Demo Data from VLDB 2026 / reviewers in the wild / expert
Connie Golsteijn
dblp:71/5924
· DBLP profile ↗
12ranked-venue papers
8as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 11 · 7 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Human-computer interaction and pervasive computing
3 papers |
Personal fabrication and tangible interfaces · 64% Usability and user experience research · 19% Ubiquitous computing and smart environments · 17% | |
| Computer networks
1 paper |
Internet of things and sensor networks · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Personal fabrication and tangible interfaces › paper-based interaction
interactive paper |
0.3 | 1 | 2017 | Designing interactive newsprint · Int. J. Hum. Comput. Stud. 2017 |
Usability and user experience research
human-data interaction |
0.2 | 1 | 2016 | Physikit: Data Engagement Through Physical Ambient Visualizations in the Home · CHI 2016 |
Personal fabrication and tangible interfaces
printed electronics |
0.1 | 1 | 2017 | Designing interactive newsprint · Int. J. Hum. Comput. Stud. 2017 |
Internet of things and sensor networks
environmental sensing |
0.1 | 1 | 2016 | Physikit: Data Engagement Through Physical Ambient Visualizations in the Home · CHI 2016 |
Methods — techniques the papers use, named apart from their topics
field study · 0.5design implementation · 0.5design evaluation · 0.3observational study · 0.2deployment study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Designing interactive newsprintabstractThe possibility of linking paper to digital information is enhanced by recent developments in printed electronics. In this article we report the design and evaluation of a local newspaper augmented with capacitive touch regions and an embedded Bluetooth chip working with an adjunct device. These allowed the interactive playback of associated audio and the registration of manual voting actions on the web. Design conventions inherited from paper and the web were explored by showing four different versions of an interactive newspaper to 16 community residents. The diverse responses of residents are described, outlining the potential of the approach for local journalism and recommendations for the design of interactive newsprint. David M. Frohlich, Philip Ely, Helen Moore, Connie Golsteijn, Paul Egglestone, John Mills, Jon Rogers, Tom Metcalfe, Kate Stone, Maria Menicou |
Int. J. Hum. Comput. Stud. | 4 |
| 2016 | Sens-Us: Designing Innovative Civic Technology for the Public GoodabstractHow can civic technology be designed to encourage more public engagement? What new methods of data collection and sharing can be used to engender a different relationship between citizens and the state? One approach has been to design physical systems that draw people in and which they can trust, leading them to give their views, opinions or other data. So far, they have been largely used to elicit feedback or votes for one or two questions about a given topic. Here, we describe a physical system, called Sens-Us, which was designed to ask a range of questions about personal and sensitive information, within the context of rethinking the UK Census. An in-the-wild study of its deployment in a city cultural center showed how a diversity of people approached, answered and compared the data that had been collected about themselves with others. We discuss the findings in relation to the pros and cons of using this kind of innovative technology when wanting to promote civic engagement or other forms of public engagement. Connie Golsteijn, Sarah Gallacher, Licia Capra, Yvonne Rogers |
Conference on Designing Interactive Systems | 1 |
| 2016 | Physikit: Data Engagement Through Physical Ambient Visualizations in the HomeabstractInternet of things (IoT) devices and sensor kits have the potential to democratize the access, use, and appropriation of data. Despite the increased availability of low cost sensors, most of the produced data is "black box" in nature: users often do not know how to access or interpret data. We propose a "human-data design" approach in which end-users are given tools to create, share, and use data through tangible and physical visualizations. This paper introduces Physikit, a system designed to allow users to explore and engage with environmental data through physical ambient visualizations. We report on the design and implementation of Physikit, and present a two-week field study which showed that participants got an increased sense of the meaning of data, embellished and appropriated the basic visualizations to make them blend into their homes, and used the visualizations as a probe for community engagement and social behavior. Steven Houben, Connie Golsteijn, Sarah Gallacher, Rose Johnson, Saskia Bakker, Nicolai Marquardt, Licia Capra, Yvonne Rogers |
CHI | 2 |
| 2016 | SmallTalk: Using Tangible Interactions to Gather Feedback from ChildrenabstractGathering opinions from young children is challenging and different methods have been explored. In this paper we investigated how tangible devices can be used to gather feedback from children in the context of a theater performance. We introduce SmallTalk, a tangible survey system designed for use within a theater space to capture what children, aged 4 to 9, thought of a live performance they had just seen. We describe how the system was designed to build on previous feedback methods that had been tried; while at the same time meeting the constraints of the challenging theater context. We present results from seven deployments of SmallTalk and based on these we briefly discuss its value as a method for evaluating the theater performance. We then look at how the results validated the system design and present several design implications that more generally relate to tangible feedback systems for children. Sarah Gallacher, Connie Golsteijn, Yvonne Rogers, Licia Capra, Sophie Eustace |
TEI | 2 |
| 2015 | Getting quizzical about physical: observing experiences with a tangible questionnaireabstractOrganizers regularly want to understand the experiences of event goers and typically use survey methods, with researchers and clipboards. However, gathering opinions in such ways is difficult to do without disrupting the event goers' experience. In place of clipboard surveys, we developed a quite different form of tangible questionnaire, called VoxBox, which uses physical interactions to transform feedback giving into a playful and engaging experience that fits much more with the event itself. Here we question if such a device can successfully draw a diverse representation of event attendees to voice relevant opinions during the event. We describe an observational study of VoxBox based on two real-world deployments, and present findings on (1) the experiences VoxBox provides to facilitators and users; and (2) its capabilities as a means for opinion gathering. We conclude by discussing lessons learned, design implications, and the wide potential for tangible questionnaires in other application areas. Sarah Gallacher, Connie Golsteijn, Lorna Wall, Lisa Koeman, Sami Andberg, Licia Capra, Yvonne Rogers |
