Demo Data from SIGIR 2026 / reviewers in the wild / expert
Aris Malapaschas
dblp:176/4154
· DBLP profile ↗
4ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4
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 |
Collaborative and social computing · 41% Games and playful interaction · 18% Human-robot interaction · 18% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Collaborative and social computing
computer-supported cooperative work |
0.2 | 1 | 2016 | Increasing Collocated People¿s Awareness of the Mobile User¿s Activities: a Field Trial of Social Displays · CSCW 2016 |
Human-robot interaction › social robot › social robot behavior
icebreaking |
0.2 | 1 | 2016 | Design and Evaluation of a Multi-Player Mobile Game for Icebreaking Activity · CHI 2016 |
Ubiquitous computing and smart environments › mobile computing
mobile phone use |
0.2 | 1 | 2016 | Increasing Collocated People¿s Awareness of the Mobile User¿s Activities: a Field Trial of Social Displays · CSCW 2016 |
Collaborative and social computing › awareness
social awareness |
0.2 | 1 | 2016 | Increasing Collocated People¿s Awareness of the Mobile User¿s Activities: a Field Trial of Social Displays · CSCW 2016 |
Games and playful interaction › social play
social games |
0.2 | 1 | 2016 | Design and Evaluation of a Multi-Player Mobile Game for Icebreaking Activity · CHI 2016 |
Collaborative and social computing › team collaboration
group formation |
0.1 | 1 | 2016 | Design and Evaluation of a Multi-Player Mobile Game for Icebreaking Activity · CHI 2016 |
Interaction techniques and input
mobile interaction |
0.1 | 1 | 2016 | Increasing Collocated People¿s Awareness of the Mobile User¿s Activities: a Field Trial of Social Displays · CSCW 2016 |
Methods — techniques the papers use, named apart from their topics
prototype · 0.2interview study · 0.2field trial · 0.2evaluation study · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Design and Evaluation of a Multi-Player Mobile Game for Icebreaking ActivityabstractIn collaboration between strangers, group formation and familiarization often take a lot of time. To facilitate this, icebreaking activities are commonly utilized, aiming at a positive and relaxing social atmosphere. To explore how interactive technology could serve as a tool in such social activity, we developed Who's Next, a multiplayer quiz-based mobile game intended to break the ice in a group of strangers. The design utilizes the information asymmetry between people, aiming to encourage joint activity between them. We conducted six evaluation sessions where four to six participants in each played the game together and were interviewed. Who's Next was found to be a promising support for icebreaking. It was considered to offer a comfortable way of sharing information about oneself and getting to know newly-met strangers. We conclude that interactive technology could successfully support the facilitator role in encouraging interaction and creating a relaxed atmosphere between strangers. Pradthana Jarusriboonchai, Aris Malapaschas, Thomas Olsson 0002 |
CHI | 2 |
| 2016 | Increasing Collocated People¿s Awareness of the Mobile User¿s Activities: a Field Trial of Social DisplaysabstractMany activities that have traditionally been performed with different dedicated physical artifacts are now done with personal mobile devices. Consequently, the privacy of mobile interfaces has hampered social observability and chances for serendipitous interactions. For example, reading an electronic newspaper with a mobile device does not allow the surrounding people to be similarly aware of the reader's activity as traditional newspapers. Social displays are additional displays on mobile devices providing the surrounding people with light-weight cues about the activities of the device user. We implemented a prototype that reveals the user's current active application and presents its name on an e-ink display on the backside of a mobile device. We conducted a ten-day field trial with 13 participants using the prototype. The results show that the prototype was able to increase awareness of users' mobile activities and occasionally triggered interactions with others, without significantly violating the sense of privacy. Pradthana Jarusriboonchai, Aris Malapaschas, Thomas Olsson 0002, Kaisa Väänänen |
CSCW | 2 |
| 2016 | Next2You: a proximity-based social application aiming to encourage interaction between nearby peopleabstractThis paper presents the design and concept evaluation of Next2You, a proximity-based social mobile application that uses gamification, progressive disclosure and light-weight interactions to encourage interaction between people who are regularly within a close proximity of each other. The application aims to break the current norm of matching and introducing people based on similar interests or commonalities. We conducted focus groups to evaluate the application concept. We report findings of the user study contributing to the understanding of the potential and challenges of gamified proximity-based social applications. Susanna Paasovaara, Ekaterina Olshannikova, Pradthana Jarusriboonchai, Aris Malapaschas, Thomas Olsson 0002 |
MUM | 4 |
| 2016 | Next2You: a social application for nearby strangersabstractEncouraging social interaction between collocated strangers has become an increasingly popular topic in Computer Supported Collaborative Work research and interaction design. The research aims to foster more social interaction between collocated people to, e.g., produce positive new encounters and increase social awareness. To address these social goals, we developed Next2You, a proximity-based social mobile application. Its design builds on the principles of gamification, progressive disclosure and light-weight interactions. This paper summarizes the novelties in the design and implementation of Next2You. Susanna Paasovaara, Ekaterina Olshannikova, Pradthana Jarusriboonchai, Aris Malapaschas, Thomas Olsson 0002 |
MUM | 4 |