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Suzanne Kieffer

dblp:k/SuzanneKieffer · DBLP profile ↗
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8ranked-venue papers
2as first author
2since 2021 · last 2026
0000-0002-5519-8814ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 6 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Software engineering, systems software and programming languages · 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
Usability and user experience research · 50% Human-robot interaction · 50%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Network and information security
1 paper
Privacy and data protection · 100%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Human-robot interaction › emotion
emotional response
1.012026
Invisible Risks in Virtual Reality: Raising Awareness of Profiling and Overengagement through Lecture and Storyboard Interventions · VR 2026
Usability and user experience research
user awareness
1.012026
Invisible Risks in Virtual Reality: Raising Awareness of Profiling and Overengagement through Lecture and Storyboard Interventions · VR 2026

Methods — techniques the papers use, named apart from their topics

storyboard intervention · 3.0qualitative analysis · 3.0lecture intervention · 3.0
YearPublicationVenuePosition
2026 Invisible Risks in Virtual Reality: Raising Awareness of Profiling and Overengagement through Lecture and Storyboard Interventions
abstract
This paper examines how awareness interventions relate to emotional responses to invisible risks in immersive systems, with an empirical focus on virtual reality. Across two complementary studies, we examine emotional responses elicited by a lecture and by narrative design-fiction storyboards focusing on biometric profiling and overengagement—two risks that undermine user agency and autonomy. The interventions elicit distinct emotional patterns, pointing to different ways in which invisible risks become salient across cognitive, affective, and moral dimensions. Qualitative responses indicate recognition of manipulation, loss of agency, and ethical concern. The results suggest that concise narrative scenarios can render otherwise imperceptible risks concrete and relatable.
Suzanne Kieffer, Damien Renard, Romilla Syed, Michel Noutcha, Eloïse Yang, Jean Vanderdonckt
VR1
2023 The Gap Between UX Literacy and UX Practices in Agile-UX Settings: A Case Study
Daniela Azevedo, Luka Rukonic, Suzanne Kieffer
INTERACT (2)3
2019 A Questionnaire for Collecting Data Relevant to UX Experimental Design
abstract
This paper presents the set of experimental cues involved in the UX experiments that define the characteristics of signals, objects, individuals and prototypes in the lab setting. The contribution of this paper is threefold. First, methodological, as the method employed for creating the questionnaire is reproducible in other domain applications. Second, practical, as the questionnaire itself can serve as a tool for capturing the experimental cues relevant to the UX evaluation of similar applications. Third, conceptual, as this paper renders a first account of how the questionnaire-collected data can inform other activities ranging from the selection of evaluation methods to the specification of independent variables, UX measures, experimental tasks and apparatus.
Luka Rukonic, Pierre Fastrez, Suzanne Kieffer
CHIRA3
2018 Systematic literature study for dimensional classification of success factors affecting process improvement in global software development: client-vendor perspective
abstract
The majority of organisations are globalising their software development activities by following the ideas of global software development (GSD). The motivation behind the adoption of GSD phenomena are the list of benefits gained by the software industry. However, there are different challenges face by the GSD organisations, particularly the issues related to software process improvement (SPI). The aim of this study is the identification and classification into categories of the success factors that can impact SPI initiatives taken in GSD organisations. The systematic literature review (SLR) method has been used to extract the success factors from the literature. SLR phases, ‘planning, conducting, and reporting the review’ have been followed to perform this study. Totally, 15 success factors were identified and classified into the six main categories. The authors have also reported the critical success factors of SPI, i.e. management commitment, staff involvement, roles and responsibilities, communication, and resources allocation. This article also reported the similarities and differences between the success factors classified on the bases of client‐vendor organisation and size of the organisation. The identified factors can contribute towards the implementation of SPI programme in both client and vendor GSD organisations because these factors represent key areas of process improvement.
Arif Ali Khan, Jacky W. Keung, Shahid Hussain 0001, Mahmood Khan Niazi, Suzanne Kieffer
IET Softw.5
2010 Usability evaluation of virtual reality interaction techniques for positioning and manoeuvring in reduced, manipulation-oriented environments
Diego Martínez 0001, Suzanne Kieffer, Jonatan Martínez, José Pascual Molina, Benoît Macq, Pascual González
Vis. Comput.2
2007 Multi-fidelity Prototyping of User Interfaces
Adrien Coyette, Suzanne Kieffer, Jean Vanderdonckt
INTERACT (1)2
2006 Oral messages improve visual search
abstract
Input multimodality combining speech and hand gestures has motivated numerous usability studies. Contrastingly, issues relating to the design and ergonomic evaluation of multimodal output messages combining speech with visual modalities have not yet been addressed extensively.The experimental study presented here addresses one of these issues. Its aim is to assess the actual efficiency and usability of oral system messages including some brief spatial information for helping users to locate objects on crowded displays rapidly and without effort.Target presentation mode, scene spatial structure and task difficulty were chosen as independent variables. Two conditions were defined: the visual target presentation mode (VP condition) and the multimodal target presentation mode (MP condition). Each participant carried out two blocks of visual search tasks (120 tasks per block, and one block per condition). Scene target presentation mode, scene structure and task difficulty were found to be significant factors. Multimodal target presentation mode proved to be more efficient than visual target presentation. In addition, participants expressed very positive judgments on multimodal target presentations which were preferred to visual presentations by a majority of participants. Besides, the contribution of spatial messages to visual search speed and accuracy was influenced by scene spatial structure and task difficulty. First, messages improved search efficiency to a lesser extent for 2D array layouts than for some other symmetrical layouts, although the use of 2D arrays for displaying pictures is currently prevailing. Second, message usefulness increased with task difficulty. Most of these results are statistically significant.
Suzanne Kieffer, Noëlle Carbonell
AVI1
2005 Effects of Display Layout on Gaze Activity During Visual Search
Jérôme Simonin, Suzanne Kieffer, Noëlle Carbonell
INTERACT2