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Panayiotis Zaphiris

dblp:z/PanayiotisZaphiris · DBLP profile ↗
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30ranked-venue papers
4as first author
0since 2021 · last 2020
0000-0001-8112-5099ORCID · verified

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

Human-computer interaction and ubiquitous computing · 26 · 4 first-authorDatabases, data management, data science and information retrieval · 2Applied, interdisciplinary, general and emerging computing · 2

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
Collaborative and social computing · 100%

Topics — the 2 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Collaborative and social computing
online communities
0.122007
Patterns of empathy in online communication · CHI 2007
Trends, similarities, and differences in the usage of teen and senior public online newsgroups · ACM Trans. Comput. Hum. Interact. 2006
Collaborative and social computing › social support
online support community
0.012007
Patterns of empathy in online communication · CHI 2007

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

qualitative content analysis · 0.1code scheme development · 0.1statistical analysis · 0.1social network analysis · 0.1
YearPublicationVenuePosition
2020 From behaviour to design: implications for artifact ecologies as shared spaces for design activities
abstract
Researchers are increasingly exploring collaborative behaviour in complex socio-technical systems through in-the-wild investigations to understand, evaluate and technology. The space configuration and tools available in such activities are crucial for the successful collaboration of a group. This work offers an in-the-wild examination of six groups tackling a design project working in an artifact ecology, a space rich in physical and digital artifacts. We delve into the physical and digital space of each of the groups during a 3-month duration to obtain a rich understanding of their collaborative activities. The aim of this work is two-fold; provide summative narrations of each one of the five models of DiCoT to extract design implications and evaluate the usefulness of DiCoT as an analytical tool for understanding artifact ecologies. Through a rich dataset – interviews, focus groups, reflective diaries, online interactions, and video recordings – we construct a summative description of the group behaviour based on the methodological framework of Distributed Cognition for Teamwork. Drawing on these narrations, we provide design implications on the use of an artifact ecology as a shared space for design activities. Both outcomes are then used to evaluate the usefulness of DiCoT as an analytical tool for artifact implications.
Christina Vasiliou, Andri Ioannou, Panayiotis Zaphiris
Behav. Inf. Technol.3
2019 Embodied Interaction in Language Learning: Enhancing Students' Collaboration and Emotional Engagement
Panagiotis Kosmas, Panayiotis Zaphiris
INTERACT (2)2
2019 Seven HCI Grand Challenges
abstract
Published with license by Taylor & Francis Group, LLC. This article aims to investigate the Grand Challenges which arise in the current and emerging landscape of rapid technological evolution towards more intelligent interactive technologies, coupled with increased and widened societal needs, as well as individual and collective expectations that HCI, as a discipline, is called upon to address. A perspective oriented to humane and social values is adopted, formulating the challenges in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Seven Grand Challenges are identified and presented in this article: Human-Technology Symbiosis; Human-Environment Interactions; Ethics, Privacy and Security; Well-being, Health and Eudaimonia; Accessibility and Universal Access; Learning and Creativity; and Social Organization and Democracy. Although not exhaustive, they summarize the views and research priorities of an international interdisciplinary group of experts, reflecting different scientific perspectives, methodological approaches and application domains. Each identified Grand Challenge is analyzed in terms of: concept and problem definition; main research issues involved and state of the art; and associated emerging requirements. BACKGROUND This article presents the results of the collective effort of a group of 32 experts involved in the community of the Human Computer Interaction International (HCII) Conference series. The group’s collaboration started in early 2018 with the collection of opinions from all group members, each asked to independently list and describe five HCI grand challenges. During a one-day meeting held on the 20th July 2018 in the context of the HCI International 2018 Conference in Las Vegas, USA, the identified topics were debated and challenges were formulated in terms of the impact of emerging intelligent interactive technologies on human life both at the individual and societal levels. Further analysis and consolidation led to a set of seven Grand Challenges presented herein. This activity was organized and supported by the HCII Conference series.
