Demo Data from EDBT 2026 / reviewers in the wild / expert
Anne-Laure Fayard
dblp:67/3756
· DBLP profile ↗
4ranked-venue papers
0as first author
0since 2021 · last 2020
0000-0001-5274-3760ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3Software engineering, systems software and programming languages · 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
2 papers |
User interface design and tools · 44% Human-AI interaction · 43% Health and well-being technologies · 13% | |
| Software engineering, system software, and programming languages
1 paper |
Empirical software engineering · 50% Software maintenance and evolution · 50% |
Topics — the 4 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
User interface design and tools › user interface design
design metaphor |
0.4 | 1 | 2020 | Monsters, Metaphors, and Machine Learning · CHI 2020 |
Empirical software engineering
developer studies |
0.4 | 1 | 2020 | Thinking aloud about confusing code: a qualitative investigation of program comprehension and atoms of confusion · ESEC/SIGSOFT FSE 2020 |
Software maintenance and evolution
program comprehension |
0.4 | 1 | 2020 | Thinking aloud about confusing code: a qualitative investigation of program comprehension and atoms of confusion · ESEC/SIGSOFT FSE 2020 |
Health and well-being technologies
mental health technology |
0.1 | 1 | 2020 | Monsters, Metaphors, and Machine Learning · CHI 2020 |
Methods — techniques the papers use, named apart from their topics
think-aloud protocol · 0.4qualitative analysis · 0.4generative design workshop · 0.4prototyping · 0.0participatory design · 0.0design space exploration · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Monsters, Metaphors, and Machine LearningabstractMachine learning (ML) poses complex challenges for user experience (UX) designers. Typically unpredictable and opaque, it may produce unforeseen outcomes detrimental to particular groups or individuals, yet simultaneously promise amazing breakthroughs in areas as diverse as medical diagnosis and universal translation. This results in a polarized view of ML, which is often manifested through a technology-as-monster metaphor. In this paper, we acknowledge the power and potential of this metaphor by resurfacing historic complexities in human-monster relations. We (re)introduce these liminal and ambiguous creatures, and discuss their relation to ML. We offer a background to designers' use of metaphor, and show how the technology-as-monster metaphor can generatively probe and (re)frame the questions ML poses. We illustrate the effectiveness of this approach through a detailed discussion of an early-stage generative design workshop inquiring into ML approaches to supporting student mental health and well-being. Graham Dove, Anne-Laure Fayard |
CHI | 2 |
| 2020 | Thinking aloud about confusing code: a qualitative investigation of program comprehension and atoms of confusionabstractAtoms of confusion are small patterns of code that have been empirically validated to be difficult to hand-evaluate by programmers. Previous research focused on defining and quantifying this phenomenon, but not on explaining or critiquing it. In this work, we address core omissions to the body of work on atoms of confusion, focusing on the ‘how’ and ‘why’ of programmer misunderstanding. Daniel Gopstein, Anne-Laure Fayard, Sven Apel, Justin Cappos |
ESEC/SIGSOFT FSE | 2 |
| 2019 | Nurturing a student-led community of learning in an academic makerspace: how to support extracurricular experiential learningabstractThis work-in-progress paper examines an innovative practice to develop peer-led learning and teaching in an extracurricular setting. While peer-led learning has been used to supplement and support course instruction for many years, models and best practices for an extracurricular setting are not well known. Previous peer learning and teaching methods found throughout science and engineering education are examined. Based on findings from a student-led learning community, a series of interventions to support training and persuasive skills of peer instructors is outlined. Data and initial observations indicate a growth in attendance and consistency in peer teaching. The study and interventions are set in a large university makerspace, where the student teaching assistants lead workshops. Victoria G. Bill, Anne-Laure Fayard |
FIE | 2 |
| 1998 | Reinventing the Familiar: Exploring an Augmented Reality Design Space for Air Traffic ControlabstractThis paper describes our exploration of a design space for an augmented reality prototype. We began by observing air traffic controllers and their interactions with paper flight strips. We then worked with a multi-disciplinary team of researchers and controllers over a period of a year to brainstorm and prototype ideas for enhancing paper flight strips, We argue that augmented reality is more promising (and simpler to implement) than the current strategies that seek to replace flight strips with keyboard/monitor interfaces. We also argue that an exploration of the design space, with active participation from the controllers, is essential not only for designing particular artifacts, but also for understanding the strengths and limitations of augmented reality in general. Wendy E. Mackay, Anne-Laure Fayard, Laurent Frobert, Lionel Médini |
CHI | 2 |