EDBT 2026 Demo / reviewers in the wild / expert
Nicolas J. LaLone
dblp:141/4001 · also Nick LaLone, Nicolas James LaLone
· DBLP profile ↗
18ranked-venue papers
1as first author
15since 2021 · last 2026
0000-0003-2254-2831ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 18 · 1 first-author · 15 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Understanding the Dynamics of Trust in Location-Based Games as Hybrid Spaces: The Players' PerspectiveabstractLocation-based games (LBGs) merge digital play with physical environments, creating hybrid spaces that require players to navigate complex trust dynamics. Despite their global popularity, LBGs introduce unique challenges around fairness, safety, and privacy, spanning interactions among players, game systems, local communities, and non-players in shared public spaces. To examine how trust is perceived, built, and sustained in these environments, we conducted in-depth interviews with 26 players of four major LBGs: Pokémon GO, Monster Hunter Now, Ingress, and Pikmin Bloom. Using reflexive thematic analysis, we identified dynamics of trust across four trustor–trustee relationships: player–system, player–player, player–community, and player–non-player in five key aspects: fair play, location privacy, online vetting, hybrid interaction, and public play. Drawing on our findings, we propose a trust model for analyzing and designing trust in LBGs as hybrid spaces, and we outline design implications aimed at strengthening trust building and sustaining trustworthy interactions across the LBG ecology. Jiangnan Xu, Sanzida Mojib Luna, Michael Saker, Alan Chamberlain, Nicolas J. LaLone, Samuli Laato, Garreth W. Tigwell, Konstantinos Papangelis |
CHI | 5 |
| 2025 | This Game SUX: Why & How to Design Sh@*!y User ExperiencesabstractWhile normative - "good"- game design and user experiences have been established, we look to games that challenge those notions. Intentional frustration and failure can be worthwhile. Through a reflexive thematic analysis of 31 games we identify how intentionally non-normative design choices lead to meaningful experiences. Working within the established Mechanics Dynamics Aesthetics (MDA) Game Design Framework, we lay out themes to design Shitty User Experiences (SUX). We contribute SUX MDA themes for designers and researchers to counter the status quo and identify new forms of play and interaction. Michelle V. Cormier, Shano Liang, William A. Hamilton, Nicolas J. LaLone, Rose Bohrer, Phoebe O. Toups Dugas |
CHI | 4 |
| 2025 | Exploring Deaf And Hard of Hearing Peoples' Perspectives On Tasks In Augmented Reality: Interacting With 3D Objects And Instructional ComprehensionabstractTasks in augmented reality (AR), such as 3D interaction and instructional comprehension, are often designed for users with uniform sensory abilities. Such an approach, however, can overlook the more nuanced needs of Deaf and Hard of Hearing (DHH) users who might have reduced auditory perception. To better understand these challenges, our study utilized the single-player AR game Angry Birds AR as a probe to explore how 11 DHH participants and 15 hearing participants experienced AR interactions. Our findings highlight that DHH users prefer interaction based on context, effective haptic cues, audio cue substitutes, and clear instructional design. We, therefore, propose the following design recommendations to enhance the accessibility of AR for DHH users. This includes customizable UI options, modular feedback systems, and virtual avatars for sign language instructions. Sanzida Mojib Luna, Jiangnan Xu, Garreth W. Tigwell, Nicolas J. LaLone, Michael Saker, Alan Chamberlain, David I. Schwartz, Konstantinos Papangelis |
CHI | 4 |
| 2025 | The player traits and gratifications of casual and hardcore players in Harry Potter: Wizards Unite , Ingress , and Pokémon GOabstractLocation-based games (LBG) impose virtual spaces on top of physical locations. Studies have explored LBG from various perspectives. In this paper, we leverage several of the most popular LBG (circa 2019) to identify the players of such games: their traits, gratifications, and links therein. To achieve our objective, we deployed surveys to 2390 active LBG players utilising Tondello et al.'s Player Traits Model and Scale of Game Playing Preferences and Hamari's scale of LBG gratifications. Our findings (1) illustrate an association between player satisfaction and social aspects of the studied games, (2) illustrate how the core loops of the studied games impact the expressed gratifications and the affine traits of players, and most centrally, (3) indicate a vital distinction between hardcore and casual players based on both traits and gratifications. Overall, our findings elucidate the players of LBG, their traits, and the gratifications they derive from playing LBGs. John Dunham, Konstantinos Papangelis, Nicolas J. LaLone |
Behav. Inf. Technol. | 3 |
