Demo Data from SIGIR 2026 / reviewers in the wild / expert
Daeun Hwang
dblp:348/1940
· DBLP profile ↗
6ranked-venue papers
1as first author
6since 2021 · last 2026
0000-0002-7587-1674ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 6 · 1 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 |
Games and playful interaction · 47% Health and well-being technologies · 32% Interaction techniques and input · 22% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › multiplayer games
esports |
1.0 | 1 | 2026 | Becoming a Healthy Player: Exploring Teen Esports Players' Perspectives on Mental Well-Being through Participatory Design · CHI 2026 |
Health and well-being technologies › mental health
mental well-being |
1.0 | 1 | 2026 | Becoming a Healthy Player: Exploring Teen Esports Players' Perspectives on Mental Well-Being through Participatory Design · CHI 2026 |
Interaction techniques and input › mobile interaction › wearable device interaction
smartwatch interaction |
0.9 | 1 | 2025 | User Preferences for Interaction Timing in Smartwatch Sleep Hygiene Games · CHI 2025 |
Health and well-being technologies
sleep health |
0.3 | 1 | 2025 | User Preferences for Interaction Timing in Smartwatch Sleep Hygiene Games · CHI 2025 |
Methods — techniques the papers use, named apart from their topics
participatory design · 1.0user study · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Becoming a Healthy Player: Exploring Teen Esports Players' Perspectives on Mental Well-Being through Participatory Design
Yeonhee Cho, Daeun Hwang, Ally Lam, Jin Ha Lee 0001, Jason C. Yip 0001 |
CHI | 2 |
| 2025 | HCI for Climate Resilience: Developing an Individual and Community Focused Framework through a Grounded Theory Approachabstractlives severely, requiring everyone living in risk areas to become Linda Hirsch, Daeun Hwang, MJ Johns, Katherine Isbister |
Conference on Designing Interactive Systems | 2 |
| 2025 | User Preferences for Interaction Timing in Smartwatch Sleep Hygiene Games
Zilu Liang, Daeun Hwang, Samantha Chen 0002, Huyen Hoang Nhung, Kingkarn Khotchasing, Edward F. Melcer |
CHI | 2 |
| 2024 | Exploring Engagement in Idle Game DesignabstractIdle games are a relatively recent genre, characterized by minimal player interaction. Due to its less interactive nature, there has been a research gap in our understanding of player engagement within idle games. In this paper, we present preliminary research examining the engaging aspects of idle game design in the form of two studies: 1) is a semi-structured group interview with idle game players, and 2) a $2 \times 2$ (idle game vs. casual game $\times$ PC vs. mobile) experimental diary study. Findings revealed that idle games are as engaging as casual games since there was no statistically significant difference in engagement and gameplay time. We also define key characteristics of favored idle games, highlighting notable gameplay patterns within idle games and exploring players’ motivation. Overall, this paper provides game designers and researchers with a more nuanced understanding of idle games, their relationship to casual games, and how they can be designed for more effective engagement across PC and mobile platforms. Daeun Hwang, Edward F. Melcer |
CoG | 1 |
| 2024 | Building Visual Novels with Social Simulation and Storylets
Shi Johnson-Bey, Kira Liao, Samuel Shields, Daeun Hwang, Noah Wardrip-Fruin, Michael Mateas, Edward F. Melcer |
ICIDS (2) | 4 |
| 2024 | Exploring the Extent of Usability for Augmented Profile Interfaces in Enhancing Conversation ExperiencesabstractAbstract In this study, we investigated how to design a usable augmented reality (AR) profile conversation assistant focusing on how and which information leads to enhanced conversation experience and satisfaction. We drew on usability practices including user need interviews, information disposition sessions and an experiment comparing the conversation experiences between AR profile usage and non-usage. We provide insights into how to design a user interface that can enhance users' conversation experience and satisfaction compared to existing interfaces, especially in terms of type, quantity and placement of information on the AR profile. The three main design insights are to (1) limit the topics to personal information, recent events, preferences and hobbies; (2) use a text-based card format with emojis and make a clear distinction between preferred and not preferred topics through font size and placement difference; and (3) limit the number of information provision pages to less than four pages; however, we were not able to resolve the problem of the guilt and artificiality users feel in acquiring information about others from the AR profile. Thus, to resolve this problem, we suggest shifting our paradigm from a techno-solutionist perspective to breaking the illusion of the omnipotence of technology. Hyeyoung Ryu, Hyeonseok Bang, Daeun Hwang, Younah Kang |
Interact. Comput. | 3 |