2025Activity reportProject-TeamEX-SITU
RNSR: 201521246H- Research center Inria Saclay Centre at Université Paris-Saclay
- In partnership with:CNRS, Université Paris-Saclay
- Team name: Extreme Situated Interaction
- In collaboration with:Laboratoire Interdisciplinaire des Sciences du Numérique
Creation of the Project-Team: 2017 July 01
Each year, Inria research teams publish an Activity Report presenting their work and results over the reporting period. These reports follow a common structure, with some optional sections depending on the specific team. They typically begin by outlining the overall objectives and research programme, including the main research themes, goals, and methodological approaches. They also describe the application domains targeted by the team, highlighting the scientific or societal contexts in which their work is situated.
The reports then present the highlights of the year, covering major scientific achievements, software developments, or teaching contributions. When relevant, they include sections on software, platforms, and open data, detailing the tools developed and how they are shared. A substantial part is dedicated to new results, where scientific contributions are described in detail, often with subsections specifying participants and associated keywords.
Finally, the Activity Report addresses funding, contracts, partnerships, and collaborations at various levels, from industrial agreements to international cooperations. It also covers dissemination and teaching activities, such as participation in scientific events, outreach, and supervision. The document concludes with a presentation of scientific production, including major publications and those produced during the year.
Keywords
Computer Science and Digital Science
- A5.1.1. Engineering of interactive systems
- A5.1.2. Evaluation of interactive systems
- A5.1.5. Body-based interfaces
- A5.1.6. Tangible interfaces
- A5.1.8. 3D User Interfaces
- A5.2. Data visualization
Other Research Topics and Application Domains
- B2.7.2. Health monitoring systems
- B2.8. Sports, performance, motor skills
- B3.1. Sustainable development
- B3.1.1. Resource management
- B5.2.3. Aviation
- B6.3.1. Web
- B9.1.1. E-learning, MOOC
- B9.2.1. Music, sound
- B9.2.2. Cinema, Television
- B9.5. Sciences
1 Team members, visitors, external collaborators
Research Scientists
- Wendy Mackay [Team leader, INRIA, Senior Researcher, HDR]
- Theofanis Tsantilas [INRIA, Researcher, HDR]
Faculty Members
- Michel Beaudouin-Lafon [UNIV PARIS SACLAY, Professor, HDR]
- Sarah Fdili Alaoui [UNIV PARIS SACLAY, Associate Professor, until Jan 2025]
Post-Doctoral Fellow
- Camille Gobert [UNIV PARIS SACLAY, Post-Doctoral Fellow]
PhD Students
- Carl Abou Saada Nujaim [UNIV PARIS SACLAY, from Oct 2025]
- Tove Bang [UNIV PARIS SACLAY, until Mar 2025]
- Eya Ben Chaaben [INRIA]
- Vincent Bonczak [INRIA]
- Léo Chédin [ENS PARIS-SACLAY]
- Emma Jade De Moor [UNIV PARIS SACLAY, from Oct 2025]
- Romane Dubus [UNIV PARIS SACLAY, until Sep 2025]
- Yasaman Mashhadi Hashem Marandi [INRIA, until Jun 2025]
- Capucine Nghiem [UNIV PARIS SACLAY, ATER, until Aug 2025]
- Anna Offenwanger [CNRS, until Apr 2025]
- Lea Paymal [UNIV PARIS SACLAY]
- Xiaohan Peng [Inria]
- Sotirios Piliouras [UNIV PARIS SACLAY, from Sep 2025]
- Matthieu Savary [IHU Sepsis]
- Martin Tricaud [UNIV PARIS SACLAY, until Sep 2025]
- Yann Trividic [UNIV PARIS-SACLAY]
- Anastasiya Zakreuskaya [INRIA]
Technical Staff
- Sébastien Dubos [UNIV PARIS SACLAY, Engineer]
- Olivier Gladin [INRIA, Engineer]
- Alexandre Kabil [UNIV PARIS SACLAY, Engineer]
- Sotirios Piliouras [INRIA, Engineer, until Aug 2025]
Interns and Apprentices
- Carl Abou Saada Nujaim [INRIA, Intern, from Mar 2025 until Sep 2025]
- Yash Bhartia [UNIV PARIS-SACLAY, Intern, from Apr 2025 until Aug 2025]
- Emma Jade De Moor [Université Paris-Saclay, until Jul 2025]
- Debanjana Haldar [INRIA, Intern, from May 2025 until Aug 2025]
- Victoria Myot [UNIV PARIS-SACLAY, Intern, from May 2025 until Jul 2025]
- Smriti Panda [UNIV PARIS-SACLAY, Intern, from Apr 2025 until Jul 2025]
- Oscar Pillu [UNIV PARIS-SACLAY, Apprentice, from Aug 2025]
Administrative Assistants
- Julienne Moukalou [INRIA, until Aug 2025]
- Bamissa Sangare [INRIA, from Sep 2025]
Visiting Scientist
- Jun Kato [AIST, until Mar 2025]
2 Overall objectives
Interactive devices are everywhere: we wear them on our wrists and belts; we consult them from purses and pockets; we read them on the sofa and on the metro; we rely on them to control cars and appliances; and soon we will interact with them on living room walls and billboards in the city. Over the past 30 years, we have witnessed tremendous advances in both hardware and networking technology, which have revolutionized all aspects of our lives, not only business and industry, but also health, education and entertainment. Yet the ways in which we interact with these technologies remains mired in the 1980s. The graphical user interface (GUI), revolutionary at the time, has been pushed far past its limits. Originally designed to help secretaries perform administrative tasks in a work setting, the GUI is now applied to every kind of device, for every kind of setting. While this may make sense for novice users, it forces expert users to use frustratingly inefficient and idiosyncratic tools that are neither powerful nor incrementally learnable.
ExSitu explores the limits of interaction — how extreme users interact with technology in extreme situations. Rather than beginning with novice users and adding complexity, we begin with expert users who already face extreme interaction requirements. We are particularly interested in creative professionals, artists and designers who rewrite the rules as they create new works, and professionals in safety-critical systems who seek to understand and manage complex phenomena. Studying these advanced users today will not only help us to anticipate the routine tasks of tomorrow, but to advance our understanding of interaction itself. We seek to create effective human-computer partnerships, in which expert users control their interaction with technology. Our goal is to advance our understanding of interaction as a phenomenon, with a corresponding paradigm shift in how we design, implement and use interactive systems. We have already made significant progress through our work on instrumental interaction and co-adaptive systems, and we hope to extend these into a foundation for the design of all interactive technology.
3 Research program
We characterize Extreme Situated Interaction as follows:
Extreme users. We study extreme users who make extreme demands on current technology. We know that human beings take advantage of the laws of physics to find creative new uses for physical objects. However, this level of adaptability is severely limited when manipulating digital objects. Even so, we find that creative professionals––artists, designers and scientists––often adapt interactive technology in novel and unexpected ways and find creative solutions. Similarly, professionals in safety-critical systems––physicians, control room operators, pilots–-must manage complex heterogeneous information under often-stressful conditions. By studying these users, we hope to not only address the specific problems they face, but also to identify the underlying principles that will help us to reinvent virtual tools. We seek to shift the paradigm of interactive software, to establish the laws of interaction that significantly empower users and allow them to control their digital environment.
Extreme situations. We develop extreme environments that push the limits of today's technology. We take as given that future developments will solve “practical" problems such as cost, reliability and performance and concentrate our efforts on interaction in and with such environments. This has been a successful strategy in the past: Personal computers only became prevalent after the invention of the desktop graphical user interface. Smartphones and tablets only became commercially successful after Apple cracked the problem of a usable touch-based interface for the iPhone and the iPad. Although wearable technologies, such as watches and glasses, are finally beginning to take off, we do not believe that they will create the major disruptions already caused by personal computers, smartphones and tablets. Instead, we believe that future disruptive technologies will include fully interactive paper and large interactive displays.
Our extensive experience with the Digiscope WILD and WILDER platforms places us in a unique position to understand the principles of distributed interaction that extreme environments call for. We expect to integrate, at a fundamental level, the collaborative capabilities that such environments afford. Indeed almost all of our activities in both the digital and the physical world take place within a complex web of human relationships. Current systems only support, at best, passive sharing of information, e.g., through the distribution of independent copies. Our goal is to support active collaboration, in which multiple users are actively engaged in the lifecycle of digital artifacts.
Extreme design. We explore novel approaches to the design of interactive systems, with particular emphasis on extreme users in extreme environments. Our goal is to empower creative professionals, allowing them to act as both designers and developers throughout the design process. Extreme design affects every stage, from requirements definition, to early prototyping and design exploration, to implementation, to adaptation and appropriation by end users. We hope to push the limits of participatory design to actively support creativity at all stages of the design lifecycle. Extreme design does not stop with purely digital artifacts. The advent of digital fabrication tools and FabLabs has significantly lowered the cost of making physical objects interactive. Creative professionals now create hybrid interactive objects that can be tuned to the user's needs. Integrating the design of physical objects into the software design process raises new challenges, with new methods and skills to support this form of extreme prototyping.
Our overall approach is to identify a small number of specific projects, organized around four themes: Creativity, Augmentation, Collaboration and Infrastructure. Specific projects may address multiple themes, and different members of the group work together to advance these different topics.
4 Application domains
4.1 Creative industries
We work closely with creative professionals in the arts and in design, including music composers, musicians, and sound engineers; painters and illustrators; dancers and choreographers; theater groups; game designers; graphic and industrial designers; and architects.
4.2 Safety-Critical Systems
We work with professionals in safety-critical systems, including in the medical domain (physicians, nurses and administrators), energy (control room operators) and aviation (pilots).
