Demo Data from SIGIR 2026 / reviewers in the wild / expert
Marcela C. C. Bomfim
dblp:217/9998
· DBLP profile ↗
2ranked-venue papers
2as first author
1since 2021 · last 2023
0000-0002-1770-0922ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 2 first-author · 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
2 papers |
Health and well-being technologies · 59% Games and playful interaction · 23% Usability and user experience research · 11% |
Topics — the 2 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Health and well-being technologies › health promotion
food literacy |
1.1 | 2 | 2023 | Design and Evaluation of Technologies for Informed Food Choices · ACM Trans. Comput. Hum. Interact. 2023 Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App · CHI 2020 |
Usability and user experience research › usability inspection
heuristic evaluation |
0.2 | 1 | 2023 | Design and Evaluation of Technologies for Informed Food Choices · ACM Trans. Comput. Hum. Interact. 2023 |
Methods — techniques the papers use, named apart from their topics
heuristic derivation · 0.7expert evaluation · 0.7field study · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Design and Evaluation of Technologies for Informed Food ChoicesabstractTechnology increasingly mediates our everyday interactions with food, ranging from its production and handling to the experience of preparing and eating it with friends and family. However, it is unclear whether these technologies support decisions conducive to a healthy diet. In this work, we devised the first heuristics for evaluating a technology’s support for food literacy: the interconnected combination of awareness, knowledge, and skills to empower individuals to make informed food choices. We applied an iterative, expert-driven process to derive and refine our heuristics, starting with an established food literacy framework. We then conducted evaluations with Nutrition and HCI experts to show how the heuristics support the summative and formative design and evaluations of food-related technologies. We show that the heuristics are valuable design tools and that they help participants reflect on food literacy challenges. We also discuss tensions between nutrition and HCI best practices. Marcela C. C. Bomfim, Erin Wong, Paige Liang, James R. Wallace |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2020 | Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful AppabstractEstablishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. However, HCI research has emphasized calorie control and weight loss, potentially leading consumers to prioritize caloric intake over healthy eating patterns. To support healthy eating more holistically, we designed a gameful app called Pirate Bri's Grocery Adventure (PBGA) that seeks to improve food literacy—meaning the interconnected combination of food-related knowledge, skills, and behaviours that empower an individual to make informed food choices— through a situated approach to grocery shopping. Findings from our three-week field study revealed that PBGA was effective for improving players' nutrition knowledge and motivation for healthier food choices and reducing their impulse purchases. Our findings highlight that nutrition apps should promote planning and shopping based on balance, variety, and moderation. Marcela C. C. Bomfim, Sharon I. Kirkpatrick, Lennart E. Nacke, James R. Wallace |
CHI | 1 |