Demo Data from EDBT 2026 / reviewers in the wild / expert
Nick Dulake
dblp:116/2285
· DBLP profile ↗
10ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0003-1841-5848ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 10 · 2 since 2021
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
4 papers |
Design research and methods · 62% Interaction techniques and input · 19% Immersive interaction · 11% | |
| Network and information security
1 paper |
Biometric security · 100% | |
| Artificial intelligence
1 paper |
Face, body and person analysis · 100% |
Topics — the 7 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Biometric security › biometric attack
face recognition evasion |
1.0 | 1 | 2026 | Design-driven Deception of Face Recognition: An Empirical Study · ACM Trans. Comput. Hum. Interact. 2026 |
Design research and methods
critical design |
0.4 | 1 | 2020 | Crafting Critical Heritage Discourses into Interactive Exhibition Design · CHI 2020 |
Design research and methods
reflective design |
0.4 | 1 | 2020 | Crafting Critical Heritage Discourses into Interactive Exhibition Design · CHI 2020 |
Computer vision › Face, body and person analysis
face recognition |
0.3 | 1 | 2026 | Design-driven Deception of Face Recognition: An Empirical Study · ACM Trans. Comput. Hum. Interact. 2026 |
Design research and methods
participatory design |
0.2 | 1 | 2016 | Articulating Co-Design in Museums: Reflections on Two Participatory Processes · CSCW 2016 |
Collaborative and social computing
museum experience |
0.1 | 1 | 2020 | Crafting Critical Heritage Discourses into Interactive Exhibition Design · CHI 2020 |
Personal fabrication and tangible interfaces
tangible and embodied interaction |
0.1 | 1 | 2016 | Voices from the War: Design as a Means of Understanding the Experience of Visiting Heritage · CHI 2016 |
Methods — techniques the papers use, named apart from their topics
research through design · 2.4empirical study · 2.0participatory design · 0.5comparative case study · 0.5reflective design · 0.4field trial · 0.2design research · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Design-driven Deception of Face Recognition: An Empirical StudyabstractThis article takes a design-driven human-centred approach to Facial Recognition Technology (FRT). In a process of Research through Design, we first generated 120 ways to dodge face recognition, then distilled and tested 50 concepts in the lab. The 19 disguises that successfully bypasses FRT informed the implementation of seven disguises initially tested with 14 white participants walking through a hall, a corridor and a control gate. The control gate led to a larger study (39 participants of different ethnicities) to assess the effectiveness of the disguises in bypassing three open source FR models using three different distance metrics and four backends. We compare our real-life evaluation of design-generated disguises against previous and current computing research: while maliciously crafted digital perturbation attacks work well, they do not capture the complexity of live FRT opening up opportunities for future research. Daniela Petrelli, Nick Dulake, Gianni Molinari, Fabio Ciravegna |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2024 | Co-designing an Embodied e-Coach With Older Adults: The Tangible Coach JourneyabstractThis article describes a tangible interface for an e-coach, co-designed in four countries to meet older adults’ needs and expectations. The aim of this device is to coach the user by giving recommendations, personalized tasks and to build empathy through vocal, visual, and physical interaction. Through our co-design process, we collected insights that helped identifying requirements for the physical design, the interaction design and the privacy and data control. In the first phase, we collected users’ needs and expectations through several workshops. Requirements were then transformed into three design concepts that were rated and commented by our target users. The final design was implemented and tested in three countries. We discussed the results and the open challenges for the design of physical e-coaches for older adults. To encourage further developments in this field, we released the research outputs of this design process in an open-source repository. Mira El Kamali, Leonardo Angelini, Maurizio Caon, Nick Dulake, Paul Chamberlain, Claire Craig, Carlo Emilio Standoli, Giuseppe Andreoni, Omar Abou Khaled, Elena Mugellini |
Int. J. Hum. Comput. Interact. | 4 |
| 2020 | Crafting Critical Heritage Discourses into Interactive Exhibition DesignabstractThis paper argues how a more reflective design practice that embraces critical discourses can transform interactive exhibition design and therefore the museum visiting experience. Four framing arguments underpin our exhibition design making: the value of materiality, visiting as an aesthetic experience, challenging the authorized voice, and heritage as a process. These arguments were embodied through design, art and craft practice into one interactive exhibition at a house museum. We draw from our design process discussing the implications that adopting an approach informed by critical heritage debates has on exhibition design and suggest three sensitizing concepts (polyvocal narratives, dialogical interaction, interweaving time and space) bridging the practice of interactive exhibition design and critical heritage theory. Caroline Claisse, Daniela Petrelli, Luigina Ciolfi, Nick Dulake, Mark T. Marshall, Abigail Durrant |
CHI | 4 |
| 2016 | Voices from the War: Design as a Means of Understanding the Experience of Visiting HeritageabstractWe use design research to explore ways in which tangible and embodied interaction can be used to create novel experiences of heritage. We identified five design principles and used them to frame the challenge. In collaboration with curators, we co-created an interactive multi-narrative soundscape for the remains of trenches and a fortified camp from World War I. The soundscape is activated by presence and the use of a bespoke device. The design intertwines technology and historical content in context to augment the visitors' experience of the place in an evocative, personal way. The field trial showed that experimenting with different forms is key, as they have an impact on visitors' expectations beyond what they experience directly. It also showed the value in simultaneously designing interaction and content to achieve an effect that goes beyond the contribution of the single components. Daniela Petrelli, Nick Dulake, Mark T. Marshall, Anna Pisetti, Elena Not |
