Demo Data from EDBT 2026 / reviewers in the wild / expert
Claire O'Malley
dblp:63/2930
· DBLP profile ↗
17ranked-venue papers
2as 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 · 16 · 2 first-authorSecurity and privacy · 1Applied, interdisciplinary, general and emerging computing · 1
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
5 papers |
Collaborative and social computing · 68% Personal fabrication and tangible interfaces · 26% User interface design and tools · 4% | |
| Computer graphics and multimedia
1 paper |
Multimedia systems and quality of experience · 100% |
Topics — the 8 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing › multi-user virtual environments
spectator experience |
0.1 | 1 | 2005 | Designing the spectator experience · CHI 2005 |
Collaborative and social computing › collaborative learning
classroom collaboration |
0.0 | 1 | 2001 | Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001 |
Personal fabrication and tangible interfaces
tangible interaction |
0.0 | 1 | 2001 | Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001 |
Personal fabrication and tangible interfaces › tangible interaction
tangible interaction design |
0.0 | 1 | 2001 | Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001 |
Collaborative and social computing › creative collaboration
collaborative storytelling |
0.0 | 1 | 2000 | Designing storytelling technologies to encouraging collaboration between young children · CHI 2000 |
Collaborative and social computing
mediated communication |
0.0 | 1 | 2000 | Video data and video links in mediated communication: what do users value? · Int. J. Hum. Comput. Stud. 2000 |
Collaborative and social computing › collaborative design
collaborative drawing |
0.0 | 1 | 2001 | Classroom collaboration in the design of tangible interfaces for storytelling · CHI 2001 |
Human-AI interaction › large language model interaction › language-based interaction
command line interfaces |
0.0 | 1 | 1983 | A proposal for user centered system documentation · CHI 1983 |
Methods — techniques the papers use, named apart from their topics
iterative design · 0.1taxonomy · 0.1classroom study · 0.0field study · 0.0user needs analysis · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Treasure codes: augmenting learning from physical museum exhibits through treasure hunting
Kher Hui Ng, Claire O'Malley |
Pers. Ubiquitous Comput. | 3 |
| 2015 | Research Ethics and Public Trust, Preconditions for Continued Growth of Internet Mediated Research - Public Confidence in Internet Mediate ResearchabstractIn this paper we argue for the position that responsible safeguards for privacy and ethical treatment of human data are of vital importance to retain the public confidence and trust that is necessary for the development and future success of internet mediated research (IMR). We support our position based on the high level of popular and media attention that is currently directed at IMR, which in combination with the relative uncertainties that still exist around the ethics of various IMR methods, raises the risk that IMR might succumb to a public backlash of similar proportions to the controversy that hit genetically modified (GM) crops in Europe. Based on the lessons that came out of the GM crops controversy we discuss the ethics requirements and challenges that must be met in order to retain the public trust in IMR. We end our argument by briefly reviewing a couple of examples of “privacy protecting architectures” that are being developed for IMR. Ansgar R. Koene, Elvira Perez, Christopher James Carter, Ramona Statache, Svenja Adolphs, Claire O'Malley, Tom Rodden, Derek McAuley |
ICISSP | 6 |
| 2012 | Tangibles for learning: a representational analysis of physical manipulation
Andrew Manches, Claire O'Malley |
Pers. Ubiquitous Comput. | 2 |
| 2010 | Maintaining Continuity of Inquiry Learning Experiences across Contexts: Teacher's Management Strategies and the Role of Technology
Stamatina Anastopoulou, Mark Paxton, Mike Sharples, Charles K. Crook, Shaaron Ainsworth, Claire O'Malley |
EC-TEL | 7 |
| 2009 | Physical manipulation: evaluating the potential for tangible designsabstractIn order to design tangible technologies that are effective in supporting children's learning, it is important to understand what advantages or limitations are afforded by physical manipulation. This paper highlights some of the perceptual and manipulative properties of physical representations with respect to their effect on the problem space and describes how, for certain problem types, these may benefit children's strategies and learning. These arguments are discussed in relation to ongoing research into children's use of physical materials to solve numerical problems, and comparative performance using virtual materials. The paper uses this research to suggest ways in which tangible designs may support learning in this area by building on the advantages of physical manipulation whilst avoiding limiting exploration by constraining the range of actions and possible learning opportunities provided. Andrew Manches, Claire O'Malley, Steve Benford |
TEI | 2 |
