Demo Data from SIGIR 2026 / reviewers in the wild / expert
Mike Karlesky
dblp:54/5778 · also Michael Karlesky
· DBLP profile ↗
4ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Human-computer interaction and ubiquitous computing · 4 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1
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 |
Wearable and physiological sensing · 44% Games and playful interaction · 44% Collaborative and social computing · 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 › social play
co-located social play |
0.3 | 1 | 2017 | Interdependent Wearables (for Play): A Strong Concept for Design · CHI 2017 |
Wearable and physiological sensing › smart wearable
social wearables |
0.3 | 1 | 2017 | Interdependent Wearables (for Play): A Strong Concept for Design · CHI 2017 |
Collaborative and social computing › social presence
co-presence |
0.1 | 1 | 2017 | Interdependent Wearables (for Play): A Strong Concept for Design · CHI 2017 |
Methods — techniques the papers use, named apart from their topics
playtesting · 0.3design research · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Interdependent Wearables (for Play): A Strong Concept for DesignabstractTypically wearable devices are conceived of and constructed as stand-alone, individually based technologies. However, in practice wearables become part of the social context and ecology of overall device use. We present a strong concept for design: Interdependent Wearables (for play): wearables designed to require shared attention and mutual awareness, with interdependent functionality that encourages and rewards collocated interaction. The concept arose through design, development, and public exhibition of Hotaru, a collocated social game that uses wearables as game controllers. Hotaru has been shown in festivals and also formally playtested with 62 individuals. To more fully articulate the Interdependent Wearables strong concept, we compared this system's design with wearable and embodied systems for play and other purposes, and drew upon relevant HCI theory. The work is of benefit to those in the HCI/UX community focused on the design and development of social wearable technologies, especially those interested in supporting collocated interaction. Katherine Isbister, Kaho Abe, Mike Karlesky |
CHI | 3 |
| 2014 | Designing for the physical margins of digital workspaces: fidget widgets in support of productivity and creativityabstractWe present our ongoing work to develop the concept of physical "margin" spaces around software and a new type of human computer interaction. Our novel "Fidget Widgets" seek to engage users' interrelated bodily motions, affective states, and cognitive functions to selectively enhance creativity, focus, calm, etc. Building playful interactions embodying "mindless" activities like doodling, fidgeting, and fiddling, we are working to demonstrate the value of incidental tangible interactions in the physical spaces surrounding digital workspaces. We intend these secondary interactions to have no intrinsic goals; rather these interactions extrinsically enhance a user's state toward the completion of their primary tasks. Mike Karlesky, Katherine Isbister |
TEI | 1 |
| 2014 | Fidget widgets: designing for the physical margins of digital workspacesabstractWe present our ongoing work to develop the concept of physical "margin" spaces around software and a new type of human computer interaction. Our novel "Fidget Widgets" seek to engage users' interrelated bodily motions, affective states, and cognitive functions to selectively enhance creativity, focus, calm, etc. Building playful interactions embodying "mindless" activities like doodling, fidgeting, and fiddling, we are working to demonstrate the value of incidental tangible interactions in the physical spaces surrounding digital workspaces. We intend these secondary interactions to have no intrinsic goals; rather these interactions extrinsically enhance a user's state toward the completion of their primary tasks. Mike Karlesky, Katherine Isbister |
TEI | 1 |
| 2012 | Scoop!: using movement to reduce math anxiety and affect confidenceabstractIn this paper, we describe Scoop!, a movement-based game for children designed to reduce anxiety in math learning. The game incorporates existing research on the effects of 'power poses' related to feelings of confidence towards exploring two questions: whether movement mechanics can shift feelings about math for players/learners and how movement should inform the game experience design process beyond the simple inclusion of gestural input. Katherine Isbister, Mike Karlesky, Jonathan Frye |
FDG | 2 |