studies, but we still lack design knowledge to design meaningful body perception alterations facilitated by sensory technologies. To address this gap, we draw from soma design to propose a methodological approach centered on body sensations as design material. We articulate our approach based on a project on co-designing wearables to alter body perception together with professional dancers. Our approach involves engaging participants in articulating and sharing body sensations to others, and exploring somatically sensory stimuli to co-design concepts for future technologies. We contribute experiential facets of body sensations, movement and sensory potentials to alter sensations, methods and design strategies, and a collection of ideas. Our work can be relevant to design communities interested in sensory technologies, perceptual alterations and body sensations as material. Laia Turmo Vidal, José Manuel Vega-Cebrián, María Concepción Valdez Gastelum, Elena Márquez Segura, Judith Ley-Flores, Joaquín Díaz Durán, Ana Tajadura-Jiménez |
Conference on Designing Interactive Systems | 2 |
| 2024 | Embodied Hybrid Bodystorming to Design an XR Suture Training ExperienceabstractExtended Reality (XR) technology offers promising results to support skill training. In the field of surgical education, Virtual Reality (VR) has long been explored, showing the potential to foster improved skill development and learning. However, XR in this domain is still underinvestigated, and there is a lack of design knowledge, design methods, and guidelines to inform how to best design XR experiences for effective surgical training. Here, we focus on suture training and show how participatory embodied design activities with experienced surgeons can help open the design space and arrive at interesting design solutions. We report on a hybrid bodystorming combining physical props with XR headsets with passthrough capabilities, supporting rich embodied explorations, a better understanding and articulation of key steps of suturing, uncovering essential design requirements and features, and arriving at an interesting design concept proposal that can be inspiring for future works in the domain. Elena Márquez Segura, José Manuel Vega-Cebrián, Andrés A. Maldonado Morillo, Lara Cristóbal Velasco, Andrea Bellucci |
TEI | 2 |
| 2024 | Towards a Minimalist Embodied Sketching Toolkit for Wearable Design for Motor LearningabstractInspired by the strong concept of Intercorporeal Biofeedback, here we present the design and development of a minimalist embodied sketching toolkit for designing wearables for motor learning. The toolkit includes technology probes featuring minimalist wearable digital units that support hands-on explorations and the design of potential future interactions driven by movement with multisensory feedback. These units are self-contained and generate audiovisual or vibrotactile patterns in response to body inputs such as movement, spatial orientation, and touch. Here, we present and characterise the toolkit, together with its theoretical and empirical grounding and the design values driving the design process. The toolkit can be useful for those interested in an embodied design approach to designing wearables in general, and specifically for those targeting movement, such as in motor learning application domains. It can complement and be used with other assorted non-digital objects during Embodied Sketching sessions, like bodystorming. José Manuel Vega-Cebrián, Elena Márquez Segura, Ana Tajadura-Jiménez |
TEI | 1 |
| 2024 | Body Transformation: An Experiential Quality of Sensory Feedback Wearables for Altering Body PerceptionabstractBody perception has a significant impact on people’s motor, emotional, and social functioning. We evaluated the potential of four different existing wearable prototypes, which provide sound or haptic bodily feedback to alter body perception. In a Research through Design workshop, we invited professional dancers as expert study participants to explore and assess our prototypes. Based on the workshop’s insights, we articulate the experiential quality of Body Transformation, which characterizes how dancers perceive and experience their bodies while interacting with such prototypes. The quality encompasses a perceptual and holistic transformation, impacting the feelings about body, movement and emotions, and where the sensory feedback’s evocative power is crucial. Additionally, it elicits different transformation valuations. We contribute a deeper understanding of the impact of sensory feedback on body perception, its potential for transforming people’s overall body experience, and methodological insights on the potential of working with dancers to evaluate wearable sensory technology. Laia Turmo Vidal, Ana Tajadura-Jiménez, José Manuel Vega-Cebrián, Judith Ley-Flores, Joaquín Díaz Durán, Elena Márquez Segura |
TEI | 3 |
| 2023 | Design Resources in Movement-based Design Methods: a Practice-based CharacterizationabstractMovement-based design methods are increasingly adopted to help design rich embodied experiences. While there are well-known methods in the field, there is no systematic overview to help designers choose among them, adapt them, or create their own. We collected 41 methods used by movement design researchers and employed a practice-based, bottom-up approach to analyze and characterize their properties. We found 17 categories and arranged them into five main groups: Design Resources, Activities, Delivery, Framing, and Context. In this paper, we describe these groups in general and then focus on Design Resources containing the categories of Movement, Space, and Objects. We ground the characterization with examples from empirical material provided by the design researchers and references to previous work. Additionally, we share recommendations and action points to bring these into practice. This work can help novice and seasoned design researchers who want to employ movement-based design methods in their practice. José Manuel Vega-Cebrián, Elena Márquez Segura, Laia Turmo Vidal, Omar Valdiviezo-Hernández, Annika Wærn, Robby van Delden, Joris P. Weijdom, Lars Elbæk, Rasmus Vestergaard Andersen, Søren Lekbo, Ana Tajadura-Jiménez |
Conference on Designing Interactive Systems | 1 |