| 2025 | Understanding the Interplay between the Digital and the Physical in Shared AR Gaming: Probing through Urban LegendsabstractShared Augmented Reality (Shared AR) is an emerging technology that enables multiple users to interact synchronously within a collocated AR environment. Yet, there is limited research on the group interactions and dynamics in Shared AR, particularly in the context of gaming. To address this gap, we investigate Shared AR group interactions using a phone-based Shared AR mobile game called Urban Legends . Through in situ observations, focus groups, and one-on-one interviews with 22 participants, we examine how users collaborate and communicate within the game. Our findings reveal that while verbal communication predominates, non-verbal cues are often overlooked by collocated participants, and users initially struggle to recognize the expansive virtual space and the need for physical movement. Over time, users adapt to the hybrid environment, demonstrating increasing spatial awareness and more dynamic collaboration. Based on these insights, we present a suite of design recommendations for enhancing spatial awareness, supporting multi-modal communication, and fostering engaging group dynamics in future Shared AR applications. Jiangnan Xu, Sanzida Mojib Luna, Garreth W. Tigwell, Nicolas J. LaLone, Michael Saker, Samuli Laato, John Dunham, Alan Chamberlain, Konstantinos Papangelis |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2024 | Communication, Collaboration, and Coordination in a Co-located Shared Augmented Reality Game: Perspectives From Deaf and Hard of Hearing PeopleabstractCo-located collaborative shared augmented reality (CS-AR) environments have gained considerable research attention, mainly focusing on design, implementation, accuracy, and usability. Yet, a gap persists in our understanding regarding the accessibility and inclusivity of such environments for diverse user groups, such as deaf and Hard of Hearing (DHH) people. To investigate this domain, we used Urban Legends, a multiplayer game in a co-located CS-AR setting. We conducted a user study followed by one-on-one interviews with 17 DHH participants. Our findings revealed the usage of multimodal communication (verbal and non-verbal) before and during the game, impacting the amount of collaboration among participants and how their coordination with AR components, their surroundings, and other participants improved throughout the rounds. We utilize our data to propose design enhancements, including onscreen visuals and speech-to-text transcription, centered on participant perspectives and our analysis. Sanzida Mojib Luna, Jiangnan Xu, Konstantinos Papangelis, Garreth W. Tigwell, Nicolas J. LaLone, Michael Saker, Alan Chamberlain, Samuli Laato, John Dunham |
CHI | 5 |
| 2023 | Building Positively Affective Location-Based Advertising: A Study of Pokémon GO PlayersabstractWith the expanding popularity of Location-Based Games and the rise of advertising therein, there exists a need to comprehend the impact of Location-Based Game Advertising (LGA). This paper seeks to identify what makes positively affective LGA, leveraging Pokémon GO as a probe. Researchers conducted twenty-seven (n=27) semi-structured interviews with Pokémon GO players to reveal lived experiences regarding LGA. Our findings highlight the following direct implications for LGA: (1) LGA act as a digital billboard, conveying qualitative alongside locative information, and (2) well-received LGA enhances the player’s agency. We additionally identify findings that have auxiliary implications to LGA: (3) positive memorability occurs when points of interest match physical reality, and (4) ludic engagement is a mediating factor in the memorability of locations. This research demonstrates that LGA in Location-Based Games is surprisingly well-received. However, developers must provide extra consideration to the player’s agency for such techniques to be effective. John Dunham, Konstantinos Papangelis, Cati Boulanger, Nicolas J. LaLone, Evangelia Nika, Michael Saker, David I. Schwartz |
CHI | 4 |
| 2023 | Understanding Social Interactions in Location-based Games as Hybrid Spaces: Coordination and Collaboration in Raiding in Pokémon GOabstractThe overlaying of physical spaces with digital information produces hybrid spaces, redefining people’s experience of social interactions. Location-based games (LBGs) with social components are a good case. Yet, the impact LBGs have on sociability remains under-researched. In April 2020, the new in-person/remote raiding format in the LBG Pokémon GO provided a lens to explore people’s social interactions in hybrid spaces. We interviewed 41 Pokémon GO players to understand how players coordinate and collaborate for in-person/remote raids and other social patterns. Our findings demonstrate that new social dynamics occurred: participants’ social interactions highly rely on external social media groups bridging cyberspace and the physical world. In such external social media groups, spontaneously formed leadership roles and mentor-mentee relationships demonstrate autonomy among players in the hybrid space. However, we observed that the interoperability issue challenges people’s experience. Overall, this work sheds light on the social interactions in LBGs as hybrid spaces. Jiangnan Xu, Konstantinos Papangelis, John Dunham, Cati Boulanger, Jin Ha Lee 0001, Nicolas J. LaLone, Michael Saker |
CHI | 6 |
