Demo Data from EDBT 2026 / reviewers in the wild / expert
Michael Golembewski
dblp:41/8737
· DBLP profile ↗
5ranked-venue papers
1as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 5 · 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
4 papers |
Design research and methods · 55% User interface design and tools · 28% Collaborative and social computing · 8% | |
| Computer graphics and multimedia
1 paper |
Visualization and visual analytics · 100% | |
| Network and information security
1 paper |
Privacy and data protection · 100% |
Topics — the 4 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods
research ethics |
0.2 | 1 | 2015 | The Ethical Implications of HCI's Turn to the Cultural · ACM Trans. Comput. Hum. Interact. 2015 |
Design research and methods › design ethics
value sensitive design |
0.2 | 1 | 2015 | The Ethical Implications of HCI's Turn to the Cultural · ACM Trans. Comput. Hum. Interact. 2015 |
Games and playful interaction › interactive art
interactive performance |
0.1 | 1 | 2015 | The Ethical Implications of HCI's Turn to the Cultural · ACM Trans. Comput. Hum. Interact. 2015 |
Ubiquitous computing and smart environments
environmental sensing |
0.0 | 1 | 2013 | A conversation between trees: what data feels like in the forest · CHI 2013 |
Methods — techniques the papers use, named apart from their topics
design study · 0.4user study · 0.3prototyping · 0.3interview study · 0.3field study · 0.3workshop study · 0.2responsible research and innovation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Exploring New Metaphors for a Networked World through the File BiographyabstractWe present a body of work undertaken in response to the challenge outlined by Harper et al. in their paper, ?'What is a File?' [9]. Through a conceptual and design-led exploration of new file metaphors, we developed the 'file biography', a digital entity that encompasses the provenance of a file and allows the user to keep track of how it propagates. We explored this through prototyping and utilised it in two user studies. In the studies, we (i) asked people to sketch out file biographies for their own content, and (ii) deployed a tool enabling users to build their own simple file biographies across multiple versions of Word documents. We conclude that new file metaphors may need to play different roles for different types of digital content, with a distinction being drawn between content that is 'in production' and virtual possessions that are, in a sense, a 'finished' artefact. Siân E. Lindley, Gavin Smyth, Robert Corish, Anastasia Loukianov, Michael Golembewski, Ewa Luger, Abigail Sellen |
CHI | 5 |
| 2015 | Playing the Legal Card: Using Ideation Cards to Raise Data Protection Issues within the Design ProcessabstractThe regulatory climate is in a process of change. Design, having been implicated for some time, is now explicitly linked to law. This paper recognises the heightened role of designers in the regulation of ambient interactive technologies. Taking account of incumbent legal requirements is difficult. Legal rules are convoluted, uncertain, and not geared towards operationalisable heuristics or development guidelines for system designers. Privacy and data protection are a particular moral, social and legal concern for technologies. This paper seeks to understand how to make emerging European data protection regulation more accessible to our community. Our approach develops and tests a series of data protection ideation cards with teams of designers. We find that, whilst wishing to protect users, regulation is viewed as a compliance issue. Subsequently we argue for the use of instruments, such as our cards, as a means to engage designers in leading a human-centered approach to regulation. Ewa Luger, Lachlan Urquhart, Tom Rodden, Michael Golembewski |
CHI | 4 |
| 2015 | The Ethical Implications of HCI's Turn to the CulturalabstractWe explore the ethical implications of HCI's turn to the ‘cultural’. This is motivated by an awareness of how cultural applications, in our case interactive performances, raise ethical issues that may challenge established research ethics processes. We review research ethics, HCI's engagement with ethics and the ethics of theatrical performance. Following an approach grounded in Responsible Research Innovation, we present the findings from a workshop in which artists, curators, commissioners, and researchers explored ethical challenges revealed by four case studies. We identify six ethical challenges for HCI's engagement with cultural applications: transgression, boundaries, consent, withdrawal, data, and integrity. We discuss two broader implications of these: managing tensions between multiple overlapping ethical frames; and the importance of managing ethical challenges during and after an experience as well as beforehand. Finally, we discuss how our findings extend previous discussions of Value Sensitive Design in HCI. Steve Benford, Christopher Greenhalgh, Bob Anderson, Rachel Jacobs, Michael Golembewski, Marina Jirotka, Bernd C. Stahl, Job Timmermans, Gabriella Giannachi, Matt Adams, Ju Row Farr, Nick Tandavanitj, Kirsty Jennings |
ACM Trans. Comput. Hum. Interact. | 5 |
| 2013 | A conversation between trees: what data feels like in the forestabstractA study of an interactive artwork shows how artists engaged the public with scientific climate change data. The artwork visualised live environmental data collected from remote trees, alongside both historical and forecast global CO2 data. Visitors also took part in a mobile sensing experience in a nearby forest. Our study draws on the perspectives of the artists, visitors and a climate scientist to reveal how the work was designed and experienced. We show that the artists adopted a distinct approach that fostered an emotional engagement with data rather than an informative or persuasive one. We chart the performative strategies they used to achieve this including sensory engagement with data, a temporal structure that balanced liveness with slowness, and the juxtaposition of different treatments of the data to enable interpretation and dialogue. Rachel Jacobs, Steve Benford, Mark Selby, Michael Golembewski, Dominic Price, Gabriella Giannachi |
CHI | 4 |
| 2010 | Ideation decks: a card-based design ideation toolabstractIdeation Decks is a project that explores the development of a methodological tool for design ideation It involves the creation and use of bespoke project-specific card based systems which help to define constrained design problems within a broader overall problem space. Use of this system is intended to support the practice of parallel design by design practitioners, and to help more effectively explore specific problems by aiding in iterative design explorations. Michael Golembewski, Mark Selby |
Conference on Designing Interactive Systems | 1 |