Demo Data from SIGIR 2026 / reviewers in the wild / expert
Eve Emily Sophie Schade
dblp:276/3754
· DBLP profile ↗
3ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0002-0786-6662ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 3 · 2 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 |
Ubiquitous computing and smart environments · 59% Human-robot interaction · 34% Games and playful interaction · 8% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Smart cities and intelligent transportation · 100% |
Topics — the 3 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Ubiquitous computing and smart environments › mobile computing
mobile navigation |
1.5 | 2 | 2025 | Describing Explored Places through OpenStreetMap Data · CHI 2025 MapUncover: Fostering Spatial Exploration through Gamification in Mobile Map Apps · CHI 2023 |
Human-robot interaction › cognitive human-robot interaction › spatial cognition
spatial learning |
0.9 | 1 | 2025 | Describing Explored Places through OpenStreetMap Data · CHI 2025 |
Games and playful interaction
gamification |
0.2 | 1 | 2023 | MapUncover: Fostering Spatial Exploration through Gamification in Mobile Map Apps · CHI 2023 |
Methods — techniques the papers use, named apart from their topics
openstreetmap data analysis · 1.7gamification · 1.7field study · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Describing Explored Places through OpenStreetMap DataabstractMobile navigation applications are good at providing efficient navigation instructions. However, they currently lack the capability to facilitate free exploration. Therefore, users are limited to encountering only places close to the shortest paths, neglecting places that could diversify navigation and foster spatial learning. To better understand what characteristics places have that users like to explore we collected a dataset with a mobile application that encourages free exploration using gamification (n = 39, t = 455 days, 106.50 𝑘𝑚2). Using OpenStreetMap data, we found highly frequented freely explored places comprising office, educational, retail, touristic and commercial places. When comparing the characteristics of the freely explored places to those along the shortest path, those categories were different. Based on our findings, we propose that implementing more diverse routing algorithms can enhance navigation diversity, improve spatial learning, and optimise the utilisation of urban spaces for travel. Eve Emily Sophie Schade, Gian-Luca Savino, Jasmin Niess, Johannes Schöning |
CHI | 1 |
| 2023 | MapUncover: Fostering Spatial Exploration through Gamification in Mobile Map AppsabstractGetting from A to B has never been easier. Mobile navigation systems allow universal access to spatial information. However, following detailed route instructions leads to a decrease in spatial exploration behaviour and therefore a reduction of spatial knowledge acquisition. Facilitating spatial exploration has the potential to counteract this negative effect. This paper investigates how we can support people in re-discovering their surroundings. We designed and evaluated a mobile application to promote spatial exploration through gamification. The app requires active exploration behaviour to uncover a map. Gamification elements such as quests, statistics, and social competition are used to encourage exploration. We conducted an exploratory field study (n = 22). Our results show a significant increase in familiarity with the environment and a variety of exploration patterns. Based on our findings, we propose modifications to current mapping applications by limiting the visible cartographic elements and alternating routes to improve spatial knowledge acquisition. Eve Emily Sophie Schade, Gian-Luca Savino, Jasmin Niess, Johannes Schöning |
CHI | 1 |
| 2020 | Point Me In the Right Direction: Understanding User Behaviour with As-The-Crow-Flies NavigationabstractVisual as-the-crow-flies (ATCF) navigation methods are an increasingly popular alternative to existing turn-by-turn (TBT) navigation for cyclists. To better understand how people use them in everyday navigation and how they cope with the novel navigation method in challenging situations, we studied two main issues posed by ATCF navigation: knowing whether one is on the right route to their destination and knowing whether a turn leads into a dead end or detour. To investigate these two problems, we compared visual ATCF navigation against (1) TBT navigation and (2) an improved ATCF+ navigation system in two successive studies. We found that users encountered problems riding in the opposite direction to the destination and were often turning around as a result using the ATCF method. Using colour cues in the ATCF user interface we were able to reinforce correct route choices. Additionally, we found that unsuccessful route progression negatively correlates with user confidence. Gian-Luca Savino, Laura Meyer, Eve Emily Sophie Schade, Thora Tenbrink, Johannes Schöning |
MobileHCI | 3 |