| 2023 | A Quest?!: The Secret Life of Gameworld PunctuationabstractAt times, the interfaces of videogames -- gameworlds -- contain tiny details that go unnoticed. One such detail is how designers employ ! and ? to communicate to players. These punctuation marks have existed in videogames since their creation, yet remain undiscussed by designers. They are used as ways to promote curiosity, as objects, as ways to symbolize excitement, and as a prompt to react. Their varied history is deserving of attention, so we present a chronicle of two pieces of gameworld punctuation: ! and ?. We discuss current and past uses and identify more ways that these could be used in the future. These symbols may present a useful space of inquiry not only for games and games research, but more generally, in terms of the rapid communication of complex information. Nicolas J. LaLone, Phoebe O. Toups Dugas, Michelle V. Cormier |
Proc. ACM Hum. Comput. Interact. | 1 |
| 2023 | (Re)Connecting History to the Theory and Praxis of HCIabstractThis special issue builds on and expands HCI’s engagement with historical approaches, questioning our field’s ontological orientations and offering new methods for examining the past. The set of articles featured reinvigorates questions on whose technological labor matters, how we might challenge the racist and misogynistic consequences of HCI’s inter-disciplinary inheritances, and offer new modes of liberatory world-making. Taken together, this collection serves as an act of reclamation of the lineage of our field, providing resources and guidance for a more just present and future. Susanne Bødker, Sarah E. Fox, Nicolas J. LaLone, Megh Marathe, Robert Soden |
ACM Trans. Comput. Hum. Interact. | 3 |
| 2023 | The Impacts of Covid-19 on Players of Pokémon GOabstractSince its creation, the Location-Based Game (LBG), Pokémon GO , has been embraced by a community of fans across the world. Due to its recency, the impact of COVID-19 on the community of Pokémon GO players is underexplored. We address how COVID-19 has impacted the players of Pokémon GO by building upon existing work focusing on player gratifications and impacts in Pokémon GO . Through semi-structured interviews, we provide a snapshot of the state of LBG play during unprecedented times. These player interviews demonstrate (1) the importance of in-person socialization to LBG, (2) additional ways players use the game as a coping mechanism, and (3) how intentionality mediates player perceptions of people-place relationships. Furthermore, we explore how Niantic influenced these behaviors through changes to how players interact with points of interest and engage with elder game mechanics such as raiding. John Dunham, Konstantinos Papangelis, Samuli Laato, Nicolas J. LaLone, Jin Ha Lee 0001, Michael Saker |
ACM Trans. Comput. Hum. Interact. | 4 |
| 2022 | "I See You!": A Design Framework for Interface Cues about Agent Visual Perception from a Thematic Analysis of VideogamesabstractAs artificial agents proliferate, there will be more and more situations in which they must communicate their capabilities to humans, including what they can “see.” Artificial agents have existed for decades in the form of computer-controlled agents in videogames. We analyze videogames in order to not only inspire the design of better agents, but to stop agent designers from replicating research that has already been theorized, designed, and tested in-depth. We present a qualitative thematic analysis of sight cues in videogames and develop a framework to support human-agent interaction design. The framework identifies the different locations and stimulus types – both visualizations and sonifications – available to designers and the types of information they can convey as sight cues. Insights from several other cue properties are also presented. We close with suggestions for implementing such cues with existing technologies to improve the safety, privacy, and efficiency of human-agent interactions. Matthew Rueben, Matthew Rodney Horrocks, Jennifer Eleanor Martinez, Michelle V. Cormier, Nicolas J. LaLone, Marlena R. Fraune, Phoebe O. Toups Dugas |
CHI | 5 |
| 2021 | An Activity Theory Analysis of Search & Rescue Collective Sensemaking and Planning PracticesabstractSearch and rescue (SAR), a disaster response activity performed to locate and save victims, primarily involves collective sensemaking and planning. SAR responders learn to search and navigate the environment, process information about buildings, and collaboratively plan with maps. We synthesize data from five sources, including field observations and interviews, to understand the informational components of SAR and how information is recorded and communicated. We apply activity theory, uncovering unforeseen factors that are relevant to the design of collaboration systems and training solutions. Through our analysis, we derive design implications to support collaborative information technology and training systems: mixing physical and digital mapping; mixing individual and collective mapping; building for different levels and sources of information; and building for different rules, roles, and activities. Sultan A. Alharthi, Nicolas J. LaLone, Hitesh Nidhi Sharma, Igor Dolgov, Phoebe O. Toups Dugas |
CHI | 2 |
