VLDB 2026 Research / reviewers in the wild / expert
Stephen Viller
dblp:88/2301 · also Stephen Alexandre Viller
· DBLP profile ↗
31ranked-venue papers
5as first author
5since 2021 · last 2026
0000-0003-1954-5441ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 25 · 4 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 since 2021Software engineering, systems software and programming languages · 3 · 1 first-authorSecurity and privacy · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Running with Data: A Survey of the Current Research and a Design Exploration of Future Immersive VisualisationsabstractThis work investigates the current research on in-situ visualisations for running: visualisations about data that are referred to during the running activity. We analyse 47 papers from 33 Human-Computer Interaction and Visualisation venues and identify six dimensions of a design space of in-situ running visualisations. Our analysis of this design space highlights an emerging trend: a shift from on-body, peripersonal visualisations (i.e., in the space within direct reach, such as visualisations on a smartwatch or a mobile phone display) towards extrapersonal displays (i.e., in the space beyond immediate reach, such as visualisations in immersive augmented reality displays) that integrate data in the runner's surrounding environment. We explore this opportunity by conducting a series of workshops with 10 active runners in total, eliciting design concepts for running visualisations and interactions beyond conventional 2D displays. We find that runners show a strong interest for visualisation designs that favour more context-aware, interactive, and unobtrusive experiences that seamlessly integrate with their run. These findings inform a set of design considerations for future immersive running visualisations and highlight directions for further research. Ang Li 0007, Charles Perin, Gianluca Demartini, Stephen Viller, Jarrod Knibbe, Maxime Cordeil |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2025 | Serious Games: Charting Refugee Entrepreneurial Journeys Through Novel Analytic Mappingabstract“More than 90% of global new settlement needs are unmet” according to UNHCR. Among those displaced are refugees and asylum seekers—seeking new life and opportunities in Australia. Despite challenges in reassimilating into foreign society, some strive to become successful entrepreneurs. We conducted semi-structured interviews with 15 such refugee and asylum seeker-entrepreneurs in Australia; documenting and mapping their journeys. This pictorial presents a novel annotation tool to present (1) the supporting role of organizations, community, and family in facilitating entrepreneurial success; and (2) the role of digital platforms in self-learning, professional skill development and, achieving business goals. The main contributions of this pictorial highlight emergent strategies that demonstrate the resilience of refugee and asylum seeker entrepreneurs overcoming and navigating extraordinary circumstances. We present a novel analytic mapping tool for researchers and designers to reformat, visualize, and analyse complex participant journeys. Chuike Lee, Awais Hameed Khan, Stephen Viller, Dhaval Vyas |
Conference on Designing Interactive Systems | 3 |
| 2025 | Embedded and Situated Visualisation in Mixed Reality to Support Interval RunningabstractAbstract We investigate the use of mixed reality visualisations to help pace tracking for interval running. We introduce three immersive visual designs to support pace tracking. Our designs leverage two properties afforded by mixed reality environments to display information: the space in front of the user and the physical environment to embed pace visualisation. In this paper, we report on the first design exploration and controlled study of mixed reality technology to support pacing tracking during interval running on an outdoor running track. Our results show that mixed reality and immersive visualisation designs for interval training offer a viable option to help runners (a) maintain regular pace, (b) maintain running flow, and (c) reduce mental task load. Ang Li 0007, Charles Perin, Jarrod Knibbe, Gianluca Demartini, Stephen Viller, Maxime Cordeil |
Comput. Graph. Forum | 5 |
| 2023 | Refugee Entrepreneurial TrajectoriesabstractThe global population of refugees as recorded by UNHCR is at an all-time high of over 90 million people forced to find new homes in a foreign land. Starting a new life can be unsettling for refugees and asylum seekers during the resettling process in their host countries, particularly when it comes to gaining financial independence. This paper used an interview-based study to engage with fifteen refugees and asylum seekers to learn how they achieve entrepreneurial success as they navigate refugee specific barriers in a new economy. The insights showed refugee entrepreneur specific barriers that align with resettlement challenges and the technical and social resourcefulness of this under-resourced community. Our contributions to the CSCW research community are an understanding of how low-socioeconomic entrepreneurs such as refugees, function in their ecosystem and design implications for developing technology to further the efforts of refugee entrepreneurs. Chuike Lee, Stephen Viller, Dhaval Vyas |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2021 | Musical agency and an ecological perspective of DMIs: collective embodiment in third wave HCI
Peter Worthy, Trevor Glyn Hunter, Ben Matthews, Stephen Viller |
Pers. Ubiquitous Comput. | 4 |
| 2020 | Vim: A Tangible Energy Story
Skye Doherty, Stephen Snow, Kathleen Jennings, Ben Rose, Ben Matthews, Stephen Viller |
