Demo Data from EDBT 2026 / reviewers in the wild / expert
Anke Brocker
dblp:217/9479
· DBLP profile ↗
4ranked-venue papers
2as first author
3since 2021 · last 2026
0000-0003-2357-8051ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 2 first-author · 3 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 |
Personal fabrication and tangible interfaces · 43% User interface design and tools · 20% Learning and educational technologies · 17% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Personal fabrication and tangible interfaces
shape-changing interfaces |
1.0 | 1 | 2026 | Emotion Through Motion: How Shape-Changing Jewelry Conveys Emotions · CHI 2026 |
Learning and educational technologies
programming education |
0.7 | 1 | 2023 | Flowboard: How Seamless, Live, Flow-Based Programming Impacts Learning to Code for Embedded Electronics · ACM Trans. Comput. Hum. Interact. 2023 |
Personal fabrication and tangible interfaces › smart textiles
textile interfaces |
0.6 | 1 | 2022 | Shaping Textile Sliders: An Evaluation of Form Factors and Tick Marks for Textile Sliders · CHI 2022 |
Collaborative and social computing › co-located collaboration
tabletop collaboration |
0.3 | 1 | 2018 | Tangible Awareness: How Tangibles on Tabletops Influence Awareness of Each Other's Actions · CHI 2018 |
User interface design and tools › visual programming
visual programming environment |
0.2 | 1 | 2023 | Flowboard: How Seamless, Live, Flow-Based Programming Impacts Learning to Code for Embedded Electronics · ACM Trans. Comput. Hum. Interact. 2023 |
Ubiquitous computing and smart environments › smart home
smart home control |
0.2 | 1 | 2022 | Shaping Textile Sliders: An Evaluation of Form Factors and Tick Marks for Textile Sliders · CHI 2022 |
Personal fabrication and tangible interfaces
tangible interaction |
0.1 | 1 | 2018 | Tangible Awareness: How Tangibles on Tabletops Influence Awareness of Each Other's Actions · CHI 2018 |
Methods — techniques the papers use, named apart from their topics
user study · 1.2qualitative study · 0.7performance measurement · 0.6reaction time measurement · 0.3qualitative feedback · 0.3controlled group study · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Emotion Through Motion: How Shape-Changing Jewelry Conveys Emotions
Anke Brocker, Felix Kasteel, Sören Schröder, Heiko Müller 0002, Jürgen Steimle, Jan O. Borchers |
CHI | 1 |
| 2023 | Flowboard: How Seamless, Live, Flow-Based Programming Impacts Learning to Code for Embedded ElectronicsabstractToolkits like the Arduino system have brought embedded programming to STEM education. However, learning embedded programming is still hard, requiring an understanding of coding, electronics, and how both sides interact. To investigate the opportunities of using a different programming paradigm than the imperative approach to learning embedded coding, we developed Flowboard . Students code in a visual iPad editor using flow-based programming , which is conceptually closer to circuit diagrams than imperative code. Two breadboards with I/O pins mirrored on the iPad connect electronics and program graph more seamlessly than existing IDEs. Program changes take effect immediately. This liveness reflects circuit behavior better than edit-compile-run loops. A first study confirmed that students can solve basic embedded programming tasks with Flowboard while highlighting important differences to a typical imperative IDE, Ardublock. A second, in-depth study provided qualitative insights into Flowboard’s impact on students’ conceptual models of electronics and embedded programming and exploring. Anke Brocker, René Schäfer, Christian Remy 0001, Simon Voelker, Jan O. Borchers |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2022 | Shaping Textile Sliders: An Evaluation of Form Factors and Tick Marks for Textile SlidersabstractTextile interfaces enable designers to integrate unobtrusive media and smart home controls into furniture such as sofas. While the technical aspects of such controllers have been the subject of numerous research projects, the physical form factor of these controls has received little attention so far. This work investigates how general design properties, such as overall slider shape, raised vs. recessed sliders, and number and layout of tick marks, affect users’ preferences and performance. Our first user study identified a preference for certain design combinations, such as recessed, closed-shaped sliders. Our second user study included performance measurements on variations of the preferred designs from study 1, and took a closer look at tick marks. Tick marks supported orientation better than slider shape. Sliders with at least three tick marks were preferred, and performed well. Non-uniform, equally distributed tick marks reduced the movements users needed to orient themselves on the slider. Oliver Nowak 0002, René Schäfer, Anke Brocker, Philipp Wacker, Jan O. Borchers |
CHI | 3 |
| 2018 | Tangible Awareness: How Tangibles on Tabletops Influence Awareness of Each Other's ActionsabstractTangibles on multitouch tabletops increase speed, accuracy, and eyes-free operability for individual users, and verbal and behavioral social interaction among multiple users around smaller tables with a shared focus of attention. Modern multitouch tables, however, provide sizes and resolutions that let groups work alongside each other in separate workspaces. But how aware do these users remain of each other's actions, and what impact can tangibles have on their awareness? In our study, groups of 2--4 users around the table played an individual game grabbing their attention as primary task, while they also had to occasionally become aware of other players'actions and react as secondary task. We found that players were significantly more aware of other players'actions using tangibles than those using pure multitouch interaction, indicated by faster reaction times. This effect was especially strong with more players. We close with qualitative user feedback and design recommendations. We found that players were significantly more aware of other players'actions using tangibles than those using pure multitouch interaction, indicated by faster reaction times. This effect was especially strong with more players. We close with qualitative user feedback and design recommendations. Christian Cherek, Anke Brocker, Simon Voelker, Jan O. Borchers |
CHI | 2 |