| 2021 | [Hidden] / [Caution] / [Danger]: How Video Games Can Inform the Design of Sight Cues for AgentsabstractAs artificial agents proliferate into society, there will be more and more situations in which they need to communicate their capabilities to humans, including what they can “see.” Humans do this with each other by using mental models of human capabilities coupled with social cues that enable situation awareness. In order to design better agents, we analyze video games, which have been communicating to humans about agent visual perception for decades. We present preliminary findings from a qualitative thematic analysis of sight cues in video games. We focus on three cue properties that warrant further study: whether the cue specifies the perceiver, whether the stimulus’ primary purpose is to be a sight cue, and the communication of non-binary sighting information. We close with an additional call for future work: on the effects of using multiple sight cues in combination. Matthew Rueben, Matthew Rodney Horrocks, Jennifer Eleanor Martinez, Nicolas J. LaLone, Marlena R. Fraune, Phoebe O. Toups Dugas |
HAI | 4 |
| 2021 | A Patent Application for NEXTGEN Flood Early Warning SystemabstractThis design fiction re-imagines an important informational element of the flood early warning system in order to unpack some of the questionable assumptions that society makes about disaster. In presenting an updated, ironic, vision of an alternative system, we highlight some of the ways that received ideas about the root causes of disaster, who is responsible for public safety, and the role of private sector innovation, are so embedded in the design of technologies used in crisis management that they have become taken for granted. This work demonstrates the potential for design fiction to serve as a tool in the evaluation and critique of safety-critical information systems and as a communication tool for conveying the complex findings of disaster research. It also points to new avenues of exploration for crisis informatics work on public warning systems. Robert Soden, Nicolas J. LaLone, Dharma Dailey |
Proc. ACM Hum. Comput. Interact. | 2 |
| 2020 | Paper to Pixels: A Chronicle of Map Interfaces in GamesabstractGame map interfaces provide an alternative perspective on the worlds players inhabit.compared to navigation applications popular in day-to-day life, game maps have different affordances to match players' situated goals. To contextualize and understand these differences and how they developed, we present a historical chronicle of game map interfaces. Starting from how games came to involve maps, we trace how maps are first separate from the game, becoming more and more integrated into play until converging in smartphone-style interfaces. We synthesize several game history texts with critical engagement with 123 key games to develop this map-focused chronicle, from which we highlight trends and opportunities for future map designs. Our work contributes a record of trends in game map interfaces that can serve as a source of reference and inspiration to game designers, digital physical-world map designers, and game scholars. Phoebe O. Toups Dugas, Nicolas J. LaLone, Katta Spiel, William A. Hamilton |
Conference on Designing Interactive Systems | 2 |
| 2019 | Making Maps Available for Play: Analyzing the Design of Game Cartography InterfacesabstractMaps in video games have grown into complex interactive systems alongside video games themselves. What map systems have done and currently do have not been cataloged or evaluated. We trace the history of game map interfaces from their paper-based inspiration to their current smart phone-like appearance. Read-only map interfaces enable players to consume maps, which is sufficient for wayfinding. Game cartography interfaces enable players to persistently modify maps, expanding the range of activity to support planning and coordination. We employ thematic analysis on game cartography interfaces, contributing a near-exhaustive catalog of games featuring such interfaces, a set of properties to describe and design such interfaces, a collection of play activities that relate to cartography, and a framework to identify what properties promote the activities. We expect that designers will find the contributions enable them to promote desired play experiences through game map interface design. Phoebe O. Toups Dugas, Nicolas J. LaLone, Sultan A. Alharthi, Hitesh Nidhi Sharma, Andrew M. Webb 0001 |
ACM Trans. Comput. Hum. Interact. | 2 |
| 2018 | Crisis Informatics for Everyday Analysts: A Design Fiction Approach to Social Media Best PracticesabstractThe importance of social media usage during crisis has been well established in academic and practitioner communities. Yet, the promise of rendering insights from social media for responders in a consistent and reliable manner remains a challenge and accepted standards of practice have yet to emerge. Inspired by a May 2017 workshop consisting of 15 Crisis Informatics practitioners from 3 continents, we imagine a training curriculum aimed at developing the necessary skills to harness social media data during a crisis. We call the recipients of that training Crisis Informatics Research Technicians (CIRT). We offer this design fiction to stimulate a conversation among Crisis Informatics scholars, Human-Computer Interaction scholars, crisis response professionals, and the public on best practices, tools, limitations, and ethics of using social media to improve crisis response. Dharma Dailey, Robert Soden, Nicolas J. LaLone |
GROUP | 3 |