Constantine Stephanidis, Gavriel Salvendy, Margherita Antona, Jessie Y. C. Chen, Vincent G. Duffy, Xiaowen Fang, Cali M. Fidopiastis, Gino Fragomeni, Limin Paul Fu, Yinni Guo, Don Harris, Andri Ioannou, Kyeong-Ah Jeong, Shin'ichi Konomi, Heidi Krömker, Masaaki Kurosu, James R. Lewis, Aaron Marcus, Gabriele Meiselwitz, Abbas Moallem, Hirohiko Mori, Fiona Fui-Hoon Nah, Stavroula Ntoa, Pei-Luen Patrick Rau, Dylan Schmorrow, Keng Siau, Norbert A. Streitz, Wentao Wang 0007, Sakae Yamamoto, Panayiotis Zaphiris, Jia Zhou 0001
Int. J. Hum. Comput. Interact.31
2018 A Heuristic Evaluation for Deaf Web User Experience (HE4DWUX)
abstract
Websites that are usable and accessible can have a positive impact on the overall user experience. Usability Inspection Methods (UIMs) can be applied to evaluate and measure the usability. The current research in the fields of Web Accessibility and Human –Computer Interaction (HCI) is in need of additional UIMs that can be applied to also measure the accessibility, in addition to the usability alone. In this article, a novel UIM in the form of a heuristic evaluation is presented. The heuristic evaluation aims to support HCI experts and Web developers in designing and evaluating websites that provide positive user experiences to users who are deaf. This article discusses the development of the Heuristic Evaluation for Deaf Web User Experience (HE4DWUX). Following an iteration cycle, version 2 of the HE4DWUX is presented in Appendix A. An existing three-phase process to develop heuristics for specific application domains was applied to construct the HE4DWUX. The outcome of this research is 12 heuristics, with each containing its own set of checklist items to operationalize its applicability in measuring the Web user experience for users who are deaf. The heuristics and their checklist items can identify important aspects of design that will impact the Web user experience for this particular user group.
Alexandros Yeratziotis, Panayiotis Zaphiris
Int. J. Hum. Comput. Interact.2
2017 Interactive Reading Using Low Cost Brain Computer Interfaces
Fernando Loizides, Liam Naughton, Paul Wilson 0001, Michael Loizou, Shufan Yang, Thomas P. Hartley, Adam Grant Worrallo, Panayiotis Zaphiris
INTERACT (4)8
2017 Leveraging Virtual Trips in Google Expeditions to Elevate Students' Social Exploration
Antigoni Parmaxi, Kostas Stylianou, Panayiotis Zaphiris
INTERACT (4)3
2017 A Glance into Social and Evolutionary Aspects of an Artifact Ecology for Collaborative Learning through the Lens of Distributed Cognition
abstract
There is steadily growing interest in the design and evaluation of digitally enhanced spaces in the real-world where users use, combine, and appropriate different physical and digital tools based on the task at hand. Under the notion of “ubiquitous computing,” researchers have explored tools and theories to analyze, understand, and model users in complex socio-technical systems. Yet, even though theoretical approaches play a significant role in the work of practitioners, there is a general difficulty in applying them, pushing researchers to explore methodological frameworks with clearer guidelines. Using the distributed cognition for teamwork (DiCoT) framework, we study collaboration and communication patterns, physical movement, and social structures of two groups of learners working on a design problem as they evolve over a 3-month period. Through an in-depth investigation, we present detailed accounts of the social and evolutionary models of DiCoT for each group. Our analysis enriches the DiCoT framework by identifying five new principles: social emersion and social circles of privacy for the social model, and continuity, mutual adaptation, and semantics of body for the evolutionary model. This article contributes to HCI research by refining and extending the existing DiCoT framework and elaborating on two dimensions that have previously been under-developed in the literature.
Christina Vasiliou, Andri Ioannou, Agni Stylianou-Georgiou, Panayiotis Zaphiris
Int. J. Hum. Comput. Interact.4
2015 An Artifact Ecology in a Nutshell: A Distributed Cognition Perspective for Collaboration and Coordination
Christina Vasiliou, Andri Ioannou, Panayiotis Zaphiris
INTERACT (2)3
2015 Specifying the dynamics of social technologies as social microworlds
abstract
This paper explores the affordances of social technologies for supporting the construction of a shareable artefact by a group of learners. A qualitative study that captures the use of five different types of social technologies (Facebook, blogs, wikis, Google Documents and Dropbox) in three different classroom settings sheds light on the potentials and challenges of these tools for supporting material exploration, artefact construction and evaluation. Qualitative content analysis of instructors’ field notes, students’ and instructors’ reflections, interviews and focus groups sheds light on the potential of social technologies to transform the activity of learning across a new culture of computational tools. The affordances of social technologies are discussed as well as design principles that need to be followed in these new arenas.