UbiComp | 2 |
| 2015 | VoxBox: A Tangible Machine that Gathers Opinions from the Public at EventsabstractGathering public opinions, such as surveys, at events typically requires approaching people in situ, but this can disrupt the positive experience they are having and can result in very low response rates. As an alternative approach, we present the design and implementation of VoxBox, a tangible system for gathering opinions on a range of topics in situ at an event through playful and engaging interaction. We discuss the design principles we employed in the creation of VoxBox and show how they encouraged wider participation, by grouping similar questions, encouraging completion, gathering answers to open and closed questions, and connecting answers and results. We evaluate these principles through observations from an initial deployment and discuss how successfully these were implemented in the design of VoxBox. Connie Golsteijn, Sarah Gallacher, Lisa Koeman, Lorna Wall, Sami Andberg, Yvonne Rogers, Licia Capra |
TEI | 1 |
| 2014 | Hybrid crafting: towards an integrated practice of crafting with physical and digital components
Connie Golsteijn, Elise van den Hoven, David M. Frohlich, Abigail Sellen |
Pers. Ubiquitous Comput. | 1 |
| 2013 | Using Narrative Research and Portraiture to Inform Design Research
Connie Golsteijn, Serena Wright |
INTERACT (3) | 1 |
| 2013 | Facilitating parent-teenager communication through interactive photo cubesabstractBecause most teenagers strive for freedom and try to live autonomously, communication with their parents could be improved. It appeared from a literature review and a diary study that parent-teenager communication primarily addresses teenager-oriented everyday activities. However, it also showed teenagers have a substantial interest in getting to know their parents and their parents’ past. The study described in this paper seeks to address this opportunity by designing a product for parents and teenagers that facilitates communication about the past of the parents. The resulting design, called Cueb, is a set of interactive digital photo cubes with which parents and teenagers can explore individual and shared experiences and are triggered to exchange stories. An evaluation of a prototype of Cueb with four families showed that the participants felt significantly more triggered and supported to share their experiences and tell stories with Cueb’s full functionality (connecting cubes, switching, and locking photographs) than with limited functionality (shaking to display random photographs), similar to more traditional photo media. Connie Golsteijn, Elise van den Hoven |
Pers. Ubiquitous Comput. | 1 |
| 2012 | Towards a more cherishable digital objectabstractAs we go about our everyday routines we encounter and interact with numerous physical (e.g. furniture or clothes) and digital objects (e.g. photos or e-mails). Some of these objects may be particular cherished, for example because of memories attached to them. As several studies into cherished objects have shown, we have more difficulties identifying cherished digital objects than physical ones. However, cherishing a small collection of digital objects can be beneficial; e.g. it can encourage active selection of digital objects to keep and discard. This paper presents a study that aimed to increase understanding of cherished physical and digital objects, and beyond that, of how we perceive physical and digital objects, and their advantages and disadvantages. We identified design opportunities for novel products and systems that support the creation of more cherishable digital objects by extrapolating the advantages of the physical to the digital, exploiting the reasons for cherishing digital objects, and aiming for meaningful integrations of physical and digital. Connie Golsteijn, Elise van den Hoven, David M. Frohlich, Abigail Sellen |
Conference on Designing Interactive Systems | 1 |
| 2011 | Facilitating communication about books through an online communityabstractReading books can serve as a means of gathering information, relaxing and escaping daily stress. Although reading is often primarily an individual activity, many readers also enjoy sharing reading experiences with friends, relatives, colleagues and, through the internet, even with strangers. Apart from valuing these individual and collective book activities, books as physical artifacts are also valued, for example because of the memories associated with them. This paper investigates how books can be enhanced with a new product, system or service. In a qualitative interview study, the main reasons for valuing books were found to be related to the self (individual activities and feelings), experiences (e.g., enjoyment or release) and personal values (e.g., embodiment of ideals or personification). As a result, it was decided for the remainder of this study to focus on communication about books, because in addition to individual book-related activities and feelings, users indicated to communicate about books a lot. A book community Web site, called Shelf, was developed to investigate whether book communication could be increased by facilitating an online community and whether users would appreciate the Web site functionality. Shelf was used in a 14-day user evaluation, and it was concluded that the Web site increased the extent to which readers communicated about books. We expect that such an online book community would be a valuable enhancement of current book customs, in particular in combination with the current e-book trend, for various types of readers who would like to share their experiences. Connie Golsteijn, Elise van den Hoven |
Pers. Ubiquitous Comput. | 1 |
| 2008 | BLB: A Persuasive and Interactive Installation Designed to Improve Well-Being
Connie Golsteijn, Elise van den Hoven, Sijme Geurts, Max Eichenbrenner, Christ van Leest, Sanne van den Hurk, Yih Shun Ling |
PERSUASIVE | 1 |