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Nicola Marsden

dblp:63/1110 · DBLP profile ↗
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7ranked-venue papers
2as first author
1since 2021 · last 2025
0000-0003-1316-8147ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 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
4 papers
Design research and methods · 79% Collaborative and social computing · 15% Games and playful interaction · 6%
Software engineering, system software, and programming languages
2 papers
Requirements engineering and software design · 100%

Topics — the 7 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Requirements engineering and software design
persona
0.622019
Personas and Identity: Looking at Multiple Identities to Inform the Construction of Personas · CHI 2019
Stereotypes and Politics: Reflections on Personas · CHI 2016
Design research and methods › in-the-wild study
living lab
0.412020
Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company · CHI 2020
Design research and methods
participatory design
0.412020
Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company · CHI 2020
Collaborative and social computing › social cognition
stereotype
0.422017
Gender-Inclusiveness Personas vs. Stereotyping: Can We Have it Both Ways? · CHI 2017
Stereotypes and Politics: Reflections on Personas · CHI 2016
Design research and methods
personas
0.312017
Gender-Inclusiveness Personas vs. Stereotyping: Can We Have it Both Ways? · CHI 2017
Design research and methods
product design
0.112017
Gender-Inclusiveness Personas vs. Stereotyping: Can We Have it Both Ways? · CHI 2017
Design research and methods
user-centered design
0.112016
Stereotypes and Politics: Reflections on Personas · CHI 2016