Antigoni Parmaxi, Panayiotis Zaphiris
Behav. Inf. Technol.2
2015 Let'S Talk About Technology for Peace: A Systematic Assessment of Problem-Based Group Collaboration Around an Interactive Tabletop
abstract
This work is concerned with the exploration of ideas in the realm of technology for peace, produced by small groups of students working around an interactive tabletop. A collaboration-enforcing tabletop application was used to mediate dialog and collaborative construction of a taxonomy of ideas based on the participants' consensus. The scenarios for discussion concerned the promotion of global peace and the social integration of immigrants in the society. The participants' dialog and interactions were video-recorded and analyzed. The study contributes a systematically developed coding scheme capturing the cognitive and physical elements of problem-based group collaboration around the interactive tabletop. Also, the consistent themes and ideas contributed across the participating groups highlight a number of areas where research could focus in terms of using technology for peace.
Andri Ioannou, Panayiotis Zaphiris, Fernando Loizides, Christina Vasiliou
Interact. Comput.2
2013 AugDesk. Fusing Reality with the Virtual in Document Triage. Part1: Gesture Interactions
Fernando Loizides, Doros Polydorou, Aekaterini Mavri, George Buchanan 0001, Panayiotis Zaphiris
TPDL5
2013 Introducing New Perspectives in the Use of Social Technologies in Learning: Social Constructionism
Antigoni Parmaxi, Panayiotis Zaphiris, Eleni Michailidou, Salomi Papadima-Sophocleous, Andri Ioannou
INTERACT (2)2
2013 Technology Enhanced PBL in HCI Education: A Case Study
Christina Vasiliou, Andri Ioannou, Panayiotis Zaphiris
INTERACT (4)3
2013 Challenges of designing for sociability to enhance player experience in Massively Multi-player Online Role-playing Games
abstract
Massively Multi-player Online Role-playing Games (MMORPGs) have become a popular leisure activity. It has been suggested that the reason for their popularity is that they offer a new ‘third-place’ for people to socialise. However, designing for sociability in these games has been shown to be a challenge. In this article, we discuss the results of an online survey that was directed towards game design researchers and professionals. We then present a subsequent discussion on the results of the survey at a Special Interest Group (SIG) held at CHI 2011. Through analysis of the findings of the survey and the discussion, we propose six requirements that facilitate the design of MMORPGs: In-game Communication, Off-game Communication, Empathy, Grouping and Rewards, World Design, and Designed Relationships. We state that it is not necessary to add all the proposed requirements in the design of such games, but we also caution that a game that does not include any of the requirements presented here cannot belong to this genre. We discuss limitations of this work, and offer future research directions that result from this work.
Georgios Christou, Effie Lai-Chong Law, Panayiotis Zaphiris, Chee Siang Ang
Behav. Inf. Technol.3
2012 Collaboratively Creating a Thematic Repository Using Interactive Table-Top Technology
Fernando Loizides, Christina Vasiliou, Andri Ioannou, Panayiotis Zaphiris
TPDL4
2011 A case study analysis of a constructionist knowledge building community with activity theory
abstract
This article investigates how activity theory can help research a constructionist community. We present a constructionist activity model called CONstructionism Through ACtivity Theory (CONTACT) model and explain how it can be used to analyse the constructionist activity in knowledge building communities. We then illustrate the model through its application to analysing the Wiki-supported community associated with a computer game. Our analysis focuses mainly on two perspectives: individual and collective actions, as well as individual and collective mediations. Experiences and challenges from the analysis are reported to demonstrate how CONTACT is helpful in analysing such communities.
Chee Siang Ang, Panayiotis Zaphiris, Stephanie M. Wilson
Behav. Inf. Technol.2
2011 A comparison of empathic communication pattern for teenagers and older people in online support communities
abstract
This article reports a study that investigated the occurrences of empathy in online support communities for teenagers. Qualitative content analysis with 400 messages from a discussion board about depression was used to identify how empathy was expressed in the specific online communication. Emphasis was also placed on the comparison of this age group to older people, by comparing the results with those from a previous study on empathy in an online support community about depression for older people. Specifically, the analysis focused on the frequencies of the categories of the code scheme, linguistic characteristics of the communication content, the occurring components of empathy, and the roles as well as activities of the members. From our analysis, we concluded that young people exchanged a substantial amount of empathic emotional communication when participating in an online support community, and they communicated on a more personal level compared to older people, who tended to engage in a more formal communication. In addition, teenagers also showed a high level of understanding but lower level of concern compared to older persons when expressing empathy online.
