Demo Data from SIGIR 2026 / reviewers in the wild / expert
Madlen Kneile
dblp:248/8634
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0002-5219-0657ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 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 |
Design research and methods · 77% Ubiquitous computing and smart environments · 12% Immersive interaction · 11% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Design research and methods
more-than-human design |
0.9 | 1 | 2025 | Mediating Human-Nature Relations through Technology: A Scoping Review of Post-Anthropocentric Artifacts and Their Design Strategies · ACM Trans. Comput. Hum. Interact. 2025 |
Design research and methods › ideation method
design cards |
0.8 | 1 | 2024 | Virtual Unreality: Augmentation-Oriented Ideation Through Design Cards · CHI 2024 |
Ubiquitous computing and smart environments
human-nature interaction |
0.3 | 1 | 2025 | Mediating Human-Nature Relations through Technology: A Scoping Review of Post-Anthropocentric Artifacts and Their Design Strategies · ACM Trans. Comput. Hum. Interact. 2025 |
Immersive interaction › virtual reality
virtual reality design |
0.2 | 1 | 2024 | Virtual Unreality: Augmentation-Oriented Ideation Through Design Cards · CHI 2024 |
Methods — techniques the papers use, named apart from their topics
scoping review · 0.9PRISMA-ScR · 0.9workshop study · 0.8interaction criticism · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Mediating Human-Nature Relations through Technology: A Scoping Review of Post-Anthropocentric Artifacts and Their Design StrategiesabstractThe threatening environmental problems of our time challenge the notion that humans are separate from and dominant over nature. As a result, many studies in Human–Computer Interaction (HCI) address alternatives to human-centered design and explore post-anthropocentric approaches that decenter humans and consider nature in technology design. The question, however, is how to design post-anthropocentric technology that engages humans and nature. Based on the PRISMA-ScR guidelines, we conducted a scoping review and analyzed 53 papers, from which we extracted 114 post-anthropocentric artifacts that enable human–nature engagement. We identified seven design strategies, such as recognizing, exploring, and empowering that can guide the future design of post-anthropocentric artifacts. Most of the artifacts included support human agency, fewer support nature’s agency, or advocate for nature to achieve an equitable human–nature relation. We identified opportunities for the field, such as empowering nature and further exploring the implications of post-anthropocentric design for addressing environmental problems. Madlen Kneile, Judith Dörrenbächer, Marc Hassenzahl, Matthias Laschke |
ACM Trans. Comput. Hum. Interact. | 1 |
| 2024 | Virtual Unreality: Augmentation-Oriented Ideation Through Design CardsabstractWhile realism is a common design goal for virtual reality (VR), VR also offers opportunities that are impossible in the real world (e.g., telekinesis). So far, there is no design support to exploit the potential of such “impossible” augmentations, especially for serious applications. We developed a card set and a workshop format, which features 15 opportunities to facilitate the ideation of augmentation-oriented VR. We piloted the method in five workshops with people in the early stages of developing a VR application (N=35). Participants found the cards easy to use and to inspire viable new concepts that differed from earlier ideas. Analysis of the concepts with interaction criticism identified two strategies: (1) augmentations that are only loosely related to the purpose of the application, simply to increase “fun”, and (2) augmentations that are closely related to the core purpose and thereby subtly facilitate its fulfillment. The latter has the greater potential. Robin Neuhaus, Ronda Ringfort-Felner, Daniel Courtney, Madlen Kneile, Marc Hassenzahl |
CHI | 4 |