Methods — techniques the papers use, named apart from their topics

qualitative study · 0.8semi-structured interviews · 0.5qualitative analysis · 0.5participatory design · 0.4living lab · 0.4case study · 0.4eye tracking · 0.3controlled laboratory study · 0.3
YearPublicationVenuePosition
2025 System Reimagination in Games Engineering Education: An Instructional Approach Based on Commercial Games
abstract
Game System Reimagination (GSR) is an instructional approach designed to make commercial games viable in games engineering education, despite their complexity. GSR addresses the challenge of staying relevant in a rapidly advancing field with students who are often avid gamers. Modern games comprise a wide range of systems, from common ones like movement, combat, and inventory management to unique, game-specific variants. By engaging students with these systems, GSR aims to enhance their motivation, technical skills, and understanding of complex games while bridging the gap between academic learning and real-world game development. Grounded in constructivist learning theory, GSR leads students through hands-on projects, where they play commercial games, identify systems to investigate, and deconstruct them to understand the underlying mechanics and challenges. Instead of merely replicating game systems, students reimagine them by removing, adding, combining, or altering functionality. Using a predefined technical framework with a modern game engine, they develop prototypes that showcase their understanding and ability to create complex systems. GSR supports a wide range of student abilities and has been applied to numerous undergraduate projects and bachelor's theses, primarily using the Unity game engine. We validated its educational impact through a survey assessing technical skills, practical relevance, creative engagement, motivation, and selfconfidence. The results confirm that GSR fosters key competencies, with participants acknowledging its technical and practical benefits for games engineering.
Tim Reichert, Nicola Marsden
EDUCON2
2020 Feminist Living Labs as Research Infrastructures for HCI: The Case of a Video Game Company
abstract
The number of women in IT is still low and companies struggle to integrate female professionals. The aim of our research is to provide methodological support for understanding and sharing experiences of gendered practices in the IT industry and encouraging sustained reflection about these matters over time. We established a Living Lab with that end in view, aiming to enhance female participation in the IT workforce and committing ourselves to a participatory approach to the sharing of women's experiences. Here, using the case of a German video game company which participated in our Lab, we detail our lessons learned. We show that this kind of long-term participation involves challenges over the lifetime of the project but can lead to substantial benefits for organizations. Our findings demonstrate that Living Labs are suitable for giving voice to marginalized groups, addressing their concerns and evoking change possibilities. Nevertheless, uncertainties about long-term sustainability remain.
Michael Ahmadi, Rebecca Gerstenberg, Anne Weibert, Volker Wulf, Nicola Marsden
CHI5
2020 "We want to push the industry via communication"... Designing Communication Measures to Foster Gender Diversity in a Video Game Company
abstract
Participation of women in IT is still low and companies wonder which external communication measures are necessary to attract more female personnel. To gain a richer understanding of adequate gender sensitive ways of communicating towards girls and women, one needs to take into account contextual challenges. Following a Participatory Action Research approach, we conducted a qualitative field study in a video game company in a large city in Germany, identified areas of concern, and sketched out implications for gender-sensitive communication measures together with our participants. Findings show that addressing gender stereotypes, making role models visible, and using adequate channels is relevant. Some problems might be solved via short-term solutions, but the majority require a long-term perspective. Our lessons learned leave implications for companies in the IT sector who want to foster gender sensitive external communication measures and can contribute to the realization of more gender balanced working environments.
Michael Ahmadi, Rebecca Gerstenberg, Anne Weibert, Volker Wulf, Nicola Marsden
Proc. ACM Hum. Comput. Interact.5
2019 Personas and Identity: Looking at Multiple Identities to Inform the Construction of Personas
abstract
Personas are valuable tools to help designers get to know their users and adopt their perspectives. Yet people are complex and multiple identities have to be considered in their interplay to account for a comprehensive representation otherwise, personas might be superficial and prone to activate stereotypes. Therefore, the way users' identities are presented in a limited set of personas is crucial to account for diversity and highlight facets which otherwise would go unnoticed. In this paper, we introduce an approach to the development of personas informed by social identity theory. The effectiveness of this approach is investigated in a qualitative study in the context of the design process for an e-learning platform for women in tech. The results suggest that considering multiple identities in the construction of personas adds value when designing technologies.
Nicola Marsden, Monika Pröbster
CHI1
2017 Gender-Inclusiveness Personas vs. Stereotyping: Can We Have it Both Ways?
abstract
Personas often aim to improve product designers' ability to "see through the eyes of" target users through the empathy personas can inspire - but personas are also known to promote stereotyping. This tension can be particularly problematic when personas (who, of course as "people" have genders) are used to promote gender inclusiveness - because reinforcing stereotypical perceptions can run counter to gender inclusiveness. In this paper we explicitly investigate this tension through a new approach to personas: one that includes multiple photos (of males and females) for a single persona. We compared this approach to an identical persona with only one photo using a controlled laboratory study and an eye-tracking study. Our goal was to answer the following question: is it possible for personas to encourage product designers to engage with personas while at the same avoiding promoting gender stereotyping? Our results are encouraging about the use of personas with multiple pictures as a way to expand participants' consideration of multiple genders without reducing their engagement with the persona.
Charles Hill 0001, Maren Haag, Alannah Oleson, Christopher J. Mendez, Nicola Marsden, Anita Sarma, Margaret M. Burnett
CHI5
2016 Stereotypes and Politics: Reflections on Personas
abstract
Using personas in requirement analysis and software development is becoming more and more common. The potential and problems with this method of user representation are discussed controversially in HCI research. While personas might help focus on the audience, prioritize, challenge assumptions, and prevent self-referential design, the success of the method depends on how and on what basis the persona descriptions are developed, perceived, and employed. Personas run the risk of reinscribing existing stereotypes and following more of an I-methodological than a user-centered approach. This paper gives an overview of the academic discourse regarding benefits and downfalls of the persona method. A semi-structured interview study researched how usability experts perceive and navigate the controversies of this discourse. The qualitative analysis showed that conflicting paradigms are embedded in the legitimization practices of HCI in the political realities of computer science and corporate settings leading to contradictions and compromises.
Nicola Marsden, Maren Haag
CHI1
2009 Specifying computer-based counseling systems in health care: A new approach to user-interface and interaction design
Dominikus Herzberg, Nicola Marsden, Peter Kübler, Corinna Leonhardt, Sabine Thomanek, Hartmut Jung, Annette Becker
J. Biomed. Informatics2