Demo Data from EDBT 2026 / reviewers in the wild / expert
Jasper O'Leary
dblp:180/8086
· DBLP profile ↗
3ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 1 first-author
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.
| Computer graphics and multimedia
1 paper |
Computational fabrication · 50% Rendering · 50% | |
| Human-computer interaction and pervasive computing
3 papers |
User interface design and tools · 57% Personal fabrication and tangible interfaces · 33% Collaborative and social computing · 10% |
Topics — the 5 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational fabrication › computational design
computational design for fabrication |
0.3 | 1 | 2017 | Illumination Aesthetics: Light as a Creative Material within Computational Design · CHI 2017 |
Rendering › lighting
lighting design |
0.3 | 1 | 2017 | Illumination Aesthetics: Light as a Creative Material within Computational Design · CHI 2017 |
Rendering › global illumination
lighting simulation |
0.3 | 1 | 2017 | Illumination Aesthetics: Light as a Creative Material within Computational Design · CHI 2017 |
Computational fabrication
optical fabrication |
0.3 | 1 | 2017 | Illumination Aesthetics: Light as a Creative Material within Computational Design · CHI 2017 |
Personal fabrication and tangible interfaces › digital fabrication
digital fabrication tools |
0.1 | 1 | 2017 | Illumination Aesthetics: Light as a Creative Material within Computational Design · CHI 2017 |
Methods — techniques the papers use, named apart from their topics
workshop study · 0.6formative study · 0.3exploratory user study · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Charrette: Supporting In-Person Discussions around Iterations in User Interface DesignabstractAs a rule, user interface designers work iteratively. Over the course of a project, they repeatedly gather feedback, typically through in-person meetings, and update their designs accordingly. Through formative work, we find that design software tools do not support designers in managing meeting notes and previous design iterations as a cohesive whole. This causes designers to rely on ad-hoc practices for organizing work, which makes it hard for them to keep track of relevant feedback and explain their design decisions. To address this problem, we present Charrette, a system that allows designers to curate design iterations, attach meeting notes to the relevant content, and navigate sequences of design iterations with the associated notes to facilitate in-person discussions. In an exploratory user study, we evaluate how Charrette affects designers' self-reported ease in handling feedback during face-to-face discussions, compared with using their own tools. We find that using Charrette correlates with increased confidence and recall in discussing previous design decisions. Jasper O'Leary, Holger Winnemöller, Wilmot Li, Mira Dontcheva, Morgan Dixon |
CHI | 1 |
| 2017 | Illumination Aesthetics: Light as a Creative Material within Computational DesignabstractRecent digital fabrication tools have enabled new form-giving using a wide range of physical materials. However, light as a first class creative material has been largely ignored within the design of our electronic objects. Our work expands the illumination design space by treating light as a physical material. We introduce a digital design tool that simulates and visualizes physical light interactions with a variety of materials for creating custom luminaires. We further develop a computational design and fabrication process for creating custom secondary optics elements (SOEs), which provides additional handles for users to physically shape and redirect light to compose, fill, and evenly diffuse planar and volumetric geometries. Through a workshop study with novice electronic designers, we show how incorporating physical techniques to shape light alters how users view the role and function of LEDs and electronics. We produce example pieces that showcase how our approach expands the electronics aesthetic and discuss how viewing light as material can engender novel, expressive artifacts. César Torres 0001, Jasper O'Leary, Molly Jane Pearce Nicholas, Eric Paulos |
CHI | 2 |
| 2016 | Aesthetic Electronics: Designing, Sketching, and Fabricating Circuits through Digital ExplorationabstractAs interactive electronics become increasingly intimate and personal, the design of circuitry is correspondingly developing a more playful and creative aesthetic. Circuit sketching and design is a multidimensional activity which combines the arts, crafts, and engineering broadening participation of electronic creation to include makers of diverse backgrounds. In order to support this design ecology, we present Ellustrate, a digital design tool that enables the functional and aesthetic design of electronic circuits with multiple conductive and dielectric materials. Ellustrate guides users through the fabrication and debugging process, easing the task of practical circuit creation while supporting designers' aesthetic decisions throughout the circuit authoring workflow. In a formal user study, we demonstrate how Ellustrate enables a new electronic design conversation that combines electronics, materials, and visual aesthetic concerns. Joanne Lo, César Torres 0001, Isabel Yang, Jasper O'Leary, Danny M. Kaufman, Wilmot Li, Mira Dontcheva, Eric Paulos |
UIST | 4 |