| 2006 | The spatial character of sensor technologyabstractBy considering the spatial character of sensor-based interactive systems, this paper investigates how discussions of seams and seamlessness in ubiquitous computing neglect the complex spatial character that is constructed as a side-effect of deploying sensor technology within a space. Through a study of a torch (aka 'flashlight') based interface, we develop a framework for analysing this spatial character generated by sensor technology. This framework is then used to analyse and compare a range of other systems in which sensor technology is used, in order to develop a design spectrum that contrasts the revealing and hiding of a system's structure to users. Finally, we discuss the implications for interfaces situated in public spaces and consider the benefits of hiding structure from users. Stuart Reeves, Tony P. Pridmore, Andy Crabtree, Jonathan Green, Steve Benford, Claire O'Malley |
Conference on Designing Interactive Systems | 6 |
| 2006 | Home-school technologies: considering the familyabstractResearch has focused on building technologies to support children in their transitions between home and school [9] without a developed sense of how individual families react to such technologies. We interviewed three different families about their reactions to ubiquitous computing technologies designed to support home-school transitions. We found that families were willing to use such technologies to share information among themselves, but that mechanisms for filtering this information would be a challenge for designers. Further, families were reluctant to share information with outsiders, such as teachers. We will discuss the implications of these findings for both future technologies, and further research into their design. Katie Fraser, Tom Rodden, Claire O'Malley |
IDC | 3 |
| 2005 | Designing the spectator experienceabstractInteraction is increasingly a public affair, taking place in our theatres, galleries, museums, exhibitions and on the city streets. This raises a new design challenge for HCI - how should spectators experience a performer's interaction with a computer? We classify public interfaces (including examples from art, performance and exhibition design) according to the extent to which a performer's manipulations of an interface and their resulting effects are hidden, partially revealed, fully revealed or even amplified for spectators. Our taxonomy uncovers four broad design strategies: 'secretive,' where manipulations and effects are largely hidden; 'expressive,' where they tend to be revealed enabling the spectator to fully appreciate the performer's interaction; 'magical,' where effects are revealed but the manipulations that caused them are hidden; and finally 'suspenseful,' where manipulations are apparent but effects are only revealed as the spectator takes their turn. Stuart Reeves, Steve Benford, Claire O'Malley, Mike Fraser 0001 |
CHI | 3 |
| 2004 | Ambient wood: designing new forms of digital augmentation for learning outdoorsabstractUbiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and interaction of digital information when learning about ecology outdoors. We present a framework of the different forms of digital augmentation and the different processes by which they can be accessed. Using the framework, we designed an outdoors learning experience, aimed at encouraging students to carry out contextualized scientific enquiry and to reflect on their interactions. Pairs of 11-12 year olds explored a woodland and were presented at certain times with different forms of digital augmentation. Our study showed that this kind of exploration promoted interpretation and reflection at a number of levels of abstraction. Yvonne Rogers, Sara Price, Geraldine Fitzpatrick, Rowanne Fleck, Eric Charles Harris, Hilary Smith, Cliff Randell, Henk L. Muller, Claire O'Malley, Danaë Emma Beckford Stanton Fraser, Mark Kenneth Thompson, Mark J. Weal |
IDC | 9 |
| 2003 | Assembling History: Achieving Coherent Experiences with Diverse Technologies
Mike Fraser 0001, Danaë Emma Beckford Stanton Fraser, Kher Hui Ng, Steve Benford, Claire O'Malley, John Bowers 0001, Gustav Taxén, Kieran Ferris, Jon Hindmarsh |
ECSCW | 5 |
| 2003 | Comparison of 2D and 3D representations for visualising telecommunication usageabstractThis paper describes an empirical evaluation of one two-dimensional (2D), and two three-dimensional (3D) representations. These representations were developed to present customer behaviour information on telecommunications usage. The goal of the study was to investigate how the properties of these different but informationally equivalent representations supported information retrieval and problem solving using the database. Thirty-six participants performed a number of information retrieval and problem solving tasks, in one of three experimental conditions: 2D graph, 3D graph and 3D helix plot. Measures included performance time and accuracy and user attitudes concerning the usability of the displays. Despite certain navigational problems associated with the 2D representation, the results indicated a performance advantage for the 2D display compared with both 3D representations. Generally, the analyses revealed that the differences in representational characteristics have a significant effect on the level of cognitive effort required to perform the tasks. Martin J. Hicks, Claire O'Malley, Sarah Sharples, Ben Anderson |
Behav. Inf. Technol. | 2 |
