Demo Data from EDBT 2026 / reviewers in the wild / expert
Susan Rowley
dblp:168/1410
· DBLP profile ↗
2ranked-venue papers
0as 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 · 2
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
1 paper |
Design research and methods · 77% Personal fabrication and tangible interfaces · 23% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods › design ethics
value sensitive design |
0.3 | 1 | 2017 | Designing Cultural Values into Interaction · CHI 2017 |
Personal fabrication and tangible interfaces › tabletop interfaces
tabletop tangible interface |
0.1 | 1 | 2017 | Designing Cultural Values into Interaction · CHI 2017 |
Methods — techniques the papers use, named apart from their topics
user study · 0.3co-design · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Designing Cultural Values into InteractionabstractIn this paper, we highlight possibilities for designing intangible cultural values into interactions with technologies in heritage spaces. We do this specifically through the design of elwkw -- Belongings, an interactive tangible table installed in a cultural heritage museum. The tabletop was collaboratively designed to communicate complex and narrative information and values about Musqueam culture. Rather than focusing only on content and interface design, we wanted visitors to also experience Musqueam values through their interactions with the system. We describe our value-sensitive design process, present five interdependent design goals, discuss the design strategies that enabled us to meet these goals, and evaluate our approach through a user study. From our design process and evaluation we offer recommendations for designing values into interactions more generally and for tangible interactions specifically in ways that support visitors' experience and understanding of specific cultural values through technology. Reese Muntean, Alissa Nicole Antle, Brendan Matkin, Kate Hennessy, Susan Rowley, Jordan Wilson |
CHI | 5 |
| 2016 | Design Interactions in ?elәwkw: BelongingsabstractOur pictorial visually describes ?elәwkw -- Belongings, an interactive tangible tabletop installed in the Museum of Anthropology at the University of British Columbia. The tabletop was designed to communicate the continuity of Musqueam culture, convey the complexity of belongings that were excavated from Musqueam's ancient village site, and reconnect those belongings to traditional practices and oral histories through tangible interactions with the table-all while highlighting that cultural knowledge should be treated with respect. In this pictorial, we will show how the design process was shared among researchers, curators, and the exhibit Advisory Committee and highlight some of the key design decisions that came out of this collaboration. Reese Muntean, Kate Hennessy, Alissa Nicole Antle, Brendan Matkin, Susan Rowley, Jordan Wilson |
Conference on Designing Interactive Systems | 5 |