CHI | 2 |
| 2016 | Articulating Co-Design in Museums: Reflections on Two Participatory ProcessesabstractIn this paper we reflect on the process of co-design by detailing and comparing two strategies for the participatory development of interaction concepts and prototypes in the context of technologically-enhanced museum visiting experiences. While much work in CSCW, HCI and related disciplines has examined different role configurations in co-design, more research is needed on examining how collaborative design processes can unfold in different ways. Here we present two instances of co-design of museum visiting aids, one stemming from an open brief, another from an initial working prototype; we discuss the process in each case and discuss how these alternative strategies presented the team with different possibilities as well as constraints, and led to different patterns of collaboration within the design team. Finally, we draw a set of themes for discussion and reflection to inform and aid researchers and practitioners participating in similar co-design processes, particularly in the domain of cultural heritage. Luigina Ciolfi, Gabriela Avram, Laura A. Maye, Nick Dulake, Mark T. Marshall, Dick van Dijk, Fiona E. McDermott |
CSCW | 4 |
| 2016 | Using Tangible Smart Replicas as Controls for an Interactive Museum ExhibitionabstractThis paper presents the design, creation and use of tangible smart replicas in a large-scale museum exhibition. We describe the design rationale for the replicas, the process used in their creation, as well as the implementation and deployment of these replicas in a live museum exhibition. Deployment of the exhibition resulted in over 14000 visitors interacting with the system during the 6 months that the exhibition was open. Based on log data, interviews and observations, we examine the reaction to these smart replicas from the point of view of the museum curators and also of the museum's visitors and reflect on the fulfillment of our expectations. Mark T. Marshall, Nick Dulake, Luigina Ciolfi, Daniele Duranti, Hub Kockelkorn, Daniela Petrelli |
TEI | 2 |
| 2016 | Audio-based narratives for the trenches of World War I: Intertwining stories, places and interaction for an evocative experience
Mark T. Marshall, Daniela Petrelli, Nick Dulake, Elena Not, Michele Marchesoni, Elisa Trenti, Anna Pisetti |
Int. J. Hum. Comput. Stud. | 3 |
| 2014 | Tools and methods for creating interactive artifactsabstractMany embedded platforms that support the creation of interactive smart objects have become available over the last years. Arduino, Raspberry Pi, electric imp, mbed, MSP430, and .NET Gadgeteer are examples of hardware platforms with very different properties and capabilities. In order to make interactive artifacts additional sensors, actuators, and networking elements are available for the different platforms. Additionally there are different software environments and development tools that support developers in creating custom applications for embedded systems. It is apparent that one size doesn't fit all and that choosing the right platform and tools is an important step towards an effective solution. In this TEI2014 studio we first provide an overview of available platforms and tools that allow developers to create novel and tangible interactive systems. We will present and discuss developing environments, with a specific focus on browser based programming tools and social coding. In a second step we will have 2 hands-on sessions, where in each we use a different platform and create an initial functional prototype. The aim is to provide the participants with an overview of existing embedded development tools suitable for creating interactive artifacts and to provide some hands on-experience with different new platforms. Thomas Kubitza, Albrecht Schmidt 0001, Norman Pohl, Daniela Petrelli, Tilman Dingler, Nick Dulake |
TEI | 6 |
| 2014 | Prototyping tangibles: exploring form and interactionabstractIn order to better explore the opportunities for tangible interaction in new areas such as the home or cultural heritage sites, we used multiple rapidly-developed prototypes that take advantage of existing technology. Physical prototypes allow us to give form to ideas and to evaluate the integration of form and function, two core components of tangible interaction. We discuss potentials and pitfalls when using off-the-shelf digital devices (by embedding a device, cracking it open and building on it, or collating board and parts) through six prototypes developed in two studies. Hacking devices to materialize our ideas proved excellent for fast prototyping. Technology imposed constraints and prompted different design solutions than initially intended offering unexpected ways to engage. On the basis of this experience we outline a process and offer guidelines for the fast prototyping of tangible interactions. Daniela Petrelli, Nick Dulake, Mark T. Marshall, Matt Willox, Fabio Caparrelli, Robin Goldberg |
TEI | 2 |
| 2012 | Digital Christmas: an exploration of festive technologyabstractElaborating on the result of a field study of Christmas traditions in eight British households, we explore the design of technology specifically aimed at augmenting existing practices. Four concepts that favoured playfulness and engagement across generations were discussed in a workshop with eight people who took part in the initial field study. The importance of being connected and spending time together in a way that reinforces the family bonding was evident. The enthusiasm demonstrated during the workshop for some proposals and participants' engagement in revisiting those that did not feel right to produce better concepts seems to demonstrate there is space for interaction design that is ethnographically motivated and aesthetically harmonious with the meaning of home. Daniela Petrelli, Simon J. Bowen, Nick Dulake, Ann Light |
Conference on Designing Interactive Systems | 3 |