ICIDS | 6 |
| 2020 | "... and we are the creators!" Technologies as Creative MaterialabstractTangible embedded technology kits are increasingly being used in schools, often as a means of providing students a platform for problem solving and computational thinking. When they are incorporated in creative tasks such as open-ended design projects, embedded technologies take on the role of a design material - a medium for exploration, iteration and creation. This paper presents some early results of a video analysis of school children's collaborative interactions with tangible, embedded technologies in an open-ended design task. We identify some of the difficulties students encounter and some of the practices they develop with these kits as they work to progress their designs. Our findings detail how children deal with the opacity of the system and how they use it as a springboard for imagination. Our study provides an opportunity to reflect on how technology kits currently resist becoming a design material. Sarah Matthews, Stephen Viller, Marie Boden |
TEI | 2 |
| 2018 | DBugs: large-scale artefacts for collaborative computer programmingabstractIn this article, we present DBugs, a large-scale physical tool designed for school children to learn computer programming. DBugs was designed to support the social aspects of classroom learning. In user two studies we found DBugs supported collaboration between students as the large-scale tangible cubes meant each student found a role in the group work. We also found that with the larger size of artefacts the individual students' actions became public and this promoted communication and collaboration between the group members for a successful outcome. Marie Boden, Bianca Pretorius, Ben Matthews, Stephen Viller |
IDC | 4 |
| 2016 | Trust Me: Doubts and Concerns Living with the Internet of ThingsabstractAn increasing number of everyday objects are now connected to the internet, collecting and sharing information about us: the "Internet of Things" (IoT). However, as the number of "social" objects increases, human concerns arising from this connected world are starting to become apparent. This paper presents the results of a preliminary qualitative study in which five participants lived with an ambiguous IoT device that collected and shared data about their activities at home for a week. In analyzing this data, we identify the nature of human and socio-technical concerns that arise when living with IoT technologies. Trust is identified as a critical factor - as trust in the entity/ies that are able to use their collected information decreases, users are likely to demand greater control over information collection. Addressing these concerns may support greater engagement of users with IoT technology. The paper concludes with a discussion of how IoT systems might be designed to better foster trust with their owners. Peter Worthy, Ben Matthews, Stephen Viller |
Conference on Designing Interactive Systems | 3 |
| 2015 | SonicAIR: Supporting Independent Living with Reciprocal Ambient Audio AwarenessabstractSonic Atomic Interaction Radio (SonicAIR) is an ambient awareness technology probe designed to explore how connecting the soundscapes of friends or family members might reduce the isolation of seniors living independently. At its core, SonicAIR instruments kitchen activity sites to produce an always-on real-time aural representation of remote domestic rhythms. This article reports how users in two pilot SonicAIR deployments used the sounds as resources for recognizing comfortable narratives of sociability. Used alongside telecare monitoring, such technologized interaction might enable older people to engage in community-oriented soundscape narratives of shared social responsibility. Hanif Baharin, Stephen Viller, Sean Rintel |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2014 | Designing support for collaboration around physical artefacts: Using augmented reality in learning environmentsabstractThe aim of this thesis is to identify mechanisms for supporting collaboration around physical artefacts in co-located and remote settings. To explore the research question in the project, a Research through Design approach has been adopted. A technology probe — an evolutionary prototype of a remote collaboration system — will be used to fuel the research. The prototype will facilitate collaboration between small groups around physical artefacts in an augmented learning environment. The prototype will inform future collaborative augmented reality technology design. Jason Weigel, Stephen Viller, Mark Schulz |
ISMAR | 2 |
| 2013 | Augmenting play and learning in the primary classroomabstractIn this article we present the design and study of Save the wild, a system designed to support augmented play and learning for children. Save the wild is an augmented reality (AR) based system with which children can interact by creating origami paper characters printed with fiducial markers that can be recognised via the webcam attached to the computer. The system aims to give students a level of awareness around problems with sustainability. As children make visible their origami creations to the camera, the system displays animated virtual characters that are attached to simple storylines that relate to sustainability and environmental consciousness. Marie Boden, Andrew Dekker, Stephen Viller, Ben Matthews |
IDC | 3 |
| 2013 | Rhythms of the Domestic Soundscape: Ethnomethodological Soundwalks for Phatic Technology Design
Hanif Baharin, Sean Rintel, Stephen Viller |
INTERACT (4) | 3 |