5 Social and environmental responsibility
5.1 Research activities related to sustainability and AI
Eya ben Chaaben defended her Ph.D. thesis entitled “Rethinking ML Model Selection Using Sustainable HCI.” 36, which was co-supervised by Wendy Mackay and Janin Koch (now at Inria Lille). She explored the impact of complex machine learning (ML) models on sustainability – specifically on their environmental impact. The training and use of these large models requires ever-increasing computational resources, contributes to high carbon emissions, and reinforces inequalities in access to infrastructure and data. Her CHI'25 paper “Should I choose a smaller model?": Understanding ML model selection and its impact on sustainability” 21 showed that ML developers rarely consider the environmental and social impact of the models they choose, focusing instead on performance or simply choosing the latest model. They lack basic awareness of sustainability and focus instead on performance or simply choosing the latest model. They understand that large models involve energy and infrastructure costs but lack tools and frameworks for evaluating or reducing these effects.
She developed a new tool, called Seleco, that helps practitioners select models that balance performance, interpretability, and sustainability. Seleco is a platform compatible with Hugging Face, the popular Model Hub for thousands of pre-trained AI models, including speech recognition, text classification, text generation, text summarization, question answering, and image generation. It behaves “like a marketplace where users can easily find models and download and fine-tune them in just a few lines of code”. This interactive model selection interface lets developers specify their project goals, data types and hardware limitations and then produces model suggestions that are both suitable and sustainable. A controlled study with 12 professional data scientists showed that Seleco clarified the trade-offs between different alternatives based on user-specific information, which not only improved task definitions and increased trust, but also led to more sustainable solutions.
Her results show that providing transparency about model energy use and environmental footprint encourages practitioners to consider sustainability as part of their everyday decision-making. Instead of treating sustainability as a separate evaluation metric, it can be integrated into the design process and let practitioners more effectively evaluate the trade-offs between technical performance and environmental responsibility. This work appears in her doctoral dissertation 36 and has been submitted for publication.
6 Highlights of the year
- Michel Beaudouin-Lafon was elected to the French Academy of Sciences
- Camille Gobert was awarded the AFIHM Thesis Prize for his thesis “Projecting Computer Languages for a Protean Interaction” 53
- Romane Dubus received a Fullbright fellowship to go to NASA in San Francisco
- Anna Offenwanger received an Honorable Mention ("accessit"), "Prix Doctorants STIC du Plateau de Saclay 2024"
- Wendy Mackay co-chaired the ACM UIST Conference program committee
- Michel Beaudouin-Lafon was awarded a Synergy Chair from the DATAIA Institute, as Co-PI
- Jun Kato visited ExSitu for his sabbatical year
7 Latest software developments, platforms, open data
7.1 Latest software developments
7.1.1 Touchstone2
-
Keyword:
Experimental design
-
Functional Description:
Touchstone2 is a graphical user interface to create and compare experimental designs. It is based on a visual language: Each experiment consists of nested bricks that represent the overall design, blocking levels, independent variables, and their levels. Parameters such as variable names, counterbalancing strategy and trial duration are specified in the bricks and used to compute the minimum number of participants for a balanced design, account for learning effects, and estimate session length. An experiment summary appears below each brick assembly, documenting the design. Manipulating bricks immediately generates a corresponding trial table that shows the distribution of experiment conditions across participants. Trial tables are faceted by participant. Using brushing and fish-eye views, users can easily compare among participants and among designs on one screen, and examine their trade-offs.
Touchstone2 plots a power chart for each experiment in the workspace. Each power curve is a function of the number of participants, and thus increases monotonically. Dots on the curves denote numbers of participants for a balanced design. The pink area corresponds to a power less than the 0.8 criterion: the first dot above it indicates the minimum number of participants. To refine this estimate, users can choose among Cohen’s three conventional effect sizes, directly enter a numerical effect size, or use a calculator to enter mean values for each treatment of the dependent variable (often from a pilot study).
Touchstone2 can export a design in a variety of formats, including JSON and XML for the trial table, and TSL, a language we have created to describe experimental designs. A command-line tool is provided to generate a trial table from a TSL description.
Touchstone2 runs in any modern Web browser and is also available as a standalone tool. It is used at ExSitu for the design of our experiments, and by other Universities and research centers worldwide. It is available under an Open Source licence at https://touchstone2.org.
- URL:
-
Contact:
Wendy Mackay
-
Partner:
University of Zurich
7.1.2 UnityCluster
-
Keywords:
3D, Virtual reality, 3D interaction
-
Functional Description:
UnityCluster is middleware to distribute any Unity 3D (https://unity3d.com/) application on a cluster of computers that run in interactive rooms, such as our WILD and WILDER rooms, or immersive CAVES (Computer-Augmented Virtual Environments). Users can interact the the application with various interaction resources.
UnityCluster provides an easy solution for running existing Unity 3D applications on any display that requires a rendering cluster with several computers. UnityCluster is based on a master-slave architecture: The master computer runs the main application and the physical simulation as well as manages the input, the slave computers receive updates from the master and render small parts of the 3D scene. UnityCluster manages data distribution and synchronization among the computers to obtain a consistent image on the entire wall-sized display surface.
UnityCluster can also deform the displayed images according to the user's position in order to match the viewing frustum defined by the user's head and the four corners of the screens. This respects the motion parallax of the 3D scene, giving users a better sense of depth.
UnityCluster is composed of a set of C Sharp scripts that manage the network connection, data distribution, and the deformation of the viewing frustum. In order to distribute an existing application on the rendering cluster, all scripts must be embedded into a Unity package that is included in an existing Unity project.
-
Contact:
Cédric Fleury
-
Partner:
Inria
7.1.3 VideoClipper
-
Keyword:
Video recording
-
Functional Description:
VideoClipper is an IOS app for Apple Ipad, designed to guide the capture of video during a variety of prototyping activities, including video brainstorming, interviews, video prototyping and participatory design workshops. It relies heavily on Apple’s AVFoundation, a framework that provides essential services for working with time-based audiovisual media on iOS (https://developer.apple.com/av-foundation/). Key uses include: transforming still images (title cards) into video tracks, composing video and audio tracks in memory to create a preview of the resulting video project and saving video files into the default Photo Album outside the application.
VideoClipper consists of four main screens: project list, project, capture and import. The project list screen shows a list with the most recent projects at the top and allows the user to quickly add, remove or clone (copy and paste) projects. The project screen includes a storyboard composed of storylines that can be added, cloned or deleted. Each storyline is composed of a single title card, followed by one or more video clips. Users can reorder storylines within the storyboard, and the elements within each storyline through direct manipulation. Users can preview the complete storyboard, including all titlecards and videos, by pressing the play button, or export it to the Ipad’s Photo Album by pressing the action button.
VideoClipper offers multiple tools for editing titlecards and storylines. Tapping on the title card lets the user edit the foreground text, including font, size and color, change background color, add or edit text labels, including size, position, color, and add or edit images, both new pictures and existing ones. Users can also delete text labels and images with the trash button. Video clips are presented via a standard video player, with standard interaction. Users can tap on any clip in a storyline to: trim the clip with a non-destructive trimming tool, delete it with a trash button, open a capture screen by clicking on the camera icon, label the clip by clicking a colored label button, and display or hide the selected clip by toggling the eye icon.
VideoClipper is currently in beta test, and is used by students in two HCI classes at the Université Paris-Saclay, researchers in ExSitu as well as external researchers who use it for both teaching and research work. A beta test version is available on demand under the Apple testflight online service.
-
Contact:
Wendy Mackay
7.1.4 WildOS
-
Keywords:
Human Computer Interaction, Wall displays
-
Functional Description:
WildOS is middleware to support applications running in an interactive room featuring various interaction resources, such as our WILD and WILDER rooms: a tiled wall display, a motion tracking system, tablets and smartphones, etc. The conceptual model of WildOS is a platform, such as the WILD or WILDER room, described as a set of devices and on which one or more applications can be run.
WildOS consists of a server running on a machine that has network access to all the machines involved in the platform, and a set of clients running on the various interaction resources, such as a display cluster or a tablet. Once WildOS is running, applications can be started and stopped and devices can be added to or removed from the platform.
WildOS relies on Web technologies, most notably Javascript and node.js, as well as node-webkit and HTML5. This makes it inherently portable (it is currently tested on Mac OS X and Linux). While applications can be developed only with these Web technologies, it is also possible to bridge to existing applications developed in other environments if they provide sufficient access for remote control. Sample applications include a web browser, an image viewer, a window manager, and the BrainTwister application developed in collaboration with neuroanatomists at NeuroSpin.
WildOS is used for several research projects at ExSitu and by other partners of the Digiscope project. It was also deployed on several of Google's interactive rooms in Mountain View, Dublin and Paris. It is available under an Open Source licence at https://bitbucket.org/mblinsitu/wildos.
- URL:
-
Contact:
Michel Beaudouin-Lafon
7.1.5 StructGraphics
-
Keywords:
Data visualization, Human Computer Interaction
-
Scientific Description:
Information visualization research has developed powerful systems that enable users to author custom data visualizations without textual programming. These systems can support graphics-driven practices by bridging lazy data-binding mechanisms with vector-graphics editing tools. Yet, despite their expressive power, visualization authoring systems often assume that users want to generate visual representations that they already have in mind rather than explore designs. They also impose a data-to-graphics workflow, where binding data dimensions to graphical properties is a necessary step for generating visualization layouts. In this work, we introduce StructGraphics, an approach for creating data-agnostic and fully reusable visualization designs. StructGraphics enables designers to construct visualization designs by drawing graphics on a canvas and then structuring their visual properties without relying on a concrete dataset or data schema. In StructGraphics, tabular data structures are derived directly from the structure of the graphics. Later, designers can link these structures with real datasets through a spreadsheet user interface. StructGraphics supports the design and reuse of complex data visualizations by combining graphical property sharing, by-example design specification, and persistent layout constraints. We demonstrate the power of the approach through a gallery of visualization examples and reflect on its strengths and limitations in interaction with graphic designers and data visualization experts.
-
Functional Description:
StructGraphics is a user interface for creating data-agnostic and fully reusable designs of data visualizations. It enables visualization designers to construct visualization designs by drawing graphics on a canvas and then structuring their visual properties without relying on a concrete dataset or data schema. Overall, StructGraphics follows the inverse workflow than traditional visualization-design systems. Rather than transforming data dependencies into visualization constraints, it allows users to interactively define the property and layout constraints of their visualization designs and then translate these graphical constraints into alternative data structures. Since visualization designs are data-agnostic, they can be easily reused and combined with different datasets.
