Demo Data from EDBT 2026 / reviewers in the wild / expert
Aaron Marcus
dblp:28/3207
· DBLP profile ↗
20ranked-venue papers
13as first author
2since 2021 · last 2026
0000-0002-9318-9214ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 18 · 11 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 6 first-authorArtificial intelligence and machine learning · 1 · 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.
| Human-computer interaction and pervasive computing
10 papers |
User interface design and tools · 75% Usability and user experience research · 21% Design research and methods · 3% | |
| Computer graphics and multimedia
3 papers |
Visualization and visual analytics · 100% |
Topics — the 7 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
User interface design and tools
design principles |
0.0 | 1 | 1986 | Design principles for the enhanced presentation of computer program source text · CHI 1986 |
User interface design and tools › user interface design
interface aesthetics |
0.0 | 1 | 1989 | Color in user interface design: functionally and aesthetics · CHI 1989 |
Visualization and visual analytics › visualization design
chart design |
0.0 | 1 | 1980 | Computer-assisted chart making from the graphic designer's perspective · SIGGRAPH 1980 |
Visualization and visual analytics › display technology
information display |
0.0 | 1 | 1980 | Special session on effective information presentation techniques · SIGGRAPH 1980 |
Visualization and visual analytics
information visualization |
0.0 | 1 | 1980 | Computer-assisted chart making from the graphic designer's perspective · SIGGRAPH 1980 |
Software maintenance and evolution
program comprehension |
0.0 | 1 | 1986 | Design principles for the enhanced presentation of computer program source text · CHI 1986 |
Software maintenance and evolution
software documentation |
0.0 | 1 | 1983 | On enhancing the interface to the source code of computer programs · CHI 1983 |
Methods — techniques the papers use, named apart from their topics
visual design · 0.1typography · 0.1layout · 0.1information-oriented graphic design · 0.0graphic design principles · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Review of Design, User Experience, and Usability in HCI, Through the Lens of the DUXU ConferenceabstractThe increasing digitalization heighten the demand for intuitive and enjoyable interactions between humans and technology, facilitating broader participation in social and economic activities for as many individuals as possible. This requires a comprehensive understanding of Usability and User Experience and effective Design methods to transform insights into successful interfaces and usage scenarios. Design, User Experience and Usability (DUXU) is one of the affiliated conferences of HCI International. It was established 2011 by Aaron Marcus and contributed over the past 13 years 2253 papers to the HCI field. An analysis of these papers can provide valuable insights into important topics and trends concerning Design, User Experience and Usability in HCI. Topics and trends are identified by an analysis of the keywords and full texts of the published papers. The most frequent topics are described by selected papers. Finally, we try to derive some insights about future trends from these results. Martin Schrepp, Elizabeth Rosenzweig, Marcelo Márcio Soares, Aaron Marcus |
Int. J. Hum. Comput. Interact. | 4 |
| 2025 | How to Create and Foster Sustainable Smart Cities? Insights on Ethics, Trust, Privacy, Transparency, Incentives, and SuccessabstractThis paper describes the motivation, framework, concepts, method, implementation, and results of the HCII2023 Design Café, a dedicated participatory highly interactive design workshop held in Copenhagen in July 2023. Motivated by the ubiquitous challenges our world is facing, this initiative had the goal to explore six main issues from an interdisciplinary perspective with a focus on the UN SDG 11: “Sustainable Cities and Communities” and the HCI Grand Challenge 2 “Human-Environment Interactions.” The six issues were formulated as questions and presented to the participants working in small groups. (1) How to create inclusive and ethical smart cities? (2) How to establish trust between people and smart environments? (3) How to address privacy concerns in smart environments that adopt the “disappearing computer” paradigm? (4) How to promote explainability and transparency of policies and measures to citizens of smart cities or in smart environments in general? (5) How to design incentives and rewards for engagement and sustainable behavior in smart cities at a personal as well as collective/corporate level? (6) How to measure success and impact in sustainable smart city projects? The method and approach of the Design Café is a tailored composition of a guided, structured format combined with and inspired by processes of informal communication and exchange of knowledge and ideas. Aligned moderation, a minimum set of rules, a set of relevant topics and an interdisciplinary group of motivated participants working in rotating formations provides the structure for achieving results. The results show that the six issues are not independent of each other, but require a holistic view, considering the various dependencies as well as synergies when exploring solutions. Nevertheless, the importance of first establishing higher-level goals based on ethical and inclusive approaches fostering human