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EX-SITU - 2025

2025Activity reportProject-Team​​​‌EX-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​​​‌.

Figure 1

User in front​ of the 5m50 x​‌ 1m80, 75-screen WILDER platform.​​

Figure 1: The​​​‌ 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

Project on‌​‌ ANR website

  • 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

Project on CORDIS‌ website

  • 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​

Project on CORDIS website​‌

  • 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

Project on CORDIS website‌​‌

  • 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

Project on PEPR‌​‌ website

  • 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 inproceedings‌​‌J.Jessalyn Alvina,​​ J.Joseph Malloch and​​​‌ W.Wendy Mackay.‌ Expressive 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 inproceedings‌​‌I.Ignacio Avellino,​​ C.Cédric Fleury,​​​‌ W.Wendy Mackay and‌ M.Michel Beaudouin-Lafon.‌​‌ CamRay: 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​​ articleM.Michel Beaudouin-Lafon​​​‌, S.Susanne Bødker‌ and W.Wendy Mackay‌​‌. Generative Theories of​​ Interaction.ACM Transactions​​​‌ on Computer-Human Interaction28‌6November 2021,‌​‌ Article 45, 54 pages​​HALDOI
  • 4 inproceedings​​​‌M. C.Marianela Ciolfi‌ Ciolfi Felice, N.‌​‌Nolwenn Maudet, W.​​Wendy Mackay and M.​​​‌Michel Beaudouin-Lafon. Beyond‌ 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 2016HAL​​DOI
  • 5 inproceedingsA.​​​‌Alexander Eiselmayer, C.‌Chat Wacharamanotham, M.‌​‌Michel Beaudouin-Lafon and W.​​Wendy Mackay. Touchstone2:​​​‌ An Interactive Environment for‌ Exploring Trade-offs in HCI‌​‌ Experiment Design.CHI​​ 2019 - The ACM​​​‌ CHI Conference on Human‌ Factors in Computing Systems‌​‌Proceedings of the 2019​​ CHI Conference on Human​​​‌ Factors in Computing Systems‌217ACMGlasgow, United‌​‌ KingdomACMMay 2019​​, 1--11HAL
  • 6​​​‌ inproceedingsJ.Jules Françoise‌, S.Sarah Fdili‌​‌ Alaoui and Y.Yves​​ Candau. CO/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 Systems​​482New Orleans, LA,​​​‌ United StatesACMApril‌ 2022, 1-13HAL‌​‌DOI
  • 7 articleJ.​​Janin Koch, N.​​​‌Nicolas Taffin, M.‌Michel Beaudouin-Lafon, M.‌​‌Markku Laine, A.​​Andrés Lucero and W.​​​‌Wendy Mackay. ImageSense:‌ An Intelligent Collaborative Ideation‌​‌ Tool to Support Diverse​​ Human-Computer Partnerships.Proceedings​​​‌ of the ACM on‌ Human-Computer Interaction 4CSCW1‌​‌May 2020, 1-27​​HALDOI
  • 8 inproceedings​​​‌W.Wanyu Liu,‌ R.Rafael Lucas D'Oliveira‌​‌, M.Michel Beaudouin-Lafon​​ and O.Olivier Rioul​​​‌. BIGnav: Bayesian Information‌ Gain for Guiding Multiscale‌​‌ Navigation.ACM CHI​​​‌ 2017 - International conference​ of Human-Computer InteractionDenver,​‌ United StatesMay 2017​​, 5869-5880HALDOI​​​‌
  • 9 inproceedingsW. E.​Wendy E. Mackay and​‌ M.Michel Beaudouin-Lafon.​​ Interaction Substrates: Combining Power​​​‌ and Simplicity in Interactive​ Systems.CHI '25:​‌ Proceedings of the 2025​​ CHI Conference on Human​​​‌ Factors in Computing Systems​CHI 2025 - CHI​‌ Conference on Human Factors​​ in Computing Systems687​​​‌Yokohama, JapanApril 2025​, 1-16HALDOI​‌
  • 10 articleY.Yujiro​​ Okuya, N.Nicolas​​​‌ Ladeveze, C.Cédric​ Fleury and P.Patrick​‌ Bourdot. ShapeGuide: Shape-Based​​ 3D Interaction for Parameter​​​‌ Modification of Native CAD​ Data.Frontiers in​‌ Robotics and AI5​​November 2018HALDOI​​​‌
  • 11 inproceedingsM.Mirjana​ Prpa, S.Sarah​‌ Fdili-Alaoui, T.Thecla​​ Schiphorst and P.Philippe​​​‌ Pasquier. Articulating 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 StatesACM​​​‌April 2020, 1-14​HALDOI
  • 12 inproceedings​‌M.Miguel Renom,​​ B.Baptiste Caramiaux and​​​‌ M.Michel Beaudouin-Lafon.​ Exploring Technical Reasoning in​‌ Digital Tool Use.​​CHI 2022 - ACM​​​‌ Conference on Human Factors​ in Computing SystemsNew​‌ Orleans, LA, United States​​April 2022, 1-17​​​‌HALDOI
  • 13 inproceedings​T.Téo Sanchez,​‌ B.Baptiste Caramiaux,​​ P.Pierre Thiel and​​​‌ W. E.Wendy E.​ Mackay. Deep Learning​‌ Uncertainty in Machine Teaching​​.IUI 2022 -​​​‌ 27th Annual Conference on​ Intelligent User InterfacesHelsinki​‌ / Virtual, FinlandFebruary​​ 2022HALDOI
  • 14​​​‌ inproceedingsT.Theophanis Tsandilas​ and P.Pierre Dragicevic​‌. Gesture Elicitation as​​ a Computational Optimization Problem​​​‌.ACM Conference on​ Human Factors in Computing​‌ Systems (CHI ’22)New​​ Orleans, United StatesApril​​​‌ 2022HALDOI
  • 15​ articleT.Theophanis Tsandilas​‌. Fallacies of Agreement:​​ A Critical Review of​​​‌ Consensus Assessment Methods for​ Gesture Elicitation.ACM​‌ Transactions on Computer-Human Interaction​​253June 2018​​​‌, 1-49HALDOI​
  • 16 articleT.Theophanis​‌ Tsandilas. StructGraphics: Flexible​​ Visualization Design through Data-Agnostic​​​‌ and Reusable Graphical Structures​.IEEE Transactions on​‌ Visualization and Computer Graphics​​272October 2020​​​‌, 315-325HAL
  • 17​ inproceedingsM.Michael Wessely​‌, T.Theophanis Tsandilas​​ and W.Wendy Mackay​​​‌. Stretchis: Fabricating Highly​ Stretchable User Interfaces.​‌ACM Symposium on User​​ Interface Software and Technology​​​‌ (UIST)Tokyo, JapanOctober​ 2016, 697-704HAL​‌DOI