- URL:
- Publication:
-
Contact:
Theofanis Tsantilas
-
Participant:
an anonymous participant
7.1.6 FusAIn
-
Keywords:
Creativity Support Tools, Generative AI, Design
-
Functional Description:
FusAIn: A pen-based GenAI visual prompt composition tool where designers use (1) Source panel for image search, upload, and display. They extract visual properties with “smart” pens from (2) Pen sets (object, color, texture, basic, eraser) and compose visual prompts on (3) Canvas with editing tools. They can add additional text prompts at (4) Text prompt area, and use (5) Brush scope visualizing pen status. (6) Generation modes include Guided Generate and Merge. The result appears in (7) Generation panel with style lock, and can be added to (8) Image gallery.
-
Contact:
Janin Koch
-
Partner:
Université Paris-Saclay
7.1.7 DesignPrompt
-
Keywords:
Generative AI, Creativity Support Tools, Design
-
Functional Description:
DesignPrompt is a moodboard web application that lets designers combine multiple modalities including images, color, text into a GenAI prompt and tweak the results. It lets designers search images online (a) or generate AI images to create a moodboard (b) using common tools (c) as well as additional semantic meta-data of the moodboard images (d). Designers can compose multimodal GenAI prompts with images (e), colors, semantics and text (f) and finely tune their intentions (g).
-
Contact:
Janin Koch
-
Partner:
Université Paris-Saclay
7.2 New platforms
7.2.1 WILD
Participants: Michel Beaudouin-Lafon [correspondant], Olivier Gladin.
WILD is our first experimental ultra-high-resolution interactive environment, created in 2009. In 2019-2020 it received a major upgrade: the 16-computer cluster was replaced by new machines with top-of-the-line graphics cards, and the 32-screen display was replaced by 32 32" 8K displays resulting in a resolution of 1 giga-pixels (61 440 x 17 280) for an overall size of 5m80 x 1m70 (280ppi). An infrared frame adds multitouch capability to the entire display area. The platform also features a camera-based motion tracking system that lets users interact with the wall, as well as the surrounding space, with various mobile devices.
7.2.2 WILDER
Participants: Michel Beaudouin-Lafon [correspondant], Olivier Gladin.
User in front of the 5m50 x 1m80, 75-screen WILDER platform.
WILDER (Figure 1) is our second experimental ultra-high-resolution interactive environment, which follows the WILD platform developed in 2009. It features a wall-sized display with seventy-five 20" LCD screens, i.e. a 5m50 x 1m80 (18' x 6') wall displaying 14 400 x 4 800 = 69 million pixels, powered by a 10-computer cluster and two front-end computers. The platform also features a camera-based motion tracking system that lets users interact with the wall, as well as the surrounding space, with various mobile devices. The display uses a multitouch frame (one of the largest of its kind in the world) to make the entire wall touch sensitive.
WILDER was inaugurated in June, 2015. It is one of the ten platforms of the Digiscope Equipment of Excellence and, in combination with WILD and the other Digiscope rooms, provides a unique experimental environment for collaborative interaction.
In addition to using WILD and WILDER for our research, we have also developed software architectures and toolkits, such as WildOS and Unity Cluster, that enable developers to run applications on these multi-device, cluster-based systems.
8 New results
8.1 Fundamentals of Interaction
Participants: Michel Beaudouin-Lafon [co-correspondant], Wendy Mackay [co-correspondant], Carl Abou Saada Nujaim, Romane Dubus, Camille Gobert, Anna Offenwanger, Matthieu Savary, Martin Tricaud, Theophanis Tsandilas.
In order to better understand fundamental aspects of interaction, ExSitu conducts in-depth observational studies and controlled experiments which contribute to theories and frameworks that unify our findings and help us generate new, advanced interaction techniques. Specifically, we have been developing what we call Generative Theories of Interaction 50, which offer a clear link between established theory from research in other disiciplines to Human-Computer Interaction, with a process that leads from general theory to specific concepts to actionable principles that can be used to analyze, critique and generate novel interactive systems.
One of the key underlying concepts is Instrumental Interaction which moves beyond the concept of Direct Manipulation in graphical user interfaces to create simpler, yet more powerful forms of interactive systems. The concept of an instrument is inspired by observation and theories of how people use physical tools to manipulate objects in the real world. We wrote a book chapter 33 that summarizes the history and principles of Instrumental Interaction, and introduces the concept of an interactive digital instrument. We describe and explain its four generative principles: Reification, Polymorphism, Reuse, and Currying, with examples that show how designers can create effective instrumental interfaces.
We also introduced the concept of Substrates 26 which offer an effective strategy for combining power of expression with simplicity of interaction in a graphical user interface. A Substrate acts as a “place for interaction”' where users can manipulate objects of interest in a principled and predictable way. Substrates structure and contain data, enforce user-defined constraints among objects and manage dependencies with other substrates. Users can “tune” and “tweak”' these relationships, “curry” specialized tools, or transform relationships into interactive templates. We provided in-depth descriptions of multiple substrates, with examples of their key characteristics, and showed how substrates extend the concept of Instrumental Interaction 51, 52. We applied a Generative Theory of Interaction 50 approach to analyze and critique existing interfaces and we illustrated how using the concepts of Instruments and Substrates inspired novel design ideas in three graduate-level HCI courses.
We are exploring two different interpretations of substrates at the machine and human level 43: The computer manipulates information by reading, transforming and writing that information using various encodings in the computer's memory — a machine-level substrate. Humans, on the other hand, perceive and act upon that information by interacting with representations of that information — information substrates. Reconciling these two types of substrates is difficult: accessing, observing and transforming the underlying digital data into human-level representations is conceptually and technically challenging, especially given current software architectures. However, rather than following a modernist view of computing by replacing various parts of the current software stack with arguably better alternatives, we argue in favor of a postmodernist research approach that embraces the constraints that come with these disparate views. We have identified examples of failures of modernism and successes of postmodernism that suggest directions for future research.
We are also exploring the biocultural origins of interaction design 30 in order to clarify its epistemology and meaning. We reviewed the multidisciplinary determinants that underpin the discipline and govern its products, and proposed a framework for the conditions of existence and validity of the discipline's knowledge and skills, intended for its practitioners, teachers, and learners.
We created and tested novel research and design methods to support the creation of advanced interaction techniques and systems. For example, although HCI researchers often generate and compare new design concepts, they lack an established method for rigorously conducting qualitative assessments. We developed a rigorous mixed qualitative research method called Comparative Structured Observation 19 (CSO). We define and characterize Comparative Structured Observation as a qualitative research method that takes advantage of the structure of controlled experiments to generate comparable, ecologically relevant experiences with two or more design variants, often implemented as medium-fidelity prototypes. Researchers observe users and ask them to compare and reflect on each variant. We identified criteria for creating a successful Comparative Structured Observation study and illustrated variations of the method by analyzing four published studies. We showed that gathering these comparative reflections about design variants can help researchers assess and advance their design concepts.
In order to communicate the Comparative Structured Observation method to HCI researchers, we taught a full-day course taught at the CHI'25 conference 45, which included a detailed set of guidelines 46 for designing, running and reviewing CSO studies. We also ran a multi-disciplinary pedagogical design course 32 that brought together design students from ENSCi Les Ateliers and cognitive science students from Sorbonne University's Cog-SUP master's program to engage in a semester-long collaborative design project that encouraged students to incorporate the scientific, societal, and collaborative dimensions of their field.
Finally, we demonstrated how our research methods and theory contribute to real-world design problems. Romane Dubus defended her Ph.D. thesis entitled “Reexamining automation surprise: a design-driven investigation of flaws in autopilot design” 37, which was co-supervised by Wendy Mackay and Anke Brock (ENAC). The thesis investigates how specific design choices in aircraft autopilot systems contribute to automation surprise—when the aircraft behaves differently from the pilot's expectations. It focuses on two key interfaces: the Flight Mode Annunciator (FMA) and the Flight Control Unit (FCU). The FMA displays autopilot modes in use and has remained unchanged since the 1970s, with most manufacturers adopting the same design despite longstanding concerns raised in the literature. In contrast, the FCU, which allows pilots to select these modes, varies across aircraft manufacturers in both layout and interaction design. While the FMA is difficult to interpret and monitor, the FCU raises concerns because of overloaded controls. Across both interfaces, the industry has historically relied on training and procedural workarounds to address design flaws rather than rethinking interaction design. The thesis demonstrates the power of using a mixed-methods, primarily qualitative approach that combines empirical studies with pilots and a participatory design process to explore the roots of automation surprise and propose design alternatives to better support mode awareness. This thesis contributes to ongoing research on automation in safety-critical systems and argues for a shift toward co-designing cockpit interfaces with pilots, rather than merely for them. Based on her thesis work, Roman Dubus was awarded a prestigious Fulbright Fellowship at NASA in California.
8.2 Human-Computer Partnerships
Participants: Wendy Mackay [correspondant], Michel Beaudouin-Lafon, Eya ben Chaaben, Xioahan Peng, Theophanis Tsandilas.
ExSitu is interested in designing effective human-computer partnerships where expert users control their interaction with intelligent systems. Rather than treating the human users as the `input' to a computer algorithm, we explore human-centered machine learning, where the goal is to use machine learning and other techniques to increase human capabilities. Much of human-computer interaction research focuses on measuring and improving productivity: our specific goal is to create what we call “co-adaptive systems” that are discoverable, appropriable and expressive for the user.
We explored how the principles of instrumental interaction can be applied to prompt-based interfaces of AI large-language models. This work introduced AI-Instruments 29 that embody "prompts" as interface objects via three key principles: (1) Reification of user-intent as reusable direct-manipulation instruments; (2) Reflection of multiple interpretations of ambiguous user-intents (Reflection-in-intent) as well as the range of AI-model responses (Reflection-in-response) to inform design "moves" towards a desired result; and (3) Grounding to instantiate an instrument from an example, result, or extrapolation directly from another instrument. Qualitative insights from twelve participants showed that AI-Instruments can address challenges of intent formulation, steering via direct manipulation, and non-linear iterative workflows to reflect and resolve ambiguous intents.