dignity and human rights were key. Acceptance of overall goals, processes, rules, and regulations was considered as the fundamental pre-requisite for sustainable change towards a declared goal. Acceptance needs trust and privacy as well as explainability and transparency of policies and measures. The role of incentives and rewards for engagement and sustainable behavior was twofold. Offering incentives must include planning on how to measure their impact. Effective measurement of success and impact depends heavily on how the institutions address privacy. Explainability and transparency should become one of the ethical guidelines that steer and control concepts, decision making, and implementations of all activities. The scale of these societal challenges still needs to be recognized by those responsible. It is essential to educate decision makers in the psychological needs and effects of sense making, comprehensibility, and finally acceptance and well-being moving towards a humanity-centered design. Christine Riedmann-Streitz, Norbert A. Streitz, Margherita Antona, Aaron Marcus, George Margetis, Stavroula Ntoa, Pei-Luen Patrick Rau, Elizabeth Rosenzweig |
Int. J. Hum. Comput. Interact. | 4 |
| 2019 | Seven HCI Grand ChallengesabstractPublished with license by Taylor & Francis Group, LLC. This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements. BACKGROUND This article presents the results of the collective effort of a group of 32 experts involved in the community of the Human Computer Interaction International (HCII) Conference series. The group’s collaboration started in early 2018 with the collection of opinions from all group members, each asked to independently list and describe five HCI grand challenges. During a one-day meeting held on the 20th July 2018 in the context of the HCI International 2018 Conference in Las Vegas, USA, the identified topics were debated and challenges were formulated in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Further analysis and consolidation led to a set of seven Grand Challenges presented herein. This activity was organized and supported by the HCII Conference series. Constantine Stephanidis, Gavriel Salvendy, Margherita Antona, Jessie Y. C. Chen, Vincent G. Duffy, Xiaowen Fang, Cali M. Fidopiastis, Gino Fragomeni, Limin Paul Fu, Yinni Guo, Don Harris, Andri Ioannou, Kyeong-Ah Jeong, Shin'ichi Konomi, Heidi Krömker, Masaaki Kurosu, James R. Lewis, Aaron Marcus, Gabriele Meiselwitz, Abbas Moallem, Hirohiko Mori, Fiona Fui-Hoon Nah, Stavroula Ntoa, Pei-Luen Patrick Rau, Dylan Schmorrow, Keng Siau, Norbert A. Streitz, Wentao Wang 0007, Sakae Yamamoto, Panayiotis Zaphiris, Jia Zhou 0001 |
Int. J. Hum. Comput. Interact. | 19 |
| 2011 | Moody mobile TV: adding emotion to personalized playlistsabstractAn interface for filtering large video repositories for generating personalized playlists via navigation and selection of moods and emotion on a mobile device. Arne Berger, Robert Knauf, Maximilian Eibl, Aaron Marcus |
Mobile HCI | 4 |
| 2011 | Cross-cultural user-experience designabstractUser interfaces for desktop, Web, mobile, and vehicle platforms extend across culturally diverse user communities, sometimes within a single country or language group, and certainly across the globe. If user interfaces are to be usable, useful, and appealing to such a wide range of users, user-interface/user-experience developers must account for cultural aspects in globalizing/localizing products and services. In this course, participants will learn practical principles and techniques that are immediately useful for both analysis and design tasks. Where time permits, they will have an opportunity to put their understanding into practice through a series of group exercises. Some handout materials are available in Mandarin. Aaron Marcus |
SIGGRAPH Asia Courses | 1 |
| 2010 | Cross-cultural user-interface design for work, home, play, and on the wayabstractUser interface design requires good visual design of metaphors, mental models, navigation, appearance, and interaction to represent data, functions, tasks, roles, organizations, and people. Techniques of simplicity, clarity, and consistency can improve the communication effectiveness of user interfaces for the Web, mobile devices and information appliances, and performance (productivity) tools. In particular, the use of appropriate typography, layout, color, animation, and symbolism can assist developers to achieve more efficient, effective communication to more diverse user communities. Aaron Marcus |
SIGGRAPH ASIA (Courses) | 1 |
| 2006 | Cross-Cultural User-Experience Design
Aaron Marcus |
Diagrams | 1 |
| 2002 | User-interface design, culture, and the futureabstractThis paper introduces the cultural anthropologist Hofstede's culture dimensions and considers how they might affect user-interface designs. Examples from the Web illustrate the cultural dimensions User-interface designers have identified basic components of user interfaces. An initial mapping of culture dimensions to user-interface components seeks to help user-interface designers cope with global product and service development. Ultimately, tools might emerge to facilitate tuning designs per culture. Aaron Marcus |
AVI | 1 |
| 2001 | Cross-Cultural Web User-Interface Design
Aaron Marcus |
INTERACT | 1 |