| 2001 | Classroom collaboration in the design of tangible interfaces for storytellingabstractWe describe the design of tangible interfaces to the KidPad collaborative drawing tool. Our aims are to support the re-enactment of stories to audiences, and integration within real classroom environments. A six-month iterative design process, working with children and teachers in school, has produced the “magic carpet”, an interface that uses pressure mats and video-tracked and barcoded physical props to navigate a story in KidPad. Reflecting on this process, we propose four guidelines for the design of tangible interfaces for the classroom. (1) Use physical size and shysical props to encourage collaboration. (2) Be aware of how different interfaces emphasize different actions. (3) Be aware that superficial changes to the design can produce very different physical interactions. (4) Focus on open low-tech technologies rather than (over) polished products. Danaë Emma Beckford Stanton Fraser, Victor Bayon, Helen Neale, Ahmed Ghali, Steve Benford, Sue Cobb, Rob Ingram, John R. Wilson, Tony P. Pridmore, Claire O'Malley |
CHI | 10 |
| 2000 | Designing storytelling technologies to encouraging collaboration between young childrenabstractWe describe the iterative design of two collaborative storytelling technologies for young children, KidPad and the Klump. We focus on the idea of designing interfaces to subtly encourage collaboration so that children are invited to discover the added benefits of working together. This idea has been motivated by our experiences of using early versions of our technologies in schools in Sweden and the UK. We compare the approach of encouraging collaboration with other approaches to synchronizing shared interfaces. We describe how we have revised the technologies to encourage collaboration and to reflect design suggestions made by the children themselves. Steve Benford, Benjamin B. Bederson, Karl-Petter Åkesson, Victor Bayon, Allison Druin, Pär Hansson, Juan Pablo Hourcade, Rob Ingram, Helen Neale, Claire O'Malley, Kristian T. Simsarian, Danaë Emma Beckford Stanton Fraser, Yngve Sundblad, Gustav Taxén |
CHI | 10 |
| 2000 | Video data and video links in mediated communication: what do users value?
Anne H. Anderson, Lucy Smallwood, Rory Macdonald, Jim Mullin, Annemarie Fleming, Claire O'Malley |
Int. J. Hum. Comput. Stud. | 6 |
| 1999 | Multi-mediating Multi-party Interactions
Anne H. Anderson, Jim Mullin, E. Katsavras, Rachel McEwan, E. Grattan, P. Brundell, Claire O'Malley |
INTERACT | 7 |
| 1996 | Comparison of Face-to-Face and Video-Mediated InteractionabstractA series of experiments are reported in which pairs of subjects performed a collaborative task remotely and communicated either via video and audio links or audio links only. Using the same task (the ‘map task’), Boyle et al. (1994) found clear benefits of seeing the face compared with audio-only co-present interaction. Pairs who could see each other needed to say less to achieve the same level of performance as pairs who could only hear each other. In contrast to these findings, in all three experiments reported here, users of video links produced longer and more interrupted dialogues than those who had audio links only, although there were no differences in performance. Performance was affected when the video links were of low bandwidth, resulting in transmission delays. The drop in accuracy was correlated with a significant increase in levels of interrupted speech. We also compared the structure of dialogues and the use of gaze in high-quality video-mediated communication with those produced in face-to-face co-present interactions. Results show that both face-to-face and video-mediated speakers use visual cues to check for mutual understanding. When they cannot see each other such checks need to be conducted verbally, accounting for the length effect in dialogues. However, despite using visual cues in the same way as face-to-face speakers, video does not provide the same advantage of shorter and less interrupted dialogues. In addition, users of video gaze far more overall than face-to-face speakers. We suggest that when speakers are not physically co-present they are less confident in general that they have mutual understanding, even though they can see their interlocutors, and therefore over-compensate by increasing the level of both verbal and nonverbal information. Claire O'Malley, Steve Langton, Anne H. Anderson, Gwyneth Doherty-Sneddon, Vicki Bruce |
Interact. Comput. | 1 |
| 1983 | A proposal for user centered system documentationabstractThis paper outlines a set of proposals for the development of system documentation based on an analysis of user needs. It is suggested that existing documentation is not sensitive enough to the variety of levels of user expertise, nor to the variety of contexts in which on-line help is required. We outline three specific proposals for fulfilling these needs: a quick reference facility, a command-line database, and a facility for full explanation and instruction, and suggest a number of ways in which users might access these facilities. Finally, we suggest a way of combining these facilities into an integrated structured manual, offering more effective user support than is currently provided. Claire O'Malley, Paul Smolensky, Liam J. Bannon, E. Conway, J. Graham, J. Sokolov, Melissa Lee Monty |
CHI | 1 |