11.2 Publications of​​ the year

International journals​​​‌

International peer-reviewed conferences

Conferences without proceedings​

  • 32 inproceedingsM.Matthieu​‌ Savary and R.Roland​​ Cahen. Design pedagogy​​​‌ through open, cooperative, and​ transdisciplinary documentary research in​‌ project-based workshops: Pedagogical experimentation​​ with a cooperative and​​​‌ transdisciplinary documentary research phase​ at the heart of​‌ a semester-long design project​​ workshop at ENSCi Les​​​‌ Ateliers..AD•REC 2025​ - Conférence Art Design​‌ Recherche : Faire, encore​​Saint-Étienne, FranceMay 2025​​​‌HALback to text​back to text

Scientific​‌ book chapters

Edition (books,​​ proceedings, special issue of​​​‌ a journal)

  • 34 proceedings​Cerizine.Colloque Les​‌ chemins créatifs de la​​ critique : littérature, création,​​​‌ action !Cerisy-la-Salle, France​July 2025HAL

Doctoral​‌ dissertations and habilitation theses​​

Other scientific publications​

Scientific​​ popularization

11.3 Cited‌ publications

  • 50 articleM.‌​‌Michel Beaudouin-Lafon, S.​​Susanne Bødker and W.​​​‌Wendy Mackay. Generative‌ Theories of Interaction.‌​‌ACM Transactions on Computer-Human​​ Interaction286November​​​‌ 2021HALDOIback‌ to textback to‌​‌ text
  • 51 inproceedingsM.​​Michel Beaudouin-Lafon. Instrumental​​​‌ 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 NetherlandsACM​​​‌2000, 446--453URL:‌ http://doi.acm.org/10.1145/332040.332473DOIback to‌​‌ text
  • 52 inproceedingsM.​​Michel Beaudouin-Lafon and W.​​​‌ E.Wendy E. Mackay‌. Reification, 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/10.1145/345513.345267DOI‌​‌back to text
  • 53​​ phdthesisC.Camille Gobert​​​‌. Projecting Computer Languages‌ for a Protean Interaction‌​‌.Université Paris-SaclayMarch​​ 2024HALback to​​​‌ text