Demo Data from EDBT 2026 / reviewers in the wild / expert
Amanda Williams
dblp:31/4938
· DBLP profile ↗
9ranked-venue papers
5as first author
0since 2021 · last 2014
0009-0006-3775-3593ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 9 · 5 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
2 papers |
Usability and user experience research · 42% Interaction techniques and input · 28% Human-AI interaction · 21% | |
| Databases, data mining, and information retrieval
1 paper |
Information retrieval · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Interaction techniques and input › post-WIMP interaction
embodied interaction |
0.1 | 1 | 2005 | From Interaction to Participation: Configuring Space Through Embodied Interaction · UbiComp 2005 |
Usability and user experience research › usability evaluation
automated usability evaluation |
0.0 | 1 | 2003 | The bloodhound project: automating discovery of web usability issues using the InfoScent simulator · CHI 2003 |
Usability and user experience research › usability engineering
web usability |
0.0 | 1 | 2003 | The bloodhound project: automating discovery of web usability issues using the InfoScent simulator · CHI 2003 |
User interface design and tools
interaction design |
0.0 | 1 | 2005 | From Interaction to Participation: Configuring Space Through Embodied Interaction · UbiComp 2005 |
Information retrieval › information seeking
information scent |
0.0 | 1 | 2003 | The bloodhound project: automating discovery of web usability issues using the InfoScent simulator · CHI 2003 |
Information retrieval
web navigation |
0.0 | 1 | 2003 | The bloodhound project: automating discovery of web usability issues using the InfoScent simulator · CHI 2003 |
Methods — techniques the papers use, named apart from their topics
user study · 0.1information scent absorption rate · 0.1embodied interaction analysis · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Multisited Design: An Analytical Lens for Transnational HCIabstractIn this article, we present and articulate the analytical lens of multisited design to illuminate transnational connections between sites of design, and aid in the translation of knowledge between designers and ethnographers. This position emerges from the authors' respective engagements in ethnographic research and design engagements with a slum community center in Bangkok, Thailand, and with “makers” and entrepreneurs in Shanghai and Shenzhen, China. In both cases, we found design to be a site of engagement with and interpretation of wider connections between different locales, and between local and global networks. We identify four crucial aspects of design for the purposes of this discussion: It is normative, concerned with function and the attainment of goals; it is practical, and oriented toward constraints and opportunities; it frames and defines problems concurrently with solving them; and it takes a systems approach that accounts for the broad context of the design situation. Approaching and participating in these aspects of design evolved in concert with our ethnographic fieldwork and analysis, allowing us to take design seriously without sacrificing an ethnographic commitment to nuanced description. We conclude by touching on the epistemological similarities, rather than conflicts, between ethnography and design. Amanda Williams, Silvia Lindtner, Ken Anderson 0002, Paul Dourish |
Hum. Comput. Interact. | 1 |
| 2012 | Vice interfacesabstractWhile interaction designers often aim to support virtues such as health, creativity and thrift, their design efforts are also implicated in technologies that support greed, lust, and vanity. "Vice" interfaces serve as a way to interrogate critically some of the moral values that lie beneath our design efforts, while also providing an opportunity to create some wickedly fun prototypes. Eric Kabisch, Amanda Williams |
TEI | 2 |
| 2011 | Bizarro game controllers studio proposalabstractTangible interfaces are increasingly becoming commercially available products in the current generation of game controllers like the Nintendo Wii Remote, Microsoft's Kinect, and Sony's Eye. Tangible interaction researchers and designers can push the envelope of game controllers by thinking creatively about input device design. At the same time, the constraints of controlling a playable game can provide us with a fun, engaging, and useful design exercise. Amanda Williams, Eric Kabisch |
TEI | 1 |
| 2010 | Wiimote hackery studio proposalabstractThrough reuse, reinvention and modification of materials, people easily prototype tangible interactive systems and redesign their everyday environments. Off-the shelf devices, such as the Nintendo Wii remote, provide one entrance into this world of hackable parts and Do-it-Yourself (DIY) activity. The Wii remote and extension controllers are a family of easily available devices whose hackability is informally supported by online DIY communities. Easy to open and containing joysticks, accelerometers, gyroscopes, Bluetooth and IR cameras, they are excellent tools for the affordable and rapid prototyping of tangible interactive systems. In this studio we hope to build some basic skills to equip participants with the confidence and knowledge to use these devices in their future prototyping and design efforts. Amanda Williams, Daniela Karin Rosner |
TEI | 1 |
| 2009 | Tactful interaction: exploring interactive social touch through a collaborative tangible installationabstractHow do tangible systems take advantage of our sociophysical embodiment in the world? How can we use tangible interaction to better understand collaboration and intersubjectivity? We present Parazoan, an interactive installation where evocative objects collaboratively control a dynamic visual display. Our analysis of interactions with Parazoan explores our questions and discusses implications for our understanding of tangible and virtual collaboration. Bruno Nadeau, Amanda Williams |
TEI | 2 |
| 2008 | Anchored mobilities: mobile technology and transnational migrationabstractMobile technologies are deployed into diverse social, cultural, political and geographic settings, and incorporated into diverse forms of personal and collective mobility. We present an ethnography of transnational Thai retirees and their uses of mobile technology, highlighting forms of mobility that are spatially, temporally, and infrastructurally anchored, and concepts of the house as a kinship network that may be globally distributed. We conclude in pointing out several ways in which our observations and analysis can influence design. Amanda Williams, Ken Anderson 0002, Paul Dourish |
Conference on Designing Interactive Systems | 1 |
| 2007 | A handle on what's going on: combining tangible interfaces and ambient displays for collaborative groupsabstractWhile tangible interfaces open up new possibilities for input and interaction, they are also interesting because of the ways in which they occupy the physical world just as we do. We have been working at the intersection of three research areas - tangible interfaces, ambient displays, and collaboration awareness. Our system, Nimio, uses engaging physical objects as both input devices (capturing aspects of individual activity) and output devices (expressing aspects of group activity). We present our design and experiences, focusing in particular on the tension between legibility and ambiguity and its relevance in collaborative settings. Johanna Brewer, Amanda Williams, Paul Dourish |
TEI | 2 |
| 2005 | From Interaction to Participation: Configuring Space Through Embodied Interaction
Amanda Williams, Eric Kabisch, Paul Dourish |
UbiComp | 1 |
| 2003 | The bloodhound project: automating discovery of web usability issues using the InfoScent simulatorabstractAccording to usability experts, the top user issue for Web sites is difficult navigation. We have been developing auto-mated usability tools for several years, and here we describe a prototype service called InfoScent™ Bloodhound Simula-tor, a push-button navigation analysis system, which auto-matically analyzes the information cues on a Web site to produce a usability report. We further build upon previous algorithms to create a method called Information Scent Absorption Rate, which measures the navigability of a site by computing the probability of users reaching the desired destinations on the site. Lastly, we present a user study involving 244 subjects over 1385 user sessions that show how Bloodhound correlates with real users surfing for in-formation on four Web sites. The hope is that, by using a simulation of user surfing behavior, we can reduce the need for human labor during usability testing, thus dramatically lower testing costs, and ultimately improving user experience. The Bloodhound Project is unique in that we apply a concrete HCI theory directly to a real-world prob-lem. The lack of empirically validated HCI theoretical model has plagued the development of our field, and this is a step toward that direction. Ed H. Chi, Adam Rosien, Gesara Supattanasiri, Amanda Williams, Christiaan Royer, Celia Chow, Erica Robles, Brinda Dalal, Julie Chen, Steve B. Cousins |
CHI | 4 |