We also explored how to go beyond the limits of text-based and whole-image interaction to allow designers greater control of their use of large language models (LLMs) 27. We developed FusAIn, a GenAI prompt composition tool that lets designers create personalized pens by loading them with objects or attributes such as color or texture. GenAI then fuses the pen's contents to create new images. Extracting and reusing inspirational material matches designers' existing work practices, making GenAI more contextualized for professional design. A study with 12 designers showed how FusAIn improves their ability to define visual details at different levels that are difficult to express with current GenAI prompts. Pen-based interaction lets them maintain fine-grained control over generated results, increasing GenAI image's editability and reusability.
We also explored strategies for supporting personal data visualization by using machine-learning techniques to recover data from custom hand-drawn representations in collaboration 20. Data collection and visualization have traditionally been seen as activities reserved for experts. However, anyone can visually record their own data or “glyphs” by drawing simple geometric figures. Even so, the resulting hand-drawn infographics do not provide direct access to the underlying data, which makes it more difficult to digitally edit both the glyphs and their values. We introduced a method for recovering data values from hand-drawn infographics. Given a visualization in a bitmap format and a user-defined parametric template of its glyphs, we used deep-learning techniques to detect and localize the visualization glyphs, and estimate the data values they represent. We also developed a user interface for reviewing and correcting estimates, informed by measures of uncertainty of the neural network predictions. Our reverse-engineering procedure enables various visualization authoring applications, such as visualizing new data values or experimenting with alternative visualizations of the same data.
Finally, we started exploring human-computer partnerships in education. In the context of the ATLAS (AI Teaching and Learning At Scale) Synergy Chair from DATAIA, we started interviewing educators and students about their use of AI and contributed to a first project on AI-assisted translation of pedagogical material.
8.3 Creativity
Participants: Theophanis Tsandilas [co-correspondant], Wendy Mackay [co-correspondant], Vincent Bonczak, Leo Chédin, Emma-Jade de Moor, Tove Grimstad, Jun Kato, Capucine Nghiem, Léa Paymal, Xioahan Peng, Sotiris Piliouras.
ExSitu is interested in understanding the work practices of creative professionals who push the limits of interactive technology. We follow a multi-disciplinary participatory design approach, working with both expert and non-expert users in diverse creative contexts.
We developed interactive authoring tools that enable people to create their own custom repreresentations. Anna Offenwanger defended her Ph.D. thesis on this topic 39, which was co-supervised bu Theophanis Tsandilas and Fanny Chevalier (University of Toronto). The thesis investigated sketching-based interactions and workflows for supporting expressive personal visualization, focusing on attributes of personal visual style, subjective emphasis, and inclusion of context. The thesis resulted in two different interactive systems, both available online: (1) TimeSplines, an interface for authoring custom timeline visualizations; and (2) DataGarden, an interface for creating templates of personal sketch-based data representations and linking them to data. For her work on TimeSplines, Anna received an award ("accessit") "Prix Doctorants STIC du Plateau de Saclay 2024".
Drawing is a direct and expressive way to represent data, limited only by the creator's imagination. Hand-drawn data visualisations, such as those from the Dear Data project or Data Sketches, standout for their creativity and for offering compact, original representations of data. However, manually encoding data can be tedious and error-prone. As a result, many creators turn to digital tools to produce their visualisations. Yet, these tools often impose constraints, such as a limited visual vocabulary, that can hinder creativity. We categorized the types of graphics found in representative examples from a corpus of hand-drawn visualisations and evaluated the limitations of current visualisation authoring tools in reproducing these examples. We then introduced a conceptual framework for creating hand-drawn visualisations 22 by categorizing the types of graphics found in hand-drawn visualisations, using representative examples and assessing the limitations of current visualisation authoring tools. The visual framework describes these visualisations and demonstrates new interaction concepts for their creation through a proof-of-concept interface.
Capucine Nghiem defended her Ph.D. thesis 38 entitled “Beyond the Static Sketch: Augmenting Designers' Visual Vocabulary for Teaching and Presentation”, which was supervised by Fanis Tsandilas and Adrien Bousseau (Inria Sophia Antipolis). The thesis explores sketch-augementation techniques for teaching and presentation in industrial design. Drawing is an essential and effective means of communication between designers, clients, and other stakeholders, and it plays an equally vital role in teaching drawing. The goal of the dissertation was to identify and structure the visual vocabulary used by design experts in these two contexts and to explore interactive tools that augment or enhance sketches, making communication more effective. In the context of 3D sketch teaching, the dissertation introduced and evaluated a semi-automatic pipeline for creating interactive video tutorials for perspective drawing. In the context of design communication, it offered a systematic analysis of the visual vocabulary used by designers in their presentation sketches. It also presented the results of design workshops with professionals exploring the design space of dynamic presentation techniques. The Ph.D. thesis was conducted in collaboration with the GraphDeco team (Centre Inria d'Université Côte d'Azur) and in close interaction with two industrial design teachers at TU Delft.
In a different 3D-graphics creation context, we investigated how 3D-rendered materials can support creative forms of information visualization 28. We presented an early snapshot of a design space that describes how inherent material properties and their state or structural transformations can be used as visual channels or simply as contextual attributes for sensory activation. We explored the potential of rendered materials to evoke emotional engagement, curiosity, aesthetic pleasure, and crossmodal sensory experiences. We demonstrated the design space through a gallery of 3D visuals we created with procedural modeling techniques.
Tove Grimstad Bang defended her Ph.D. thesis 35 entitled “Designing in conversation with dance and movement practice using first-person methods”, supervised by Sarah Fdili Alaoui. The thesis research approach included autoethnography as a tool for subjective narration of embodied phenomena, autoethnographic design, where the researcher's subjective experience informs the design practice, and creative arts and crafts practice. The use of first-person methods was investigated through three design studies: (1) The Suspended Circles, a digital musical instrument and kinetic sculpture tracing an evolving understanding of music as movement; (2) the Sounding Scarfs, silk scarfs sonifying dancers' movements and accompanying the oral transmission of the modern dance repertoire by Isadora Duncan; and (3) the Plaster Sculptures, a series of plaster pots physicalising the researcher's bodily transformation from learning the Duncan repertoire.
Jun Kato, a researcher from AIST in Japan, spent his sabbatical year with ExSitu and contributed to several of the projects described above. Capucine Nghiem will be a post-doctoral fellow in his institute in 2026.
8.4 Collaboration
Participants: Michel Beaudouin-Lafon [correspondant], Sebastien Dubos, Olivier Gladin, Camille Gobert, Alexandre Kabil, Wendy Mackay, Anna Offenwanger, Yann Trividic, Theophanis Tsandilas, Anastasiya Zakreuskaya.
ExSitu explores new ways of supporting collaborative interaction and remote communication.
Ex-Situ members are heavily involved in two major national projects around digital collaboration: CONTINUUM and eNSEMBLE. The French National Research Infrastructure CONTINUUM is a unique consortium of 30 platforms located throughout France for advancing interdisciplinary research between computer science, the humanities and social sciences. Through CONTINUUM, 37 research groups develop cutting-edge research focusing on visualisation, immersion, interaction and collaboration, as well as human perception, cognition and behaviour in virtual/augmented reality. Ex-Situ hosts the WILD platform of CONTINUUM, and the scientific director and the project manager are members of Ex-Situ.
Ex-Situ members were heavily involved in spearheading, organizing and launching the 38 million euros national network PEPR eNSEMBLE on the future of Digital Collaboration that gathers over 80 research groups from multiple disciplines across France. PEPR eNSEMBLE is organized in 5 projects covering all aspects of collaboration: collaboration in space, in time, with intelligent systems, and at scale, and transversal aspects on ethics, methodology, regulation and economics. ExSitu is involved in all these areas as well as at the management level: co-director, project manager, and co-chair of a project.
We collaborated with the University of Toronto to develop a Virtual Reality system for authoring emmersive narratives of migration experiences 24. Migration often fragments cultural heritage, distributing it across geographies and generations. While immersive experiences have the potential to bridge these cultural divides, current immersive tools require technical expertise that excludes many migrants from narrating their own stories. We presented MomentsVR, an accessible authoring system that empowers migrants to create and share immersive narratives of their personal experiences. Through importing surround imagery, 2D and 3D content, and ambient audio, users can reconstruct meaningful places and narratives, linking them with teleporters for fluid narrative transitions. The system also supports audio annotations and visual emphasis techniques, such as blurring, focusing and warping to highlight subjective experiences. Our work showcases MomentsVR as a means of democratizing immersive storytelling, allowing migrants to curate, share, and reimagine their cultural experiences across immersive spaces.
We conducted a study of how pairs interact with speech commands and touch gestures on a wall-sized display during a collaborative sensemaking task 18. Previous work has shown that speech commands, alone or in combination with other input modalities, can support visual data exploration by individuals. However, it is still unknown whether and how speech commands can be used in collaboration, and for what tasks. To answer these questions, we developed a functioning prototype that we used as a technology probe. We conducted an in-depth exploratory study with 10 participant pairs to analyze their interaction choices, the interplay between the input modalities, and their collaboration. While touch was the most used modality, we found that participants preferred speech commands for global operations, used them for distant interaction, and that speech interaction contributed to the awareness of the partner's actions. Furthermore, the likelihood of using speech commands during collaboration was related to the personality trait of agreeableness. Regarding collaboration styles, participants interacted with speech equally often whether they were in loosely or closely coupled collaboration. While the partners stood closer to each other during close collaboration, they did not distance themselves to use speech commands. Based on these observations, we provided a set of design considerations for collaborative and multimodal interactive data analysis systems.
We created a demonstration of the ONEPub editorial process 25. The ONEPub environment lets users create their own collaborative editorial workflows. Each document consists of several files, such as content files written in the AsciiDoc language; style files written in CSS; and output files written in HTML, which can in turn be paginated using the Paged.js library and turned into PDF. Each file can be edited simultaneously by one or more people, who can each use their own preferred editing environment. For example, two collaborators can each edit the same AsciiDoc file, one in a code editor, the other in rich text editor. The system interface consists of several panels that enable users to interact with a document's files in a manner similar to a file explorer and to view one or more output files using the view of their choice. ONEPub is unique in that it supports real-time collaboration on the various aspect of publishing, from authoring to copy-editing, formatting, illustrating, and preparing print and electronic output.
