Demo Data from EDBT 2026 / reviewers in the wild / expert
Anne Veinberg
dblp:239/7738
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1
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 |
Games and playful interaction · 50% Design research and methods · 50% | |
| Computer graphics and multimedia
1 paper |
Audio and music processing · 100% |
Topics — the 1 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › interactive art
interactive performance |
0.4 | 1 | 2019 | Failing with Style: Designing for Aesthetic Failure in Interactive Performance · CHI 2019 |
Methods — techniques the papers use, named apart from their topics
taxonomy development · 0.8qualitative study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Failing with Style: Designing for Aesthetic Failure in Interactive PerformanceabstractFailure is a common artefact of challenging experiences, a fact of life for interactive systems but also a resource for aesthetic and improvisational performance. We present a study of how three professional pianists performed an interactive piano composition that included playing hidden codes within the music so as to control their path through the piece and trigger system actions. We reveal how apparent failures to play the codes occurred for diverse reasons including mistakes in their playing, limitations of the system, but also deliberate failures as a way of controlling the system, and how these failures provoked aesthetic and improvised responses from the performers. We propose that creative and performative interfaces should be designed to enable aesthetic failures and introduce a taxonomy that compares human approaches to failure with approaches to capable systems, revealing new creative design strategies of gaming, taming, riding and serving the system. Adrian Hazzard, Christopher Greenhalgh, Maria Kallionpää, Steve Benford, Anne Veinberg, Zubin Kanga, Andrew P. McPherson |
CHI | 5 |