Demo Data from SIGIR 2026 / reviewers in the wild / expert
Luis Garduño
dblp:134/2864
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous 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
1 paper |
Personal fabrication and tangible interfaces · 100% |
Topics — the 1 heaviest of 1, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Personal fabrication and tangible interfaces › tangible user interface
tangible programming |
0.2 | 1 | 2013 | A tangible programming tool for creation of context-aware applications · UbiComp 2013 |
Methods — techniques the papers use, named apart from their topics
user study · 0.2pilot study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | A tangible programming tool for creation of context-aware applicationsabstractEnd-user programming tools, if properly designed, have the potential to empower end-users to create context-aware applications tailored to their own needs and lives, in order to help them break bad habits and change their behaviors. In this work, we present GALLAG Strip, an easy to use mobile and tangible tool that allows users to create context-aware applications without the need of programming experience. It enables programming by physical demonstration of envisioned interactions with the same sensors and objects that users will later encounter in their finished application. After an initial pilot to verify the usability of GALLAG Strip, we conducted a user study to evaluate the effects of tangible programming in terms of ease of use, engagement, and facilitation of the ideation process. We found that tangibility has both benefits and drawbacks, and suggest a mixed tangible and non-tangible approach for better user experience. Jisoo Lee, Luis Garduño, Erin Walker, Winslow Burleson |
UbiComp | 2 |