The COVID-19 pandemic forced academic conferences to move online, challenging the idea of “single-venue conferences” and raising issues such as sustainability. ACM SIGCHI is moving in this direction by offering hybrid conferences and allowing satellite events such as ParaCHI. However, alternative conference formats are rarely discussed in terms of their indirect effects, i.e., the changes in behavior and practices they induce, which can have consequences not only for the environment but also for research. We conducted a survey 23 on the direct and indirect effects of ParaCHI Paris 2025, and ran a workshop at the French HCI conference on scenarios for future conferences.
9 Partnerships and cooperations
9.1 International initiatives
9.1.1 Participation in other International Programs
CoMixS
-
Title:
Conception collaborative dans les espaces interactifs de MIXed-Présence (Collaborative design in mixed presence interactive spaces)
-
Program:
ANR International
-
Partner Institutions:
- LISN Laboratoire Interdisciplinaire des Sciences du Numérique, Université Paris-Saclay, France
- LS2N, Ecole nationale supérieure Mines-Télécom Atlantique Bretagne Pays de la Loire, France
- LIST Luxembourg Institute of Science and Technology, Luxembourg
-
Duration:
February 2025 - January 2029
- Additionnal info/keywords:
-
Summary
The design of artifacts, such as a websites for raising awareness about water scarcity or a user interface for an application that displays images of galaxies on a video wall draws on multiple sources of information that require a large display area and multidisciplinary teams to develop. The project explores how to improve such design activities by using interactive display ecologies that enable collaborative design across distributed sites, adapting to their technical capabilities. These ecoslogies of artifacts will combine screens displaying large amounts of information for co-located collaboration (image walls, tables, and mixed display environments) with lighter technologies for remote participants (augmented reality headsets or desktop computers). We have identified use cases involving multidisciplinary teams spread across different sites to help us address theoretical and conceptual issues surrounding (i) the capabilities that display ecolosystems must provide in terms of interaction and awareness cues both during the design of such ecosystems and for the ecosystems themselves; (ii) long-term distributed collaboration in such environments; (iii) the monitoring and reporting of collaboration quality metrics, which must be sufficiently flexible to adapt to different real-world collaboration contexts.
9.2 International research visitors
9.2.1 Visits of international scientists
Other international visits to the team
Jun Kato from the AIST Institute in Japan visited ExSitu during his sabbatical year.
9.3 European initiatives
9.3.1 Horizon Europe
SustainML
-
Title:
Application Aware, Life-Cycle Oriented Model-Hardware Co-Design Framework for Sustainable, Energy Efficient ML Systems
-
Duration:
From October 1, 2022 to June 30, 2026
-
Partners:
- INSTITUT NATIONAL DE RECHERCHE EN INFORMATIQUE ET AUTOMATIQUE (INRIA), France
- PROYECTOS Y SISTEMAS DE MANTENIMIENTO SL (EPROSIMA EPROS), Spain
- IBM RESEARCH GMBH (IBM), Switzerland
- SAS UPMEM, France
- KOBENHAVNS UNIVERSITET (UCPH), Denmark
- DEUTSCHES FORSCHUNGSZENTRUM FUR KUNSTLICHE INTELLIGENZ GMBH (DFKI), Germany
- RHEINLAND-PFALZISCHE TECHNISCHE UNIVERSITAT, Germany
-
Inria contact:
Janin Koch & Wendy Mackay
- Coordinator:
-
Summary:
AI is increasingly becoming a significant factor in the CO2 footprint of the European economy. To avoid a conflict between sustainability and economic competitiveness and to allow the European economy to leverage AI for its leadership in a climate friendly way, new technologies to reduce the energy requirements of all parts of AI system are needed. A key problem is the fact that tools (e.g. PyTorch) and methods that currently drive the rapid spread and democratization of AI prioritize performance and functionality while paying little attention to the CO2 footprint. As a consequence, we see rapid growth in AI applications, but not much so in AI applications that are optimized for low power and sustainability. To change that we aim to develop an interactive design framework and associated models, methods and tools that will foster energy efficiency throughout the whole life-cycle of ML applications: from the design and exploration phase that includes exploratory iterations of training, testing and optimizing different system versions through the final training of the production systems (which often involves huge amounts of data, computation and epochs) and (where appropriate) continuous online re-training during deployment for the inference process. The framework will optimize the ML solutions based on the application tasks, across levels from hardware to model architecture. AI developers from all experience levels will be able to make use of the framework through its emphasis on human-centric interactive transparent design and functional knowledge cores, instead of the common blackbox and fully automated optimization approaches in AutoML. The framework will be made available on the AI4EU platform and disseminated through close collaboration with initiatives such as the ICT 48 networks. It will also be directly exploited by the industrial partners representing various parts of the relevant value chain: from software framework, through hardware to AI services.
9.3.2 H2020 projects
ALMA
-
Title:
ALMA: Human Centric Algebraic Machine Learning
-
Duration:
From September 1, 2020 to February 28, 2025
-
Partners:
- INSTITUT NATIONAL DE RECHERCHE EN INFORMATIQUE ET AUTOMATIQUE (INRIA), France
- TEKNOLOGIAN TUTKIMUSKESKUS VTT OY (VTT), Finland
- PROYECTOS Y SISTEMAS DE MANTENIMIENTO SL (EPROSIMA EPROS), Spain
- ALGEBRAIC AI SL, Spain
- DEUTSCHES FORSCHUNGSZENTRUM FUR KUNSTLICHE INTELLIGENZ GMBH (DFKI), Germany
- RHEINLAND-PFALZISCHE TECHNISCHE UNIVERSITAT, Germany
- FIWARE FOUNDATION EV, Germany
- UNIVERSIDAD CARLOS III DE MADRID (UC3M), Spain
- FUNDACAO D. ANNA DE SOMMER CHAMPALIMAUD E DR. CARLOS MONTEZ CHAMPALIMAUD (FUNDACAO CHAMPALIMAUD), Portugal
-
Inria contact:
Wendy Mackay
- Coordinator:
-
Summary:
Algebraic Machine Learning (AML) has recently been proposed as new learning paradigm that builds upon Abstract Algebra, Model Theory. Unlike other popular learning algorithms, AML is not a statistical method, but it produces generalizing models from semantic embeddings of data into discrete algebraic structures, with the following properties:
P1: Is far less sensitive to the statistical characteristics of the training data and does not fit (or even use) parameters
P2: Has the potential to seamlessly integrate unstructured and complex information contained in training data, with a formal representation of human knowledge and requirements;
P3. Uses internal representations based on discrete sets and graphs, offering a good starting point for generating human understandable, descriptions of what, why and how has been learned
P4. Can be implemented in a distributed way that avoids centralized, privacy-invasive collections of large data sets in favor of a collaboration of many local learners at the level of learned partial representations.
The aim of the project is to leverage the above properties of AML for a new generation of Interactive, Human-Centric Machine Learning systems., that will:
- Reduce bias and prevent discrimination by reducing dependence on statistical properties of training data (P1), integrating human knowledge with constraints (P2), and exploring the how and why of the learning process (P3)
- Facilitate trust and reliability by respecting ‘hard’ human-defined constraints in the learning process (P2) and enhancing explainability of the learning process (P3)
- Integrate complex ethical constraints into Human-AI systems by going beyond basic bias and discrimination prevention (P2) to interactively shaping the ethics related to the learning process between humans and the AI system (P3)
- Facilitate a new distributed, incremental collaborative learning method by going beyond the dominant off-line and centralized data processing approach (P4)
9.3.3 Other european programs/initiatives
OnePub
-
Title:
OnePub: Single-Source Collaborative Publishing
-
Program:
European Research Council Proof-of-Concept (ERC Poc)
-
Duration:
From October 1, 2023 to March 31, 2025
-
Partners:
Universté Paris-Saclay
-
Inria contact:
Michel Beaudouin-Lafon
-
Coordinator:
Michel Beaudouin-Lafon
-
Summary:
Book publishing involves various stakeholders and often relies on complex tools, resulting in inefficient workflows where authors and editors cannot make direct changes once content is formatted. Manual labour involved in creating different output formats (such as PDF, ePub, or HTML) and new requirements, like the European accessibility directive, increase costs. The ERC-funded OnePub project will develop collaborative publishing tools based on a single document source that acts as the ‘ground truth’ for content and layout. It will focus on textbooks and academic publications with rich content, strict requirements, and tight deadlines. The project will establish a unified document format, create collaborative editors, and build an open architecture that lets software companies provide components while publishers select their preferred tools.
9.4 National initiatives
PEPR eNSEMBLE
-
Title:
Future of Digital Collaboration
-
Type:
PEPR Exploratoire
-
Duration:
2022 – 2030
-
Coordinator:
Gilles Bailly, Michel Beaudouin-Lafon, Stéphane Huot, Laurence Nigay
-
Pilots:
- Centre National de la Recherche Scientifique (CNRS)
- Institut National de Recherche en Informatique et Automatique (Inria)
- Université Grenoble Alpes
- Université Paris-Saclay
-
Partners:
- Institut Mines Télécom
- Sorbonne Université
- Université de Lille
- Université de Lyon 1
- Université de Toulouse 3
-
Budget:
38.25 Meuros public funding from ANR / France 2030
-
Summary:
The purpose of eNSEMBLE is to fundamentally redefine digital tools for collaboration. Whether it is to reduce our travel, to better mesh the territory and society, or to face the forthcoming problems and transformations of the next decades, the challenges of the 21st century will require us to collaborate at an unprecedented speed and scale.
To address this challenge, a paradigm shift in the design of collaborative systems is needed, comparable to the one that saw the advent of personal computing. To achieve this goal, we need to invent mixed (i.e. physical and digital) collaboration spaces that do not simply replicate the physical world in virtual environments, enabling co-located and/or geographically distributed teams to work together smoothly and efficiently.