| 2011 | Building sensitising terms to understand free-play in open-ended interactive art environmentsabstractIn this paper we introduce and discuss the nature of free-play in the context of three open-ended interactive art installation works. We observe the interaction work of situated free-play of the participants in these environments and, building on precedent work, devise a set of sensitising terms derived both from the literature and from what we observe from participants interacting there. These sensitising terms act as guides and are designed to be used by those who experience, evaluate or report on open-ended interactive art. That is, we propose these terms as a common-ground language to be used by participants communicating while in the art work to describe their experience, by researchers in the various stages of research process (observation, coding activity, analysis, reporting, and publication), and by inter-disciplinary researchers working across the fields of HCI and art. This work builds a foundation for understanding the relationship between free-play, open-ended environments, and interactive installations and contributes sensitising terms useful for the HCI community for discussion and analysis of open-ended interactive art works. Ann Morrison, Stephen Viller, Peta Mitchell |
CHI | 2 |
| 2008 | Zebra: exploring users' engagement in fieldworkabstractParticipatory Design is a design approach that provides a popular set of techniques for designing interactive systems in collaboration with end-users. Technology probes are one of such techniques, developed recently to encourage users' engagement with design ideas while capturing interaction. In this paper, we describe a technology probe called Zebra, which aimed at exploring the design of an observation tool for fieldwork with busy professionals. We deployed Zebra in the coffee room of our lab and observed researchers' reactions to the proposed concepts it embodied, both as researchers and as participants. We found that participants engaged with the probe in ways ranging from playful performances, through to abandoning the social space. Based on analysis of the collected qualitative and quantitative data, we present our reflections on the Zebra probe, how it eased the burden of engagement in the design process, and helped us better understand the potential of the observation tool for participatory design with busy professionals. Yann Riche, Matthew Simpson, Stephen Viller |
Conference on Designing Interactive Systems | 3 |
| 2008 | Cross-channel mobile social software: an empirical studyabstractIn this paper, we introduce a prototype system designed to support mobile group socializing that has been appropriated for everyday use by 150 users over 18 months. The system supports cross-channel communication, allowing users to participate in group conversations using text messaging, instant messaging, email and the web. It does this with the "console," a uniform text-based syntax that enables the prototype to be used over a variety of mediums. Clint Heyer, Margot Brereton, Stephen Viller |
CHI | 3 |
| 2007 | Announcing Activity: Design and Evaluation of an Intentionally Enriched Awareness ServiceabstractWe introduce and explore the notion of intentionally enriched awareness. Intentional enrichment refers to the process of actively engaging users in the awareness process by enabling them to express intentions. We explore this concept designing and evalua Markus Rittenbruch, Stephen Viller, Tim Mansfield |
Hum. Comput. Interact. | 2 |
| 2006 | Lo-Fi Matchmaking: A Study of Social Pairing for Backpackers
Jeff Axup, Stephen Viller, Ian MacColl, Roslyn Cooper |
UbiComp | 2 |
| 2004 | Observing Architectural Design: Improving the Development of Collaborative Design Environments
Matthew Simpson, Stephen Viller |
CDVE | 2 |
| 2004 | Engaging Game Characters: Informing Design with Player Perspectives
Penelope Drennan, Stephen Viller, Peta Wyeth |
ICEC | 2 |
| 2001 | Finding patterns in the fieldworkabstractThis paper considers the potential of using patterns of cooperative interaction to support the development of general design principles drawn from a range of work settings. It reports on the development of patterns from ethnographic studies in a number of work environments. Our particular interest is in the possibilities surrounding the use of patterns as a means of organising, presenting and representing this growing corpus of ethnographic material and in the contribution this might make to CSCW design. In this paper we focus on outlining some of our experiences and difficulties in developing patterns from ethnographic studies and present some initial ideas towards the development of a pattern language to exploit the experience gained from a decade of field studies. David B. Martin 0001, Tom Rodden, Mark Rouncefield, Ian Sommerville, Stephen Viller |
ECSCW | 5 |
| 2000 | Ethnographically informed analysis for software engineers
Stephen Viller, Ian Sommerville |
Int. J. Hum. Comput. Stud. | 1 |
| 2000 | Patterns of Home Life: Informing Design For Domestic Environments
John A. Hughes, Jon O'Brien, Tom Rodden, Mark Rouncefield, Stephen Viller |
Pers. Ubiquitous Comput. | 5 |
| 1999 | Social Analysis in the Requirements Engineering Process: From Ethnography to MethodabstractOver a number of years, we have been involved in investigations into using workplace observation to inform requirements for complex systems. This paper discusses how our work has evolved from ethnography with prototyping through presentation of ethnographic fieldwork, to developing a method for social analysis that has been derived from our experience of applying ethnographic techniques. We discuss the strengths and weaknesses of each of these approaches with a particular focus on our most recent work in developing the Coherence method. This method is based on a fusion of viewpoint-oriented and ethnographic approaches to requirements engineering and uses an industry-standard notation (UML) to represent knowledge of work. We use a common example of an air traffic control system to illustrate each approach. Stephen Viller, Ian Sommerville |
