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Stefan Kreitmayer

dblp:67/9541 · DBLP profile ↗
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5ranked-venue papers
2as first author
1since 2021 · last 2022
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 5 · 2 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 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
Collaborative and social computing · 33% Learning and educational technologies · 20% Ubiquitous computing and smart environments · 12%

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

TopicWeightPapersLastEvidence papers
Collaborative and social computing › shared displays
shared display interaction
0.212013
UniPad: orchestrating collaborative activities through shared tablets and an integrated wall display · UbiComp 2013
Collaborative and social computing
collaborative learning
0.112012
From participatory to contributory simulations: changing the game in the classroom · CHI 2012
Design research and methods
in-the-wild study
0.112011
Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface · CHI 2011
Health and well-being technologies
persuasive technology
0.112011
How to nudge in Situ: designing lambent devices to deliver salient information in supermarkets · UbiComp 2011
Ubiquitous computing and smart environments › public displays
public display deployment
0.112011
Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface · CHI 2011
Collaborative and social computing › collaborative learning
classroom collaboration
0.012012
From participatory to contributory simulations: changing the game in the classroom · CHI 2012
Learning and educational technologies
educational games
0.012012
From participatory to contributory simulations: changing the game in the classroom · CHI 2012

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

in-the-wild study · 0.3participatory design · 0.2iterative design · 0.1in-the-wild evaluation · 0.1interview study · 0.1field study · 0.1
YearPublicationVenuePosition
2022 Watch Less and Uncover More: Could Navigation Tools Help Users Search and Explore Videos?
abstract
Prior research has shown how ‘content preview tools’ improve speed and accuracy of user relevance judgements across different information retrieval tasks. This paper describes a novel user interface tool, the Content Flow Bar, designed to allow users to quickly identify relevant fragments within informational videos to facilitate browsing, through a cognitively augmented form of navigation. It achieves this by providing semantic “snippets” that enable the user to rapidly scan through video content. The tool provides visually-appealing pop-ups that appear in a time series bar at the bottom of each video, allowing to see in advance and at a glance how topics evolve in the content. We conducted a user study to evaluate how the tool changes the users search experience in video retrieval, as well as how it supports exploration and information seeking. The user questionnaire revealed that participants found the Content Flow Bar helpful and enjoyable for finding relevant information in videos. The interaction logs of the user study, where participants interacted with the tool for completing two informational tasks, showed that it holds promise for enhancing discoverability of content both across and within videos. This discovered potential could leverage a new generation of navigation tools in search and information retrieval.
María Pérez-Ortiz 0001, Sahan Bulathwela, Claire Dormann, Meghana Verma, Stefan Kreitmayer, Richard Noss, John Shawe-Taylor, Yvonne Rogers, Emine Yilmaz
CHIIR5
2013 UniPad: orchestrating collaborative activities through shared tablets and an integrated wall display
abstract
UniPad is a face-to-face, digital simulation for use in classroom settings that runs on shared tablets and a wall display. The goal is to encourage students to talk, collaborate and make decisions together in real-time, by switching between working on shared 'small group' devices and a 'whole classroom' public display - instead of working by themselves using their own device. It is intended to improve peer discussion and teacher involvement by focusing and constraining shared attention at different stages of an activity. The domain for this study is finance management. The system was designed using an iterative, participatory design method with expert finance educators and then trialed using an in-the-wild study at a school. The findings show how the set-up helped in facilitating verbal participation in the classroom. We discuss how lightweight, multi-device shared technology systems, such as UniPad, can be designed and used for a range of classroom activities.
Stefan Kreitmayer, Yvonne Rogers, Robin C. Laney, Stephen Peake
UbiComp1
2012 From participatory to contributory simulations: changing the game in the classroom
abstract
There is much potential for supporting collaborative learning with interactive computer simulations in formal education and professional training. A number have been developed for single user and remote interaction. In contrast, our research is concerned with how such learning activities can be designed to fit into co-located large group settings, such as whole classrooms. This paper reports on the iterative design process and two in-the-wild evaluations of the 4Decades game, which was developed for a whole classroom of students to engage with a climate simulation. The system allows students to play and change the rules of the simulation, thereby enabling them to be actively engaged at different levels. The notion of Contributory Simulations is proposed as an instructional model that empowers groups to make informed, critical changes to the underlying scientific model. We discuss how large-group collaboration was supported through constraining an ecology of shared devices and public displays.
Stefan Kreitmayer, Yvonne Rogers, Robin C. Laney, Stephen Peake
CHI1
2011 Rethinking 'multi-user': an in-the-wild study of how groups approach a walk-up-and-use tabletop interface
abstract
Multi-touch tabletops have been much heralded as an innovative technology that can facilitate new ways of group working. However, there is little evidence of these materialising outside of research lab settings. We present the findings of a 5-week in-the-wild study examining how a shared planning application - designed to run on a walk-up-and-use tabletop - was used when placed in a tourist information centre. We describe how groups approached, congregated and interacted with it and the social interactions that took place - noting how they were quite different from research findings describing the ways groups work around a tabletop in lab settings. We discuss the implications of such situated group work for designing collaborative tabletop applications for use in public settings.
Paul Marshall, Richard Morris, Yvonne Rogers, Stefan Kreitmayer, Matt Davies
CHI4
2011 How to nudge in Situ: designing lambent devices to deliver salient information in supermarkets
abstract
There are a number of mobile shopping aids and recommender systems available, but none can be easily used for a weekly shop at a local supermarket. We present a minimal, mobile and fully functional lambent display that clips onto any shopping trolley handle, intended to nudge people when choosing what to buy. It provides salient information about the food miles for various scanned food items represented by varying lengths of lit LEDs on the handle and a changing emoticon comparing the average miles of all the products in the trolley against a social norm. When evaluated in situ, the lambent handle display nudged people to choose products with fewer food miles than the items they selected using their ordinary shopping strategies. People also felt guilty when the average mileage of the contents of their entire shopping trolley was above the social norm. The findings are discussed in terms of how to provide different kinds of product information that people care about, using simple lambent displays.
Vaiva Kalnikaité, Yvonne Rogers, Jon Bird, Nicolas Villar, Khaled Bachour, Stephen J. Payne, Peter M. Todd, Johannes Schöning, Antonio Krüger, Stefan Kreitmayer
UbiComp10