Beyond this technological challenge, the eNSEMBLE project also addresses sovereignty and societal challenges: by creating the conditions for interoperability between communication and sharing services in order to open up the "private walled gardens" that currently require all participants to use the same services, we will enable new players to offer solutions adapted to the needs and contexts of use. Users will thus be able to choose combinations of potentially "intelligent" tools and services for defining mixed collaboration spaces that meet their needs without compromising their ability to exchange with the rest of the world. By making these services more accessible to a wider population, we will also help reduce the digital divide.
These challenges require a major long-term investment in multidisciplinary work (Computer Science, Ergonomics, Cognitive Psychology, Sociology, Design, Law, Economics) of both theoretical and empirical nature. The scientific challenges addressed by eNSEMBLE are:
- Designing novel collaborative environments and conceptual models;
- Combining human and artificial agency in collaborative set-ups;
- Enabling fluid collaborative experiences that support interoperability;
- Supporting the creation of healthy and sustainable collectives; and
- Specifying socio-technical norms with legal/regulatory frameworks.
eNSEMBLE will impact many sectors of society - education, health, industry, science, services, public life, leisure - by improving productivity, learning, care and well-being, as well as participatory democracy.
CONTINUUM
-
Title:
Collaborative continuum from digital to human
-
Type:
EQUIPEX+ (Equipement d'Excellence)
-
Duration:
2020 – 2029
-
Coordinator:
Michel Beaudouin-Lafon
-
Partners:
- Centre National de la Recherche Scientifique (CNRS)
- Institut National de Recherche en Informatique et Automatique (Inria)
- Commissariat à l'Energie Atomique et aux Energies Alternatives (CEA)
- Université de Rennes 1
- Université de Rennes 2
- Ecole Normale Supérieure de Rennes
- Institut National des Sciences Appliquées de Rennes
- Aix-Marseille University
- Université de Technologie de Compiègne
- Université de Lille
- Ecole Nationale d'Ingénieurs de Brest
- Ecole Nationale Supérieure Mines-Télécom Atlantique Bretagne-Pays de la Loire
- Université Grenoble Alpes
- Institut National Polytechnique de Grenoble
- Ecole Nationale Supérieure des Arts et Métiers
- Université de Strasbourg
- COMUE UBFC Université de Technologie Belfort Montbéliard
- Université Paris-Saclay
- Télécom Paris - Institut Polytechnique de Paris
- Ecole Normale Supérieure Paris-Saclay
- CentraleSupélec
- Université de Versailles - Saint-Quentin
-
Budget:
13.6 Meuros public funding from ANR
-
Summary:
The CONTINUUM project will create a collaborative research infrastructure of 30 platforms located throughout France, to advance interdisciplinary research based on interaction between computer science and the human and social sciences. Thanks to CONTINUUM, 37 research teams will develop cutting-edge research programs focusing on visualization, immersion, interaction and collaboration, as well as on human perception, cognition and behaviour in virtual/augmented reality, with potential impact on societal issues. CONTINUUM enables a paradigm shift in the way we perceive, interact, and collaborate with complex digital data and digital worlds by putting humans at the center of the data processing workflows. The project will empower scientists, engineers and industry users with a highly interconnected network of high-performance visualization and immersive platforms to observe, manipulate, understand and share digital data, real-time multi-scale simulations, and virtual or augmented experiences. All platforms will feature facilities for remote collaboration with other platforms, as well as mobile equipment that can be lent to users to facilitate onboarding. CONTINNUM is on the roadmap of National Research Infrastructures.
GLACIS
-
Title:
Graphical Languages for Creating Infographics
-
Funding:
ANR
-
Duration:
2022 - 2025
-
Coordinator:
Theophanis Tsandilas
-
Partners:
- Inria Saclay (Theophanis Tsandilas, Michel Beaudouin-Lafon, Pierre Dragicevic)
- Inria Sophia Antipolis (Adrien Bousseau)
- École Centrale de Lyon (Romain Vuillemot)
- University of Toronto (Fanny Chevalier)
-
Inria contact:
Theophanis Tsandilas
-
Summary:
This project investigates interactive tools and techniques that can help graphic designers, illustrators, data journalists, and infographic artists, produce creative and effective visualizations for communication purposes, e.g., to inform the public about the evolution of a pandemic or help novices interpret global-warming predictions.
PRECOG
-
Title:
Prediction for Shared Cognition in Collaboration with Human or Artificial Agents
-
Funding:
ANR / PEPR eNSEMBLE
-
Duration:
March 2025 - February 2030
-
Coordinator:
Ouriel Grynszpan
-
Partners:
- LISN - Université Paris-Saclay / CNRS
- COSYS/PICS-L, LaPEA - Université Gustave Eiffel
- DTIS - ONERA
- Institut Jean-Nicod - École Normale Supérieure
-
Inria contact:
Michel Beaudouin-Lafon
-
Summary:
This project seeks to investigate ways to optimize users' abilities to anticipate others' behaviors in hybrid digital spaces. We draw on the theoretical framework of joint action to better understand how to support the construction of our partner's mental model and to improve partner predictability. The project adopts the perspective of the sense of agency, which refers to the sense of being the author of one's actions, and to the experience of controlling the effects of one's actions on the outside world. The sense of agency results from the consistency between the prediction and the outcome of action. The project seeks to identify the factors that promote a sense of agency in collaborative situations. It will investigate how to convey others intentions in different collaborative situations, from active co- manipulation of objects to simple cohabitation in a common environment. The project will develop interoperability solutions to facilitate seamless collaboration across eXtended Reality (XR) and robotic platforms. It will test several use case scenarios such as cohabitation between humans and a swarm of autonomous agents, cooperation with robots using a remote-controlled robot, on-line share editing of 2D documents, co-manipulation of 3D items in XR.
IDEFIX
-
Title:
Intelligence artificielle pour le Désengagement des Erreurs de FIXation (Artificial Intelligence for Detecting Fixation Errors)
-
Funding:
ANR
-
Duration:
December 2024 - November 2029
-
Coordinator:
Nicolas Sabouret
-
Partners:
- LISN Laboratoire Interdisciplinaire des Sciences du Numérique - Université Paris-Saclay / CNRS
- IRBA - Direction Centrale du Service de Santé des Armées
- DTIS/ICNA Office National d'Etudes et de Recherches Aerospatiales (ONERA)
- LMF Laboratoire de Méhodes Formelles - Université Paris-Saclay
- HEUDIASYC - Université de Technologie de Compiègne
- Ecole de Chirurgie - Université Claude Bernard Lyon 1
-
Inria contact:
Wendy Mackay
-
Summary:
In critical real-world environments, professionals have to make provisional assessments of the situation based on partial and uncertain information. This context is favorable to fixation errors, i.e. not updating the assessment of a situation or persisting in an action plan that is no longer appropriate. These errors are a major cause of adverse events and accidents in healthcare and commercial aviation. The IDEFIX project aims to study how Artificial Intelligence and Virtual Reality can help professionals in critical situations, such as airline pilots and healthcare professionals, detect and develop strategies to mitigate such fixation errors (which regroup several types of erroneous diagnoses of the situation). To this aim, we will study the behavior of pilots and healthcare professionnals in simulated environments, build a formal model of the situation, develop a logic-based assistant that can identify possible fixation errors, and assess the impact of such a device on the operators' performance.
9.5 Regional initiatives
ATLAS
-
Title:
AI Teaching and Learning At Scale
-
Funding:
DATAIA Institute
-
Duration:
March 2025 - February 2029
-
Coordinators:
Nicolas Thiéry, Michel Beaudouin-Lafon
-
Partners:
- LISN - Université Paris-Saclay / CNRS
-
Inria contact:
Michel Beaudouin-Lafon
-
Summary:
Education faces a dual challenge with AI: on the one hand, how to teach AI and computational thinking at scale to train the experts, scientists and citizens that will shape our future; on the other hand, how to integrate AI into teaching and learning practices so that it empowers rather than threaten educators and deskill learners. This project brings researchers in Human-Centric Design and in adaptive learning together with practioners of teaching large computational classes and deploying tooling and infrastructure to explore this dual challenge and its many ramifications. The project will develop adaptive learning methods through learning analytics and reinforcement learning; student and teacher models and semantic knowledge graphs; use of large language models; collaboration, authoring and grading tools for teachers; environments for interactive learning. We will explore, test, deploy and evaluate methodologies, technologies and best practices, in particular toward scaling existing courses.
9.6 Public policy support
ACM Europe Technology Policy Committee
Participants: Michel Beaudouin-Lafon (chair).
The ACM Europe Technology Policy Committee promotes dialogue and the exchange of ideas on technology and computing policy issues with the European Commission and other governmental bodies in Europe, and the informatics and computing communities. The Committee engages in policy issues related to the importance of technology in boosting jobs, economic growth, competition, investment, research and development, education, inclusive social development, and innovation.
The Committee promotes sound public policy and public understanding of a broad range of issues at the intersection of technology and policy. Its policy statements reflect the expertise of ACM Europe Council professional members from the public and private sectors experienced in informatics, computer science, and other computing-related subjects. The Committee works with other ACM entities on publications, projects, and policies related to emergent cross-border issues, such as e-privacy, cybersecurity, cloud computing, big data, the Internet of Things, and internet governance.
