Demo Data from SIGIR 2026 / reviewers in the wild / expert
Liam Mason
dblp:239/8217
· DBLP profile ↗
3ranked-venue papers
2as first author
1since 2021 · last 2022
0000-0003-3957-1436ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 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
3 papers |
Accessibility and assistive technology · 40% Games and playful interaction · 34% Health and well-being technologies · 15% |
Topics — the 8 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Accessibility and assistive technology
wheelchair users |
0.8 | 2 | 2020 | Virtual Reality Games for People Using Wheelchairs · CHI 2020 Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users · CHI 2019 |
Accessibility and assistive technology › software accessibility
game accessibility |
0.6 | 1 | 2022 | Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022 |
Games and playful interaction › physical play
movement-based games |
0.6 | 1 | 2022 | Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022 |
Health and well-being technologies
physical activity |
0.6 | 2 | 2022 | Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users · CHI 2019 Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based Games · CHI 2022 |
Immersive interaction
virtual reality |
0.4 | 1 | 2020 | Virtual Reality Games for People Using Wheelchairs · CHI 2020 |
Games and playful interaction › extended reality games
virtual reality games |
0.4 | 1 | 2020 | Virtual Reality Games for People Using Wheelchairs · CHI 2020 |
Games and playful interaction › game design
inclusive game design |
0.1 | 1 | 2020 | Virtual Reality Games for People Using Wheelchairs · CHI 2020 |
Games and playful interaction
playful technology |
0.1 | 1 | 2019 | Design Goals for Playful Technology to Support Physical Activity Among Wheelchair Users · CHI 2019 |
Methods — techniques the papers use, named apart from their topics
survey · 1.4interview study · 1.0interpretative phenomenological analysis · 0.6qualitative evaluation · 0.4prototype implementation · 0.4integrated behavioural model · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Including the Experiences of Physically Disabled Players in Mainstream Guidelines for Movement-Based GamesabstractMovement-based video games can provide engaging play experiences, and also have the potential to encourage physical activity. However, existing design guidelines for such games overwhelmingly focus on non-disabled players. Here, we explore wheelchair users’ perspectives on movement-based games as an enjoyable play activity. We created eight game concepts as discussion points for semi-structured interviews (N=6) with wheelchair users, and used Interpretative Phenomenological Analysis to understand their perspectives on physical activity and play. Themes focus on independent access, challenges in social settings, and the need for comprehensive adaptation. We also conducted an online survey (N=21) using the same game concepts, and thematic analysis highlighted the importance of adequate challenge, and considerations around multiplayer experiences. Based on these findings, we re-contextualize and expand guidelines for movement-based games previously established by Mueller and Isbister to include disabled players, and suggest design strategies that take into account their perspectives on play. Liam Mason, Kathrin Maria Gerling, Patrick Dickinson, Jussi Holopainen, Lisa Jacobs, Kieran Hicks |
CHI | 1 |
| 2020 | Virtual Reality Games for People Using WheelchairsabstractVirtual Reality (VR) holds the promise of providing engaging embodied experiences, but little is known about how people with disabilities engage with it. We explore challenges and opportunities of VR gaming for wheelchair users. First, we present findings from a survey that received 25 responses and gives insights into wheelchair users' motives to (non-) engage with VR and their experiences. Drawing from this survey, we derive design implications which we tested through implementation and qualitative evaluation of three full-body VR game prototypes with 18 participants. Our results show that VR gaming engages wheelchair users, though nuanced consideration is required for the design of embodied immersive experiences for minority bodies, and we illustrate how designers can create meaningful, positive experiences. Kathrin Maria Gerling, Patrick Dickinson, Kieran Hicks, Liam Mason, Adalberto L. Simeone, Katta Spiel |
CHI | 4 |
| 2019 | Design Goals for Playful Technology to Support Physical Activity Among Wheelchair UsersabstractPlayful technology has the potential to support physical activity (PA) among wheelchair users, but little is known about design considerations for this audience, who experience significant access barriers. In this paper, we lever-age the Integrated Behavioural Model (IBM) to understand wheelchair users' perspectives on PA, technology, and play.First, we present findings from an interview study with eight physically active wheelchair users. Second, we build on the interviews in a survey that received 44 responses from a broader group of wheelchair users. Results show that the anticipation of positive experiences was the strongest predictor of engagement with PA, and that accessibility concerns act as barriers both in terms of PA participation and technology use. We present four design goals - emphasizing enjoyment,involving others, building knowledge and enabling flexibility - to make our findings actionable for researchers and designers wishing to create accessible playful technology to support PA. Liam Mason, Kathrin Maria Gerling, Patrick Dickinson, Antonella De Angeli |
CHI | 1 |