Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Aaron Marcus

dblp:28/3207 · DBLP profile ↗
← Back
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

TopicWeightPapersLastEvidence papers
User interface design and tools
design principles
0.011986
Design principles for the enhanced presentation of computer program source text · CHI 1986
User interface design and tools › user interface design
interface aesthetics
0.011989
Color in user interface design: functionally and aesthetics · CHI 1989
Visualization and visual analytics › visualization design
chart design
0.011980
Computer-assisted chart making from the graphic designer's perspective · SIGGRAPH 1980
Visualization and visual analytics › display technology
information display
0.011980
Special session on effective information presentation techniques · SIGGRAPH 1980
Visualization and visual analytics
information visualization
0.011980
Computer-assisted chart making from the graphic designer's perspective · SIGGRAPH 1980
Software maintenance and evolution
program comprehension
0.011986
Design principles for the enhanced presentation of computer program source text · CHI 1986
Software maintenance and evolution
software documentation
0.011983
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
YearPublicationVenuePosition
2026 A Review of Design, User Experience, and Usability in HCI, Through the Lens of the DUXU Conference
abstract
The 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 Success
abstract
This 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 Challenges
abstract
Published 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 playlists
abstract
An 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 HCI4
2011 Cross-cultural user-experience design
abstract
User 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 Courses1
2010 Cross-cultural user-interface design for work, home, play, and on the way
abstract
User 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
Diagrams1
2002 User-interface design, culture, and the future
abstract
This 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
AVI1
2001 Cross-Cultural Web User-Interface Design
Aaron Marcus
INTERACT1
1999 Toward an Information Society for All: HCI Challenges and R&D Recommendations
abstract
This 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 interfaces
abstract
This 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
CHI1
1989 Color in user interface design: functionally and aesthetics
Aaron Marcus, William B. Cowan, Wanda Smith
CHI1
1986 Design principles for the enhanced presentation of computer program source text
Ronald Baecker, Aaron Marcus
CHI2
1983 On enhancing the interface to the source code of computer programs
abstract
This 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
CHI2
1983 Computer graphics and visual designers (Panel Session)
Aaron Marcus, Del Coates, William Mitchell 0001
SIGGRAPH1
1982 Typographic design for interfaces of information systems
abstract
Principles 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
CHI1
1981 The graphic design of friendly faces for information management (abstract only)
abstract
Principles 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 perspective
abstract
It 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
SIGGRAPH1
1980 Special session on effective information presentation techniques
abstract
Are 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
SIGGRAPH1
1978 A computer graphics course for the two cultures
Aaron Marcus
Comput. Graph.1