10 Dissemination
10.1 Promoting scientific activities
10.1.1 Scientific events: organisation
Member of the organizing committees
- MUM 2025, 24th International Conference on Mobile and Ubiquitous Multimedia, Web Chair: Xiaohan Peng
- IEEE VR 2025, IEEE Conference on Virtual Reality and 3D User Interfaces, Publicity Chair: Alexandre Kabil
- TEI'25, Conference on Tangible and Embedded Interaction, Graduate Symposium co-chair: Wendy Mackay
- CIX'25, 9th Summer School on Computational Interaction, Co-Organizer: Theophanis Tsandilas
- CHAP2025, A Workshop on Creativity support for Hand-drawn Art Practices, Co-Organizers: Theophanis Tsandilas, Capucine Nghiem
- IHM/SP 2025, French Workshop on Human-Computer Interaction and Public Services at IHM 2025, Organizer: Camille Gobert
- jfXR 25, Journées Françaises de la Réalité Étendue, Organizing Co-Chair: Alexandre KABIL
10.1.2 Scientific events: selection
Chair of conference program committees
- ACM UIST 2025 Program Committee, ACM Symposium on User Interface Software and Technology: Program Co-Chair : Wendy Mackay
Member of the conference program committees
- ACM CHI 2026, ACM CHI Conference on Human Factors in Computing Systems: Theophanis Tsandilas
- ACM UIST 2025, ACM Symposium on User Interface Software and Technology: Michel Beaudouin-Lafon (also member of the Best Paper Awards committee)
- IEEE VIS 2025, IEEE Visualization and Visual Analytics Conference: Theophanis Tsandilas
- ACM IHM 2025, International Francophone Conference on Human-Computer Interaction: Theophanis Tsandilas
- Substrates 2025, Workshop on Software Substrates at <Programming> 2025: Camille Gobert
- Student research competition of <Programming> 2025, International Conference on the Art, Science, and Engineering of Programming: Camille Gobert
Reviewer
- ACM CHI 2026, ACM CHI Conference on Human Factors in Computing Systems: Michel Beaudouin-Lafon, Alexandre Kabil, Wendy Mackay, Capucine Nghiem, Xiaohan Peng
- ACM CHI 2025 Late Breaking Work, ACM CHI Conference on Human Factors in Computing Systems: Capucine Nghiem
- ACM UIST 2025, ACM Symposium on User Interface Software and Technology: Camille Gobert, Capucine Nghiem, Xiaohan Peng, Theophanis Tsandilas
- IEEE VIS 2025, IEEE Visualization and Visual Analytics Conference: Vincent Bonczak
- IEEE PacificVis 2025, IEEE Pacific Visualization Conference: Alexandre Kabil
- EuroVis 2025, Eurographics Conference on Visualization: Alexandre Kabil
- ACM C&C 2025, ACM Creativity and Cognition Conference: Xiaohan Peng, Capucine Nghiem
- ACM IHM 2025, International Francophone Conference on Human-Computer Interaction: Alexandre Kabil
10.1.3 Journal
Member of the editorial boards
- ACM Transactions on Computer-Human Interaction (TOCHI): Wendy Mackay, Michel Beaudouin-Lafon
- ACM Books: Michel Beaudouin-Lafon
- ACM TechBriefs: Michel Beaudouin-Lafon
Reviewer - reviewing activities
- Nature Scientific Reports: Theophanis Tsandilas
- Design Studies journal, Elsevier: Theophanis Tsandilas
- International Journal of Human-Computer Studies (IJHCS): Michel Beaudouin-Lafon
- Expert Systems With Applications (ESWA): Michel Beaudouin-Lafon
- Philosophies journal, MDPI: Camille Gobert
10.1.4 Invited talks
- Creativity support for hand-drawn art practices, 10 February 2025, Japan-France Animation Workshop, Paris, France: Wendy Mackay (moderator)
- Books are social spaces: Multiformat publishing with provenance in mind, presentation for the PILOT Day, February 2025, Inria, Nancy: Yann Trividic
- Human-Computer Partnerships, 6 March 2025, keynote at the France-Japan Symposium, Paris, France: Wendy Mackay
- From Turing to ChatGPT - The human role in our relationship with computers, keynote at the Tables Rondes de l'Arbois, 20 May 2025, Rabat (Maroc): Michel Beaudouin-Lafon
- Software Substrates, participation to the workshop in the context of <Programming> 2025, June 2025, Prague, Czechia: Yann Trividic
- Information Theorey Meets Human-Computer Interaction, 8 July 2025, Académie des Sciences, Paris: Michel Beaudouin-Lafon
- Les partenariats humain-machine : interagir avec l'intelligence artificielle, 7 October 2025, keynote at l'Académie Bourdon Creusot, Le Creusot, France: Wendy Mackay
- Projeter les langages informatiques pour une interaction protéiforme (Best Ph.D. thesis award presentation), IHM 2025, Toulouse, 6 November 2025: Camille Gobert
- Redefining our Relationship with Intelligent Systems, 25 November 2025, keynote at the HCAI Working group, Paris, France: Wendy Mackay
- Human-Computer Partnerships, 27 November 2025, keynote at the Japan International Symposium on AI Standards, Tokyo (by video): Wendy Mackay
10.1.5 Leadership within the scientific community
- PEPR eNSEMBLE on the Future of Digital Collaboration: Michel Beaudouin-Lafon (co-director), Wendy Mackay (co-chair of TRANSVERSE project)
- CONTINUUM National Research Infrastructure: Michel Beaudouin-Lafon (Scientic Director)
- Laboratoire Interdisciplinaire des Sciences du Numérique (LISN): Michel Beaudouin-Lafon (adjunct director)
- PEPR ICCARE on Cultural and Creative Industries: Michel Beaudouin-Lafon (co-chair of Publishing sector)
10.1.6 Scientific expertise
- Austrian Science Fund Panel: Wendy Mackay (member of scientific review panel)
- Insight Research Center, Univ. Bergen (Norway): Wendy Mackay (expert advisory panel member)
- SimTech, Univ. Stuttgart (Germany): Wendy Mackay (advisory board member)
- Télécom Paris: Michel Beaudouin-Lafon (member of the Research Committee)
- Persyval Labex (Grenoble): Michel Beaudouin-Lafon (member of the Scientific Advisory Board)
10.1.7 Research administration
- ACM Globalization Presidential Task Force: Michel Beaudouin-Lafon (member)
- ACM Europe Research Visibility Working Group: Michel Beaudouin-Lafon (member)
- Steering committee of PEPR ICCARE: Michel Beaudouin-Lafon (member)
- Referent "Données" for Inria Saclay: Theophanis Tsandilas
- Referent "École Doctorale STIC" and "Formation par la Recherche" for Inria Saclay: Theophanis Tsandilas
10.2 Teaching - Supervision - Juries - Educational and pedagogical outreach
10.2.1 Teaching
- Interaction & HCID Masters: Michel Beaudouin-Lafon, Fundamentals of Human-Computer Interaction, 21 hrs, M1/M2, Univ. Paris-Saclay
- Interaction & HCID Masters: Wendy Mackay, Design of Interactive Systems, 42 hrs, M1/M2, Univ. Paris-Saclay
- Interaction & HCID Masters: Wendy Mackay, Advanced Design of Interactive Systems, 21 hrs, M1/M2, Univ. Paris-Saclay
- Interaction & HCID Masters: Michel Beaudouin-Lafon, Wendy Mackay, Fundamentals of Situated Interaction, 21 hrs, M1/M2, Univ. Paris-Saclay
- Interaction & HCID Masters: Yann Trividic, Creative Design, 21h, M1/M2, Univ. Paris-Saclay
- Interaction & HCID Masters: Michel Beaudouin-Lafon, Groupware and Collaborative Interaction, 21 hrs, M1/M2, Univ. Paris-Saclay
- Licence Informatique: Michel Beaudouin-Lafon, Introduction to Human-Computer Interaction, 9h, second year, Univ. Paris-Saclay
- Master class on Generative Theories of Interaction, MIT, 10 Juliy 2024: Wendy Mackay and Michel Beaudouin-Lafon
- Winter course of PEPR eNSEMBLE: Wendy Mackay, Participatory Design, 20-22 January 2025
- Full-day course at the CHI'25 Conference: Wendy Mackay, Comparative Structured Observation
- L'Académie Bourdon Creusot (high-school students): Wendy Mackay, Les partenariats humain-machine : interagir avec l'intelligence artificielle, 7 October 2025
10.2.2 Supervision
PhD students
- PhD in progress: Emma-Jade De Moor, Interaction and Collaboration Paradigms for Graphic Design, since October 2025. Advisors: Michel Beaudouin-Lafon, Wendy Mackay
- PhD in progress: Carl Abou Saada Nujaim, emphApplication of Generative Theory to the Design of a Creativity Support Tool, since October 2025. Advisors: Wendy Mackay, Michel Beaudouin-Lafon
- PhD in progress: Sotirios Piliouras, Crafting 3D-rendered visual stories for narrative-driven communication, since October 2025. Advisor: Theophanis Tsandilas
- PhD in progress: Matthieu Savary, Framework de design des interactions tripartites du partenariat Soignants-Patients-Chercheurs, since October 2024. Advisors: Roland Cahen (ENSCI & ENS Paris-Saclay), Wendy Mackay, Michel Beaudouin-Lafon
- PhD in progress: Anastasiya Zakreuskaya, emphCollaborative Interaction with Medical Records, since March 2024. Advisors: Wendy Mackay, Ignacio Avellino (Sorbonne Université)
- PhD in progress: Xiaohan Peng, Designing Interactive Human Computer Drawing Experiences, since October 2023. Advisors: Wendy Mackay, Janin Koch
- PhD in progress: Yann Trividic, Chaînes éditoriales collaboratives single-source pour le creative coding, since October 2023. Advisors: Michel Beaudouin-Lafon, Wendy Mackay
- PhD in progress: Vincent Bonczak, Expressive Languages for Creative Visualization Sketching, since October 2023. Advisor: Theophanis Tsandilas
- PhD in progress: Lea Paymal, Design de qualités expérientielles alternatives et non utilitaires pour les technologies de la maison intelligente, since September 2023. Advisor: Sarah Fdili Alaoui
- PhD in progress: Léo Chedin, La documentation et à la transmission de la danse d'une perspective à la première personne, since September 2023. Advisors: Sarah Fdili Alaoui and Baptiste Caramiaux
- PhD defended on 19 December 2025: Eya Ben Chaaben, Rethinking ML Model Selection Using Sustainable HCI, since November 2022. Advisors: Wendy Mackay, Janin Koch
- PhD defended on 24 September 2025: Romane Dubus, Reexamining automation surprise: a design-driven investigation of flaws, since October 2022. Advisors: Wendy Mackay and Anke Brock
- PhD defended on 2 July 2025: Capucine Nghiem, Beyond the Static Sketch: Augmenting Designers' Visual Vocabulary for Teaching and Presentation, since October 2021. Advisors: Theophanis Tsandilas and Adrien Bousseau (Inria Sophia-Antipolis)
- PhD defended on 26 March 2025: Tove Grimstad Bang. Designing in Conversation With Dance and Movement Practice Using First-Person Methods, since September 2021. Advisor: Sarah Fdili Alaoui
- PhD defended on 16 April 2025: Anna Offenwanger, Sketch-based Support for Expressive Personal Visualization, since October 2021. Advisors: Theophanis Tsandilas and Fanny Chevalier (University of Toronto)
Master Students
- Carl Abou Saada Nujaim, advisors Wendy Mackay and Michel Beaudouin-Lafon: Substrates Toolkit for Video Prototyping
- Yash Bhartia, advisor Wendy Mackay: emphDesign and development of interface prototypes for creating and editing storyboards with alternatives in the VideoClipper app
- Emma-Jade de Moor, advisors Wendy Mackay and Michel Beaudouin-Lafon: Prototyping an editing tool for graphic designers to layout various formats
- Debanjana Haldar, advisor Wendy Mackay: Designer-led interaction with AI
- Victoria Myot, advisor Wendy Mackay: Design and development of a new version of VideoClipper, a video capture and editing tool
- Smriti Panda, advisor Michel Beaudouin-Lafon: Leveraging adaptive machine translation to assist collaborative authoring and maintenance of large multilingual computational scientific narratives
- Oscar Pillu, advisor Michel Beaudouin-Lafon: Management of digital resources on large interactive displays
10.2.3 Juries
- Evaluation committee of École Doctorale STIC, Université Paris-Saclay: Theophanis Tsandilas (member)
- PEPR eNSEMBLE PhD committee: Wendy Mackay, Michel Beaudouin-Lafon (members)
- Selection committee for a professor position, Univ. Lorraine: Wendy Mackay (member)
- Habilitation committee of Samuel Huron, Télécom Paris, 2 December 2025 : Wendy Mackay (president)
- PhD committee of Celia Kessassi, Univ. Nantes, 3 February 2025: Wendy Mackay (member)
10.2.4 Educational and pedagogical outreach
- Design pedagogy through open, cooperative, and transdisciplinary documentary research in project-based workshops 32, Pedagogical experimentation with a cooperative and transdisciplinary documentary research phase at the heart of a semester-long design project workshop at ENSCi Les Ateliers: Matthieu Savary
