EDBT 2026 Demo / reviewers in the wild / expert
Sabina Sieghart
dblp:374/9732
· DBLP profile ↗
2ranked-venue papers
2as first author
2since 2021 · last 2026
0000-0001-7836-1189ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 2 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
2 papers |
Accessibility and assistive technology · 44% User interface design and tools · 44% Design research and methods · 7% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Accessibility and assistive technology
cognitive accessibility |
1.8 | 2 | 2026 | How to design cognitively accessible digital design patterns for booking tickets: A participative study with Easy-to-Read users · CHI 2026 Empowering Independence Through Design: Investigating Standard Digital Design Patterns For Easy-to-Read Users · CHI 2024 |
Design research and methods
participatory design |
0.3 | 1 | 2026 | How to design cognitively accessible digital design patterns for booking tickets: A participative study with Easy-to-Read users · CHI 2026 |
Methods — techniques the papers use, named apart from their topics
participatory design · 1.8quantitative and qualitative analysis · 1.0case study · 1.0observational study · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | How to design cognitively accessible digital design patterns for booking tickets: A participative study with Easy-to-Read usersabstractAccessibility of digital services needs to be improved, in particular for users with cognitive and learning disabilities. Our focus is on digital design patterns that have the potential to increase comprehension for users with low cognitive and reading skills by combining short and simple text with effective design. We conducted a case study with 43 easy-to-read (ETR) users and 12 university students in a control group in which users select a theater play, find a date, and order tickets. In a participatory design process with four co-researchers and a User Experience (UX) expert, we created test material with high ecological validity. Subsequent testing collected quantitative and qualitative data to provide a clear picture of the context of use, the differences in success of the three variants, and the challenges of a multi-step ordering process. Our contributions are an enhanced participatory design process involving UX experts, insights into ETR users' context of use, and proposals for cogni-tively accessible design patterns for ticket selection, appointments, and an exemplary simplified ordering process that can be applied to similar digital services. * First author This work is licensed under a Creative Commons Attribution 4.0 International License. CHI '26, Sabina Sieghart, Björn Rohles, Kim Corti, Ann Bessemans |
CHI | 1 |
| 2024 | Empowering Independence Through Design: Investigating Standard Digital Design Patterns For Easy-to-Read UsersabstractAs designers and researchers, it is our duty to ensure information accessibility for all, irrespective of cognitive abilities. Currently, Easy-to-Read (ETR) is commonly used to simplify text for individuals with cognitive impairments. Although design aspects of text comprehensibility have recently gained attention, digital design patterns remain relatively unexplored. Our understanding of how ETR users interact with digital media, and how to design specifically for their needs, is still limited. Our study involved observing 20 German ETR users engaging with a digital PDF and a website designed in a participatory process. We collected data on their access to digital media, personal use and workarounds, and their interaction with digital design patterns. Tasks on the smartphone were completed mostly successfully, while only 50% could navigate a digital PDF. In both cases, visual cues played a significant role. Our findings contribute recommendations for beneficial digital design patterns and future research. Sabina Sieghart, Björn Rohles, Ann Bessemans |
CHI | 1 |