Panote Siriaraya, Caleb Tang, Chee Siang Ang, Ulrike Pfeil, Panayiotis Zaphiris
Behav. Inf. Technol.5
2011 Social Roles in an Online Support Community for Older People
abstract
In this article, an online support community for older people is studied, with the aim of developing a taxonomy of social roles based on content analysis and social network analysis. Four hundred messages (posted between August 9, 2007, and February 5, 2008) in an online support community for older people (http://www.seniornet.org) were investigated. The data were analyzed to identify and shed light on patterns of the online functional behavior as well as the social structure of active members. Drawing on the findings, a set of six social roles were identified, defined, and described in depth. The findings showed that the structural positions of online community members were associated with the kind of content these members tended to post. For example, it was found that central members were very likely to give support, whereas members not very well connected were more inclined to post self-disclosing messages.
Ulrike Pfeil, Knut Svangstu, Chee Siang Ang, Panayiotis Zaphiris
Int. J. Hum. Comput. Interact.4
2009 Simulating Social Networks of Online Communities: Simulation as a Method for Sociability Design
Chee Siang Ang, Panayiotis Zaphiris
INTERACT (2)2
2009 Introduction to Social Network Analysis
Panayiotis Zaphiris, Chee Siang Ang
INTERACT (2)1
2009 Categorization Constructionist Assessment with Software-Based Affinity Diagramming
abstract
Affinity diagramming is a cheap and widely used knowledge elicitation technique in human–computer interaction (HCI). However, empirical methods for evaluating user performance in conducting affinity diagrams have remained relatively static. Despite the fact that often the main value of such affinity diagramming sessions lies in the group-based discussions and debates that take place during their construction, what is being captured is often only the final categorizations (the affinity diagram) rather than the process of constructing them. In this article, we propose the concept of categorization constructionism, which we describe as optimized when affinity diagrams are facilitated in groups that have a considerate input of activity in categorization decision-making. We describe how we used this rule to model the temporal nature found within affinity diagram categorizations as they are constructed. To help us test our approach, we utilized participatory design (PD) sessions in developing three TabletPC-based software tools (CATERINE, SAW, and MATE) that would record, allow manipulation of, and evaluate the organization of affinity constructs over time programmatically with digital inking processes. We then used these tools to conduct an experiment that would explore our concept of measuring constructionistic activity over time in practice through the use of our tools.
Dean Mohamedally, Panayiotis Zaphiris
Int. J. Hum. Comput. Interact.2
2009 Older adults' perceptions and experiences of online social support
abstract
This paper reports an investigation of older adults’ needs and preferences concerning online social support. We focused our analysis on seven different aspects of online support: Self disclosure, Deep support, Light support, Community building, Information/Facts, Off topic, and Technical issues. For each aspect we were interested in how older adults perceive this aspect of support, what they think are the similarities and differences of this aspect of support in online settings vs offline settings, and what they perceive are the advantages and disadvantages of communicating this aspect of support online. We did this by conducting detailed interviews with three groups of older adults (31 people in total) with different levels of expertise in using the internet and online communication (older adults who do not use the internet, older adults who use only email, and older adults who participate in online support communities). Interviews were transcribed verbatim and analyzed. Our findings describe older adults’ perception of different aspects of support and identify their motivation for turning to online support and the reasons for any reluctance to do so. Thus, our findings give insight into how online support communities could best be utilized to improve older people’s experience with online support.
Ulrike Pfeil, Panayiotis Zaphiris, Stephanie M. Wilson
Interact. Comput.2
2007 Patterns of empathy in online communication
abstract
This article presents an investigation of empathy within an online community for older people (SeniorNet). Qualitative content analysis of 400 messages from a discussion board about depression was used to determine how empathy is expressed and facilitated in online communication. Special emphasis was placed on determining the components of online empathy. A code scheme that we developed to analyse online empathy is also presented. The findings were compared to offline studies about empathy in order to investigate the influence that the mediating technology has on the phenomenon.