| 1999 | Toward an Information Society for All: HCI Challenges and R&D RecommendationsabstractThis article reports on the results of the second meeting and workshop of the International Scientific Forum, "Towards an Information Society for All," that took place in Crete, Greece, June 15-16, 1998. In particular, it elaborates on the international research and development agenda (Stephanidis et al., 1998), which resulted from the first meeting and workshop of the Forum in San Francisco, California, on August 29, 1997, in the context of the HCI International '97 Conference. This article elaborates on the proposed research and development agenda by identifying human-computer interaction challenges and clusters of concrete recommendations for international collaborative research and technological development (RTD) activities. Four clusters of recommendations are proposed. The first three facilitate reaching technological targets, and the fourth comprises accompanying measures. The three technological clusters concern the corresponding transitions from (a) productivity tools to environments of use, (b) individual users to communities of users, and (c) computer-assisted business tasks to computer-mediated human activities. The fourth cluster covers support (horizontal) actions needed to establish a favorable environment for the creation of an information society acceptable to all citizens. Each cluster is elaborated by means of specific recommendations, plausible RTD objectives, and likely or expected outcomes. Constantine Stephanidis, Gavriel Salvendy, Demosthenes Akoumianakis, Albert Arnold, Nigel Bevan, Daniel Dardailler, Pier Luigi Emiliani, Ilias Iakovidis, Phil Jenkins, Arthur I. Karshmer, Peter Korn, Aaron Marcus, Harry J. Murphy, Charles Oppermann, Christian Stary, Hiroshi Tamura, Manfred Tscheligi, Hirotada Ueda, Gerhard Weber 0002, Jürgen Ziegler 0001 |
Int. J. Hum. Comput. Interact. | 12 |
| 1992 | Sci-fi at CHI: Cyberpunk novelists predict future user interfacesabstractThis plenary panel will explore ideas about future user interfaces, their technology support, and their social context as proposed in the work of leading authors of science fiction characterized as the Cyberpunk movement. Respondents will react to and comment upon the authors' presentations. Aaron Marcus, Donald A. Norman, Rudy Rucker, Bruce Sterling, Vernor Vinge |
CHI | 1 |
| 1989 | Color in user interface design: functionally and aesthetics
Aaron Marcus, William B. Cowan, Wanda Smith |
CHI | 1 |
| 1986 | Design principles for the enhanced presentation of computer program source text
Ronald Baecker, Aaron Marcus |
CHI | 2 |
| 1983 | On enhancing the interface to the source code of computer programsabstractThis paper addresses issues in the human factors of computer program documentation. We develop a framework for research on enhancing the interface to the source code of computer programs through designing and automating the production of effective typeset representations of the source text. Principles underlying the design research and examples of sample production are presented.This work was supported by the U.S. Defense Advanced Research Projects Agency under DARPA Order 4469. We are grateful for valued assistance to the other members of the research team, Michael Arent, Design Director, Aaron Marcus and Associates, and Paul Breslin, John Jackson, Allen McIntosh, and Christopher Sturgess, Human Computing Resources Corporation, and to Trigraph Typesetters, Toronto. Ronald Baecker, Aaron Marcus |
CHI | 2 |
| 1983 | Computer graphics and visual designers (Panel Session)
Aaron Marcus, Del Coates, William Mitchell 0001 |
SIGGRAPH | 1 |
| 1982 | Typographic design for interfaces of information systemsabstractPrinciples of information-oriented graphic design have been utilized in redesigning the interface for a large information management system. These principles are explained and examples of typical screen formats are shown to indicate the nature of improvements. Aaron Marcus |
CHI | 1 |
| 1981 | The graphic design of friendly faces for information management (abstract only)abstractPrinciples of graphic design have been utilized in redesigning the interface for Seedis, a large information management system. The structure and processes of Seedis are briefly described. The graphic design approach is explained and graphic design principles are outlined. Examples of enhanced menus, prompts, help messages and data directories are shown to indicate the nature of improvements. Aaron Marcus |
CHI (2) | 1 |
| 1980 | Computer-assisted chart making from the graphic designer's perspectiveabstractIt is important to improve the aesthetics and effectiveness of information graphics through greater awareness of graphic design as a visual communication discipline. Chart making is one subject area in which graphic design awareness can be enhanced. Basic design principles are reviewed which are relevant to creating better charts. Examples demonstrate improvements. Aaron Marcus |
SIGGRAPH | 1 |
| 1980 | Special session on effective information presentation techniquesabstractAre computer graphics displays as effective as they should be? Are they as appealing as they could be? How can displays of information acquire more impact? How can they be made more memorable. Questions like these are being asked frequently in the computer graphics community. Aaron Marcus, Mervyn Kurlansky, Susan Marcus, Jack Reineck, Gay Reineck |
SIGGRAPH | 1 |
| 1978 | A computer graphics course for the two cultures
Aaron Marcus |
Comput. Graph. | 1 |