Demo Data from EDBT 2026 / reviewers in the wild / expert
Renee (Xinyu) Chen
dblp:339/9538
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2026
0000-0002-3842-0081ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 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
1 paper |
Games and playful interaction · 56% Human-AI interaction · 44% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › digital gaming
computer games |
0.7 | 1 | 2023 | Automation Confusion: A Grounded Theory of Non-Gamers' Confusion in Partially Automated Action Games · CHI 2023 |
Games and playful interaction
player experience |
0.2 | 1 | 2023 | Automation Confusion: A Grounded Theory of Non-Gamers' Confusion in Partially Automated Action Games · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
think-aloud · 0.7interviews · 0.7grounded theory · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | GlassIO: Long-Term In-Home Study of Hybrid Craft Through Interactive Stained GlassabstractHybrid crafts blend traditional materials with embedded interactivity, yet everyday use of such artefacts remains underexplored. This paper contributes the study of lived experience with high-fidelity hybrid craft artefacts (made with interactive stained glass), following an initial study with 11 practitioners. We conducted three co-design sessions with nine end-users to create bespoke crafted artefacts deployed across three households for three weeks each, supported by user diaries and interviews. Our findings reveal how participants developed habitual patterns (placement, timing, relocation), emotional attachments, and disengagement needs, perceiving the artefacts as warm, expressive, and socially meaningful, distinguishing hybrid crafts from screen-based or smart devices. We offer design recommendations for leveraging artistic and pictorial qualities, supporting routine-based interaction and emotional connection, and designing for placement flexibility and spatial legibility. This work marks a shift from practitioner-only explorations of hybrid crafts toward user-centred in-the-wild understanding of how these artefacts function as lived-with technologies. Daniel Gagnon-King, Lee Jones, Alisa Gamayunova, Sara Litwiniuk, Renee (Xinyu) Chen, Alisa Liu, Catherine Stinson, Sara Nabil |
TEI | 5 |
| 2023 | Automation Confusion: A Grounded Theory of Non-Gamers' Confusion in Partially Automated Action GamesabstractPartial automation makes digital games simpler by performing game actions for players. It may simplify gameplay for non-gamers who have difficulty controlling and understanding games. However, the automation may make players confused about what they control and what the automation controls. To describe and explain non-gamers’ experiences of automation confusion, we analyzed gameplay, think-aloud, and interview data from ten non-gamer participants who played two partially automated games. Our results demonstrate how incorrect mental models, behaviours resulting from those models, and players’ attitudes towards the games led to different levels and types of confusion. Gabriele Cimolino, Renee (Xinyu) Chen, Carl Gutwin, T. C. Nicholas Graham |
CHI | 2 |
| 2023 | Making From Home: Reflections on Crafting Tangible Interfaces for Stay-at-home LivingabstractPandemic lockdowns created new barriers for HCI researchers, but also provided new opportunities for deeper engagement and reflection in our home environments. Five participants were introduced with a design brief on self-isolation and engaged 12 of their friends and family in the design process of in-the-isolated-wild deployments. By analysing the design process, we found that –while ‘making from home’– our participants noticed the subtlety of the interactions and materials, the processes of remembrance embedded in craft, the use of imperfection and metaphor in homeware, and how ambient presence can provide emotional support. We then conducted a follow-up study on the benefits and limitations of using a crafting approach while ‘making from home’ and discuss the tensions that novices experience while designing TUIs in such an environment. Our results expand the literature by highlighting the benefits, limitations, and trade-offs of user-led design, DIY user empowerment, and harnessing the power of craft. Lee Jones, Alaa Nousir, Renee (Xinyu) Chen, Anne Liu, Meara Donovan, Eliza Wallace, Sara Nabil |
TEI | 3 |