10.3 Popularization
10.3.1 Productions (articles, videos, podcasts, serious games, ...)
- L'IHM : réussir le mélange des mondes physique et informatique, article dans Interstices 48, 31 January 2025: Wendy Mackay
- Les nouveaux visages de l'Académie des Sciences, video interview, April 2025: Michel Beaudouin-Lafon
- L'interaction humain-machine, des années 1960 à l'intelligence artificielle, itinéraire d'un pionnier, interview in the Blog Binaire also published in The Conversation, May 2025: Michel Beaudouin-Lafon
- Les nouvelles interfaces à l'épreuve du réel, interview for 01.Net, 14-27 May 2025: Michel Beaudouin-Lafon, Wendy Mackay
- L'algorithme ne suffit pas, c'est l'interaction qui fait le succès d'un outil, interview in l'Usine Nouvelle, 23 September 2025: Wendy Mackay
- Generative AI's environmental impact explained, interview for TechTarget, October 2025: Michel Beaudouin-Lafon
10.3.2 Participation in Live events
- Sommet mondial sur l'IA à Paris : "L'IA n'est ni intelligente ni artificielle", 10 February 2025, live TV Interview on France24: Wendy Mackay
- Déborder Bolloré: against fascism, mutualisation!, roundtable about coordination in the project Déborder Bolloré, Festival Plancheur·euses, May 2025, Césure, Paris: Yann Trividic
- Histoire de l'IHM en France, keynote for the opening of GdR IHM, July 2025, Lyon: Michel Beaudouin-Lafon, Laurence Nigay,
- IA et littérature : entre fantasme et réalité, PEPR ICCARE “acceleration day”, 5 September 2025, Paris: Michel Beaudouin-Lafon (session chair of a panel “Transparence et responsabilité dans l'édition au temps de l'IA” 40 and a workshop “Qui crée l'IA : l'IA ou le rédacteur du prompt?” 41)
- Le libre dans l'édition, public conversation Timothée Goguely, November 2025, Syndicat Potentiel, Strasbourg: Yann Trividic
- Déborder Bolloré, quand l'édition indépendante s'organise, conference with Quentin Juhel, November 2025, Haute école des Arts du Rhin, Strasbourg: Yann Trividic
10.3.3 Others science outreach relevant activities
- Ethics Committee joint between Académie des Sciences and Académie des Sciences Morales et Politiques: Michel Beaudouin-Lafon (member)
- Award committees of Académie des Sciences: Michel Beaudouin-Lafon (member)
11 Scientific production
11.1 Major publications
- 1 inproceedingsExpressive Keyboards: Enriching Gesture-Typing on Mobile Devices.Proceedings of the 29th ACM Symposium on User Interface Software and Technology (UIST 2016)ACMTokyo, JapanACMOctober 2016, 583 - 593HALDOI
- 2 inproceedingsCamRay: Camera Arrays Support Remote Collaboration on Wall-Sized Displays.Proceedings of the CHI Conference on Human Factors in Computing Systems CHI '17Denver, United StatesACMMay 2017, 6718 - 6729HALDOI
- 3 articleGenerative Theories of Interaction.ACM Transactions on Computer-Human Interaction286November 2021, Article 45, 54 pagesHALDOI
- 4 inproceedingsBeyond Snapping: Persistent, Tweakable Alignment and Distribution with StickyLines.UIST '16 Proceedings of the 29th Annual Symposium on User Interface Software and TechnologyProceedings of the 29th Annual Symposium on User Interface Software and TechnologyTokyo, JapanOctober 2016HALDOI
- 5 inproceedingsTouchstone2: An Interactive Environment for Exploring Trade-offs in HCI Experiment Design.CHI 2019 - The ACM CHI Conference on Human Factors in Computing SystemsProceedings of the 2019 CHI Conference on Human Factors in Computing Systems217ACMGlasgow, United KingdomACMMay 2019, 1--11HAL
- 6 inproceedingsCO/DA: Live-Coding Movement-Sound Interactions for Dance Improvisation.Proceedings of the 2022 CHI Conference on Human Factors in Computing SystemsCHI '22 - Conference on Human Factors in Computing Systems482New Orleans, LA, United StatesACMApril 2022, 1-13HALDOI
- 7 articleImageSense: An Intelligent Collaborative Ideation Tool to Support Diverse Human-Computer Partnerships.Proceedings of the ACM on Human-Computer Interaction 4CSCW1May 2020, 1-27HALDOI
- 8 inproceedingsBIGnav: Bayesian Information Gain for Guiding Multiscale Navigation.ACM CHI 2017 - International conference of Human-Computer InteractionDenver, United StatesMay 2017, 5869-5880HALDOI
- 9 inproceedingsInteraction Substrates: Combining Power and Simplicity in Interactive Systems.CHI '25: Proceedings of the 2025 CHI Conference on Human Factors in Computing SystemsCHI 2025 - CHI Conference on Human Factors in Computing Systems687Yokohama, JapanApril 2025, 1-16HALDOI
- 10 articleShapeGuide: Shape-Based 3D Interaction for Parameter Modification of Native CAD Data.Frontiers in Robotics and AI5November 2018HALDOI
- 11 inproceedingsArticulating Experience: Reflections from Experts Applying Micro-Phenomenology to Design Research in HCI.CHI '20 - CHI Conference on Human Factors in Computing SystemsHonolulu HI USA, United StatesACMApril 2020, 1-14HALDOI
- 12 inproceedingsExploring Technical Reasoning in Digital Tool Use.CHI 2022 - ACM Conference on Human Factors in Computing SystemsNew Orleans, LA, United StatesApril 2022, 1-17HALDOI
- 13 inproceedingsDeep Learning Uncertainty in Machine Teaching.IUI 2022 - 27th Annual Conference on Intelligent User InterfacesHelsinki / Virtual, FinlandFebruary 2022HALDOI
- 14 inproceedingsGesture Elicitation as a Computational Optimization Problem.ACM Conference on Human Factors in Computing Systems (CHI ’22)New Orleans, United StatesApril 2022HALDOI
- 15 articleFallacies of Agreement: A Critical Review of Consensus Assessment Methods for Gesture Elicitation.ACM Transactions on Computer-Human Interaction253June 2018, 1-49HALDOI
- 16 articleStructGraphics: Flexible Visualization Design through Data-Agnostic and Reusable Graphical Structures.IEEE Transactions on Visualization and Computer Graphics272October 2020, 315-325HAL
- 17 inproceedingsStretchis: Fabricating Highly Stretchable User Interfaces.ACM Symposium on User Interface Software and Technology (UIST)Tokyo, JapanOctober 2016, 697-704HALDOI
11.2 Publications of the year
International journals
International peer-reviewed conferences
Conferences without proceedings
Scientific book chapters
Edition (books, proceedings, special issue of a journal)
Doctoral dissertations and habilitation theses
Other scientific publications
Scientific popularization
11.3 Cited publications
- 50 articleGenerative Theories of Interaction.ACM Transactions on Computer-Human Interaction286November 2021HALDOIback to textback to text
- 51 inproceedingsInstrumental Interaction: An Interaction Model for Designing post-WIMP User Interfaces.Proceedings of the SIGCHI Conference on Human Factors in Computing SystemsCHI '00New York, NY, USAThe Hague, The NetherlandsACM2000, 446--453URL: http://doi.acm.org/10.1145/332040.332473DOIback to text
- 52 inproceedingsReification, Polymorphism and Reuse: Three Principles for Designing Visual Interfaces.Proceedings of the Working Conference on Advanced Visual InterfacesAVI ’00New York, NY, USAPalermo, ItalyACM2000, 102–109URL: https://doi.org/10.1145/345513.345267DOIback to text
- 53 phdthesisProjecting Computer Languages for a Protean Interaction.Université Paris-SaclayMarch 2024HALback to text