RE | 1 |
| 1999 | Coherence: An Approach to Representing Ethnographic Analyses in Systems DesignabstractThis article is concerned with how to represent in system design the kinds of features of work settings as reported by ethnographic studies of work. Various researchers and practitioners have found that ethnomehodological analyses of work settings can provide useful insights to the work processes and settings in which system design is interested. Previously at Lancaster University, we examined ways in whisk ethnography can be used in h e design process and how the results of ethnographic analyses can be presented in such a way as to be useful components of the design process. This article reflects an effort to approach these methodological issues from a different perspective. It examines how the lessons learned from ethnographic studies can be reflected in the design process itself and in particular how standardized design artifacts (e.g., models, documents) can express the type of information that ethnographic studies produce. The article focuses on how ethnographic analyses can influence the main representational artifact in systems design—the model of the system being developed. We examine how the Unified Modeling Language for object-oriented design can be used to express information about awareness in cooperative systems. Stephen Viller, Ian Sommerville |
Hum. Comput. Interact. | 1 |
| 1999 | Human factors in requirements engineering: A survey of human sciences literature relevant to the improvement of dependable systems development processesabstractRequirements engineering (RE) is an inherently social process, involving the contribution of individuals working in an organizational context. Further, failures in the RE process will potentially lead to systematic failures in the products that are produced as a result. Consequently, the RE process for dependable systems development should itself be considered as a dependable process, and therefore subject to greater scrutiny for vulnerabilities to error. Research on human error has typically focused on the work of individual actors from a cognitive perspective. This paper presents a survey which broadens the view on what contributes to human error by also examining work from the social and organizational literature. This review was conducted to inform efforts to improve the systems development process for dependable systems, and in particular their requirements engineering process Stephen Viller, John Bowers 0001, Tom Rodden |
Interact. Comput. | 1 |
| 1999 | Managing Process Inconsistency Using ViewpointsabstractDiscusses the notion of software process inconsistency and suggests that inconsistencies in software processes are inevitable and sometimes desirable. We present an approach to process analysis that helps discover different perceptions of a software process and that supports the discovery of process inconsistencies and process improvements stimulated by these inconsistencies. By analogy with viewpoints for requirements engineering that allow multiple perspectives on a software system specification to be managed, we have developed the notion of process viewpoints that provide multi-perspective descriptions of software processes. A process viewpoint includes a statement of focus or "world view", a set of sources of process information, a process description and a set of organizational concerns that represent goals or constraints on the process analysis. We present a description and rationale of process viewpoints, discuss the process of applying process viewpoints for process understanding, and illustrate the overall approach using part of a case study drawn from industrial processes that are part of a safety-critical system development. Ian Sommerville, Peter Sawyer, Stephen Viller |
IEEE Trans. Software Eng. | 3 |
| 1998 | Improving the Requirements Process
Peter Sawyer, Ian Sommerville, Stephen Viller |
REFSQ | 3 |
| 1996 | PERE: Evaluation and Improvement of Dependable Processes
Robin E. Bloomfield, John Bowers 0001, Luke Emmet, Stephen Viller |
SAFECOMP | 4 |
| 1994 | Working with "Constant Interruption": CSCW and the Small OfficeabstractEthnographic studies of CSCW have often seemed to involve the investigation of relatively large-scale and highly specific systems, consequently ignoring the small office within which many people spend much of their working lives and which is a major site for the introduction and implementation of IT. This paper is concerned with a “quick and dirty” ethnographic study of a small office that was considering the introduction of greater levels of IT. Generic features of office work are outlined: the process of work in a small office and its recurrent features, notably the massive volume of paperwork; the importance of local knowledge in the accomplishment of work; and the phenomenon of “constant interruption.” This paper suggests that despite the obvious contrasts with work settings analysed in other ethnographic studies, similar features of cooperative work can be observed in the small office. It further suggests that the issues of cooperation and the sociality of work cannot be ignored even in small-scale system design. Mark Rouncefield, John A. Hughes, Tom Rodden, Stephen Viller |
CSCW | 4 |
| 1991 | The Group Facilitator: A CSCW Perspective
Stephen Viller |
ECSCW | 1 |