Demo Data from SIGIR 2026 / reviewers in the wild / expert
Sveta Mayer
dblp:314/3190
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0001-9756-9276ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 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
1 paper |
Learning and educational technologies · 44% Interaction techniques and input · 44% Games and playful interaction · 13% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Learning and educational technologies › educational games
educational game design |
0.6 | 1 | 2022 | Manipulating Interface Design Features Affects Children's Stop-And-Think Behaviours in a Counterintuitive-Problem Game · ACM Trans. Comput. Hum. Interact. 2022 |
Games and playful interaction
serious games |
0.2 | 1 | 2022 | Manipulating Interface Design Features Affects Children's Stop-And-Think Behaviours in a Counterintuitive-Problem Game · ACM Trans. Comput. Hum. Interact. 2022 |
Methods — techniques the papers use, named apart from their topics
randomized trial · 0.6eye tracking · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Manipulating Interface Design Features Affects Children's Stop-And-Think Behaviours in a Counterintuitive-Problem GameabstractThe human–computer interaction (HCI) design of educational technologies influences cognitive behaviour, so it is imperative to assess how different HCI strategies support intended behaviour. We developed a neuroscience-inspired game that trains children's use of “stopping-and-thinking” (S&T)—an inhibitory control-related behaviour—in the context of counterintuitive science problems. We tested the efficacy of four HCI features in supporting S&T: (1) a readiness mechanic, (2) motion cues, (3) colour cues, and (4) rewards/penalties. In a randomised eye-tracking trial with 45 7-to-8-year-olds, we found that the readiness mechanic increased S&T duration, that motion and colour cues proved equally effective at promoting S&T, that combining symbolic colour with the readiness mechanic may have a cumulative effect, and that rewards/penalties may have distracted children from S&T. Additionally, S&T duration was related to in-game performance. Our results underscore the importance of interdisciplinary approaches to educational technology research that actively investigates how HCI impacts intended learning behaviours. Andrea Gauthier, Kaska Porayska-Pomsta, Iroise Dumontheil, Sveta Mayer, Denis Mareschal |
ACM Trans. Comput. Hum. Interact. | 4 |