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Stacey Li

dblp:139/4370 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
0000-0002-3176-9926ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 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
1 paper
Immersive interaction · 44% Games and playful interaction · 44% Usability and user experience research · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Games and playful interaction
driving simulator
0.812024
Portobello: Extending Driving Simulation from the Lab to the Road · CHI 2024
Immersive interaction
mixed reality
0.812024
Portobello: Extending Driving Simulation from the Lab to the Road · CHI 2024
Usability and user experience research › evaluation methodology
ecological validity
0.212024
Portobello: Extending Driving Simulation from the Lab to the Road · CHI 2024

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

within-subjects study · 0.8
YearPublicationVenuePosition
2025 What Researchers Need from Driving Simulator Systems: A Thematic Analysis of Expert Interviews
abstract
Numerous driving simulator systems are available and are continuing to be developed.However, we believe many simulator offerings are built around what is technically possible rather than what is useful to the researchers that might use such systems.This points to a critical need to understand what makes a driving simulator practical and effective for automotive interface design researchers.To remedy this shortcoming, we conducted video interviews with 15 industry and academic researchers engaged in automotive interface design research.We transcribed and performed thematic analysis on the data collected to better understand the different ways that researchers are using driving simulators, and what challenges they still face.We identified needs across three broad dimensions including: (1) Participant Experience, (2) Research Needs, and (3) Operationalization Requirements.By categorizing these needs, we aim to inform the development of future simulation tools that are more accessible to researchers from diverse backgrounds. CCS Concepts• Human-centered computing → Systems and tools for interaction design.
Stacey Li, Debargha Dey, Claudia Santacruz, Wendy Ju
AutomotiveUI1
2024 Portobello: Extending Driving Simulation from the Lab to the Road
abstract
In automotive user interface design, testing often starts with lab-based driving simulators and migrates toward on-road studies to mitigate risks. Mixed reality (XR) helps translate virtual study designs to the real road to increase ecological validity. However, researchers rarely run the same study in both in-lab and on-road simulators due to the challenges of replicating studies in both physical and virtual worlds. To provide a common infrastructure to port in-lab study designs on-road, we built a platform-portable infrastructure, Portobello, to enable us to run twinned physical-virtual studies. As a proof-of-concept, we extended the on-road simulator XR-OOM with Portobello. We ran a within-subjects, autonomous-vehicle crosswalk cooperation study (N=32) both in-lab and on-road to investigate study design portability and platform-driven influences on study outcomes. To our knowledge, this is the first system that enables the twinning of studies originally designed for in-lab simulators to be carried out in an on-road platform.
Fanjun Bu, Stacey Li, David Goedicke, Mark Colley, Gyanendra Sharma, Wendy Ju
CHI2
2023 AdVANcing Design: Customizing Spaces for Vanlife
abstract
This study examines three modalities for designing live-in van interiors. Participants (N=18) situated within an empty van were asked to explore potential designs using physical cardboard prototyping, a commercial software application (Vanspace 3D) for planning van interiors, and an augmented reality application that we developed. Participants were asked to think aloud as they designed van interiors for fictive journeys using each modality. A qualitative evaluation was conducted to assess how participants’ conceptualizations of space shifted across the use of each prototyping method. The results demonstrate that each design method influenced design outcomes due to the physicality of the task. This study highlights the importance of considering the role of physicality in the selection of prototyping modality for the design exploration process.
Saki Suzuki, Ilan Mandel, Stacey Li, Wen-Ying Lee, Mark Colley, Wendy Ju
AutomotiveUI3