Andreas Breiter

dblp:95/1082 · DBLP profile ↗
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11ranked-venue papers
0as first author
5since 2021 · last 2026
0000-0002-0577-8685ORCID · verified

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

Human-computer interaction and ubiquitous computing · 8 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2
YearPublicationVenuePosition
2026 Take the Power Back: Screen-Based Personal Moderation Against Hate Speech on Instagram
abstract
Hate speech remains a pressing challenge on social media, where platform moderation often fails to protect targeted users. Personal moderation tools that let users decide how content is filtered can address some of these shortcomings. However, it remains an open question on which screens (e.g., the comments, the reels tab, or the home feed) users want personal moderation and which features they value most. To address these gaps, we conducted a three-wave Delphi study with 40 activists who experienced hate speech. We combined quantitative ratings and rankings with open questions about required features. Participants prioritized personal moderation for conversational and algorithmically curated screens. They valued features allowing for reversibility and oversight across screens, while input-based, content-type specific, and highly automated features are more screen specific. We discuss the importance of personal moderation and offer user-centered design recommendations for personal moderation on Instagram.
Anna Ricarda Luther, Hendrik Heuer, Sebastian Haunss, Stephanie Geise, Andreas Breiter
CHI5
2025 Social Media for Activists: Reimagining Safety, Content Presentation, and Workflows
abstract
Social media is central to activists, who use it internally for coordination and externally to reach supporters and the public. To date, the HCI community has not explored activists' perspectives on future social media platforms. In interviews with 14 activists from an environmental and a queer-feminist movement in Germany, we identify activists' needs and feature requests for future social media platforms. The key finding is that on- and offline safety is their main need. Based on this, we make concrete proposals to improve safety measures. Increased control over content presentation and tools to streamline activist workflows are also central to activists. We make concrete design and research recommendations on how social media platforms and the HCI community can contribute to improved safety and content presentation, and how activists themselves can reduce their workload.
Anna Ricarda Luther, Hendrik Heuer, Stephanie Geise, Sebastian Haunss, Andreas Breiter
CHI5
2024 Eliciting Multimodal and Collaborative Interactions for Data Exploration on Large Vertical Displays
abstract
We examined user preferences to combine multiple interaction modalities for collaborative interaction with data shown on large vertical displays. Large vertical displays facilitate visual data exploration and allow the use of diverse interaction modalities by multiple users at different distances from the screen. Yet, how to offer multiple interaction modalities is a non-trivial problem. We conducted an elicitation study with 20 participants that generated 1015 interaction proposals combining touch, speech, pen, and mid-air gestures. Given the opportunity to interact using these four modalities, participants preferred speech interaction in 10 of 15 low-level tasks and direct manipulation for straightforward tasks such as showing a tooltip or selecting. In contrast to previous work, participants most favored unimodal and personal interactions. We identified what we call collaborative synonyms among their interaction proposals and found that pairs of users collaborated either unimodally and simultaneously or multimodally and sequentially. We provide insights into how end-users associate visual exploration tasks with certain modalities and how they collaborate at different interaction distances using specific interaction modalities. The supplemental material is available at https://osf.io/m8zuh/?view only = 34bfd907d2ed43bbbe37027fdf46a3fa.
Gabriela Molina León, Petra Isenberg, Andreas Breiter
IEEE Trans. Vis. Comput. Graph.3
2022 Co-Creating a Research Data Infrastructure with Social Policy Researchers
Gabriela Molina León, Gabriella Skitalinskaya, Nils Düpont, Jonas Klaff, Anton Schlegel, Hendrik Heuer, Andreas Breiter
ECSCW7
2022 Mobile and Multimodal? A Comparative Evaluation of Interactive Workplaces for Visual Data Exploration
abstract
Abstract Mobile devices are increasingly being used in the workplace. The combination of touch, pen, and speech interaction with mobile devices is considered particularly promising for a more natural experience. However, we do not yet know how everyday work with multimodal data visualizations on a mobile device differs from working in the standard WIMP workplace setup. To address this gap, we created a visualization system for social scientists, with a WIMP interface for desktop PCs, and a multimodal interface for tablets. The system provides visualizations to explore spatio‐temporal data with consistent WIMP and multimodal interaction techniques. To investigate how the different combinations of devices and interaction modalities affect the performance and experience of domain experts in a work setting, we conducted an experiment with 16 social scientists where they carried out a series of tasks with both interfaces. Participants were significantly faster and slightly more accurate on the WIMP interface. They solved the tasks with different strategies according to the interaction modalities available. The pen was the most used and appreciated input modality. Most participants preferred the multimodal setup and could imagine using it at work. We present our findings, together with their implications for the interaction design of data visualizations.
Gabriela Molina León, Michael Lischka, W. Luo, Andreas Breiter
