Demo Data from SIGIR 2026 / reviewers in the wild / expert
Océane Lissillour
dblp:433/1682
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2026
0009-0000-6456-8082ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 1 · 1 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
1 paper |
Games and playful interaction · 44% Health and well-being technologies · 44% Design research and methods · 13% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction
gamification |
1.0 | 1 | 2026 | What's the Point? How Users Functionalise Points in Gamified Systems · CHI 2026 |
Health and well-being technologies
personal informatics |
1.0 | 1 | 2026 | What's the Point? How Users Functionalise Points in Gamified Systems · CHI 2026 |
Design research and methods › qualitative analysis
reflexive thematic analysis |
0.3 | 1 | 2026 | What's the Point? How Users Functionalise Points in Gamified Systems · CHI 2026 |
Methods — techniques the papers use, named apart from their topics
semi-structured interviews · 1.0reflexive thematic analysis · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | What's the Point? How Users Functionalise Points in Gamified SystemsabstractPoints are widely used design elements in gamified systems. Yet how they motivate is still unclear: what motivational meaning or functional significance do users ascribe to points and when? To answer this question, we conducted a semi-structured interview study with 27 users of two popular gamified platforms, Duolingo and Habitica. Through reflexive thematic analysis, we constructed six different types of functionalisation variously proposed in prior gamification and personal informatics work but often not empirically supported. We highlight the importance of functional design detail (such as points should proportionally reward effort) and derive design guidelines. Océane Lissillour, Sebastian Deterding, Abigail Evans |
CHI | 1 |