Ulrike Pfeil, Panayiotis Zaphiris
CHI2
2007 A model of cognitive loads in massively multiplayer online role playing games
abstract
Being one of the most commercially successful entertainment software applications, massively multiplayer online role playing games (MMORPGs) continue to expand in term of the revenue they generate as well as the involvement of users who congregate in their virtual space and form communities around them to support each other. Unlike conventional offline computer games, or networked games with limited numbers of players, MMORPGs are not merely software applications as they are usually seen as a space with complicated dynamics of social interactions. Hence, it is believed that playing these games might cause cognitive overload problems among the players as they have to constantly interact with the game world as well as with other users. We conducted an exploratory study using qualitative methods to explore cognitive overloads in Maple Story, a typical MMORPG. Our results reveal that several types of cognitive overloads emerge during the game playing. While some of these overloads pose serious problems even to expert players, players seem to develop strategies to overcome them. It is found that some forms of cognitive load are actually desirable in order to make the game challenging. We have also created a set of recommendations that can help game developers handle cognitive load problems in MMORPGs.
Chee Siang Ang, Panayiotis Zaphiris, Shumaila Mahmood
Interact. Comput.2
2007 HCI issues in computer games
abstract
“Play is older than culture … all culture is an element of play.” (Huizinga, 1944). The mid 20th century witnessed some serious attempts in studies of play and games with an emphasis on their importance within culture. Most prominently, Huizinga (1944) maintained in his book Homo Ludens that the earliest stage of culture is in the form of play and that culture proceeds in the shape and the mood of play. He also claimed that some elements of play crystallised as knowledge such as folklore, poetry and philosophy as culture advanced. A more contemporary play scholar, Crawford (1982), in his seminal book. The Art of Computer Game Design scrutinised play within computer games and maintained in line with Huizinga that play is the sources of knowledge and that the most fundamental motivation of play is, in fact, to learn. As cultures move forwards, the notion of play seems to receive more positive recognition among the society. In the society where youthfulness is regarded as a desirable state of human life (where cosmetic surgery is popular especially for women, and both sexes alter their hair colour with chemical dyes to hide the natural greying that occurs with age), playful behaviour might be one of the ways by which their members can present themselves as youthful (Kücklich, 2004).
Panayiotis Zaphiris, Chee Siang Ang
Interact. Comput.1
2006 Web Design for Dyslexics: Accessibility of Arabic Content
Areej Al-Wabil, Panayiotis Zaphiris, Stephanie M. Wilson
ICCHP2
2006 Accessible Websites for People with Dementia: A Preliminary Investigation into Information Architecture
Nada Savitch, Panayiotis Zaphiris
ICCHP2
2006 Trends, similarities, and differences in the usage of teen and senior public online newsgroups
abstract
This article presents an analysis of the human to human interactions in two public online newsgroups, one targeting the young generation and the other the elderly. The main goal of this study was to establish a better understanding of similarities and differences in the ways of interacting among the participants of these two newsgroups. A series of analytical/statistical techniques, like Social Network Analysis (SNA), were used in order to get a better understanding of the online communities that have emerged around the participants of these two newsgroups. The SNA analysis showed that the teens newsgroup is more highly connected, has more messages sent and received and has a higher reciprocity. On the other hand, the senior newsgroup has more central dominant people who tend to make the rest of the network dependent on them for communication.
Panayiotis Zaphiris, Rifaht Sarwar
ACM Trans. Comput. Hum. Interact.1
2005 Research-derived web design guidelines for older people
abstract
This paper presents the development of a set of research-derived ageing-centred Web design guidelines. An initial set of guidelines was first developed through an extensive review of the HCI and ageing literature and through employing a series of classification methods (card sorting and affinity diagrams) were employed as a means for obtaining a revised and more robust set of guidelines. A group of older Web users were then involved in evaluating the usefulness of the guidelines. To provide evaluation context for these users, two websites targeted to older people were used. This study makes several contributions to the field. First, it is perhaps the first manuscript that proposes ageing-friendly guidelines that are for most part backed by published studies. Second, the guidelines proposed in this study have been thoroughly examined through a series of expert and user verifications, which should give users of these guidelines confidence of their validity.
Sri Hastuti Kurniawan, Panayiotis Zaphiris
ASSETS2
2002 Expandable indexes vs. sequential menus for searching hierarchies on the World Wide Web
abstract
An experiment is reported that compared expandable indexes providing full menu context with sequential menus providing only partial context. Menu depth was varied using hierarchies of two, three and four levels deep in an asymmetric structure of 457 root level items. Menus were presented on the World Wide Web within a browser. Participants searched for specific targets. Results suggest that reducing the depth of hierarchies improves performance in terms of speed and search efficiency. Surprisingly, expandable indexes resulted in poorer performance with deeper hierarchies than did sequential menus.
Panayiotis Zaphiris, Ben Shneiderman, Kent L. Norman
Behav. Inf. Technol.1