Comput. Graph. Forum4
2020 We Know What You Did Last Semester: Learners' Perspectives on Screen Recordings as a Long-Term Data Source for Learning Analytics
Philipp Krieter, Michael Viertel, Andreas Breiter
EC-TEL3
2020 More Than Accuracy: Towards Trustworthy Machine Learning Interfaces for Object Recognition
abstract
This paper investigates the user experience of visualizations of a machine learning (ML) system that recognizes objects in images. This is important since even good systems can fail in unexpected ways as misclassifications on photo-sharing websites showed. In our study, we exposed users with a background in ML to three visualizations of three systems with different levels of accuracy. In interviews, we explored how the visualization helped users assess the accuracy of systems in use and how the visualization and the accuracy of the system affected trust and reliance. We found that participants do not only focus on accuracy when assessing ML systems. They also take the perceived plausibility and severity of misclassification into account and prefer seeing the probability of predictions. Semantically plausible errors are judged as less severe than errors that are implausible, which means that system accuracy could be communicated through the types of errors.
Hendrik Heuer, Andreas Breiter
UMAP2
2020 Co-creating Visualizations: A First Evaluation with Social Science Researchers
abstract
Abstract Co‐creation is a design method where designers and domain experts work together to develop a product. In this paper, we present and evaluate the use of co‐creation to design a visual information system with social science researchers in order to explore and analyze their data. Co‐creation proposes involving the future users in the design process to ensure that they play a critical role in the design, and to increase the chances of long‐term adoption. We evaluated the co‐creation process through surveys, interviews and a user study. According to the participants’ feedback, they felt listened to through co‐creation, and considered the methodology helpful to develop visualizations that support their research in the near future. However, participation was far from perfect, particularly early career researchers showed limited interest in participating because they did not see the process as beneficial for their research publication goals. We summarize benefits and limitations of co‐creation, together with our recommendations, as lessons learned.
Gabriela Molina León, Andreas Breiter
Comput. Graph. Forum2
2020 Middle-Aged Video Consumers' Beliefs About Algorithmic Recommendations on YouTube
abstract
User beliefs about algorithmic systems are constantly co-produced through user interaction and the complex socio-technical systems that generate recommendations. Identifying these beliefs is crucial because they influence how users interact with recommendation algorithms. With no prior work on user beliefs of algorithmic video recommendations, practitioners lack relevant knowledge to improve the user experience of such systems. To address this problem, we conducted semi-structured interviews with middle-aged YouTube video consumers to analyze their user beliefs about the video recommendation system. Our analysis revealed different factors that users believe influence their recommendations. Based on these factors, we identified four groups of user beliefs: Previous Actions, Social Media, Recommender System, and Company Policy. Additionally, we propose a framework to distinguish the four main actors that users believe influence their video recommendations: the current user, other users, the algorithm, and the organization. This framework provides a new lens to explore design suggestions based on the agency of these four actors. It also exposes a novel aspect previously unexplored: the effect of corporate decisions on the interaction with algorithmic recommendations. While we found that users are aware of the existence of the recommendation system on YouTube, we show that their understanding of this system is limited.
Oscar Alvarado 0001, Hendrik Heuer, Vero Vanden Abeele, Andreas Breiter, Katrien Verbert
Proc. ACM Hum. Comput. Interact.4
2018 Analyzing mobile application usage: generating log files from mobile screen recordings
abstract
Logging mobile application usage on smartphones is limited to rather general system events unless one has access to the operating system's or applications' source code. In this paper, we present a method for analyzing mobile application usage in detail by generating log files based on mobile screen output. We are combining long-term log file analysis and short-term screen recording analysis by utilizing existing computer vision and machine learning methods. To validate the log results of our approach and implementation we collect 118 sample screen recordings of phone usage sessions and evaluate the resulting log file manually. Besides that, we explore the performance of our approach with different video quality parameters: frame rate and bit rate. We show that our method provides detailed data about application use and can work with low-quality video under certain circumstances.
Philipp Krieter, Andreas Breiter
MobileHCI2
2015 Potentials of Gamification in Learning Management Systems: A Qualitative Evaluation
abstract
Besides game-based learning, gamification is an upcoming trend in education, studied in various empirical studies and found in many major learning management systems. Employing a newly developed qualitative instrument for assessing gamification in a system, we studied five popular LMS for their specific implementations. The instrument enabled experts to extract affordances for gamification in the five categories experiential, mechanics, rewards, goals, and social. Results show large similarities in all of the systems studied and few varieties in approaches to gamification.
Jan Broer, Andreas Breiter
EC-TEL2