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LOKI - 2025

2025Activity​​​‌ reportProject-TeamLOKI

RNSR:​ 201822657D
  • Research center Inria​‌ Centre at the University​​ of Lille
  • In partnership​​​‌ with:Université de Lille​
  • Team name: Technology &​‌ Knowledge for Interaction
  • In​​ collaboration with:Centre de​​​‌ Recherche en Informatique, Signal​ et Automatique de Lille​‌

Creation of the Project-Team:​​ 2019 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​​
  • A5.1.3. Haptic interfaces
  • A5.1.5.​​​‌ Body-based interfaces
  • A5.1.8. 3D​ User Interfaces
  • A5.1.9. User​‌ and perceptual studies
  • A5.2.​​ Data visualization
  • A5.6.1. Virtual​​​‌ reality
  • A5.6.2. Augmented reality​
  • A5.6.4. Multisensory feedback and​‌ interfaces
  • A5.7.2. Music
  • A9.2.​​ Machine learning
  • A9.6. Decision​​​‌ support

Other Research Topics​ and Application Domains

  • B2.5.1.​‌ Sensorimotor disabilities
  • B6.1.1. Software​​ engineering
  • B9.2. Art
  • B9.2.1.​​​‌ Music, sound
  • B9.5.1. Computer​ science
  • B9.5.6. Data science​‌
  • B9.6.10. Digital humanities

1​​ Team members, visitors, external​​​‌ collaborators

Research Scientists

  • Bruno​ Fruchard [INRIA,​‌ ISFP]
  • Janin Koch​​ [INRIA, ISFP​​​‌]
  • Sylvain Malacria [​INRIA, Researcher,​‌ HDR]
  • Mathieu Nancel​​ [INRIA, Researcher​​​‌]

Faculty Members

  • Géry​ Casiez [Team leader​‌, UNIV LILLE,​​ Professor, HDR]​​​‌
  • Thomas Pietrzak [UNIV​ LILLE, Professor,​‌ HDR]
  • Damien Pollet​​ [UNIV LILLE,​​​‌ Associate Professor]

Post-Doctoral​ Fellow

  • Ludwig Wall [​‌INRIA, Post-Doctoral Fellow​​, from Nov 2025​​​‌]

PhD Students

  • Tao​ Beaufils [INRIA,​‌ from Oct 2025]​​
  • Ramakrishnan Kumaravelu [INRIA​​​‌, from Oct 2025​]
  • Suliac Lavenant [​‌INRIA]
  • Xiaohan Liao​​ [INRIA, from​​ Nov 2025]
  • Alice​​​‌ Loizeau [UNIV LILLE‌, until Oct 2025‌​‌]
  • Omid Niroomandi [​​INRIA]
  • Antoine Nollet​​​‌ [UNIV LILLE]‌
  • Raphael Perraud [INRIA‌​‌]
  • Travis West [​​UNIV MCGILL, until​​​‌ Jan 2025]
  • Kaiwen‌ Zhou [UNIV LILLE‌​‌, from Oct 2025​​]

Interns and Apprentices​​​‌

  • Thomas Boudot [UNIV‌ LILLE, Intern,‌​‌ from Jul 2025 until​​ Aug 2025]
  • Tommaso​​​‌ Ceccherini [INRIA,‌ Intern, from Mar‌​‌ 2025 until Jun 2025​​]
  • Xinyi Chen [​​​‌INRIA, Intern,‌ from May 2025 until‌​‌ Aug 2025]
  • Ang​​ Li [UNIV LILLE​​​‌, Intern, until‌ Jan 2025]
  • Danaelle‌​‌ Preville [UNIV LILLE​​, Intern, from​​​‌ Mar 2025 until Aug‌ 2025]
  • Lena Sagon‌​‌ [INRIA, Apprentice​​, from Oct 2025​​​‌]
  • Lena Sagon [‌INRIA, Intern,‌​‌ from Apr 2025 until​​ Jul 2025]
  • Clara​​​‌ Wieme [UNIV LILLE‌, Intern, from‌​‌ Apr 2025 until Aug​​ 2025]

Administrative Assistants​​​‌

  • Aurore Dalle [INRIA‌, from Jun 2025‌​‌]
  • Lucile Leclercq [​​INRIA, until Jan​​​‌ 2025]
  • Amélie Supervielle‌ [INRIA, from‌​‌ Feb 2025 until May​​ 2025]

Visiting Scientists​​​‌

  • Ravin Balakrishnan [UNIV‌ TORONTO, until Jun‌​‌ 2025]
  • Ethan Eddy​​ [UNIV NEW BRUNSWICK​​​‌, from Apr 2025‌ until Jun 2025]‌​‌
  • Carl Gutwin [UNIV​​ SASKATCHEWAN, from Dec​​​‌ 2025]

2 Overall‌ objectives

Human-Computer Interaction (HCI)‌​‌ is a constantly moving​​ field 47. Changes​​​‌ in computing technologies extend‌ their possible uses, and‌​‌ modify the conditions of​​ existing uses. People also​​​‌ adapt to new technologies‌ and adjust them to‌​‌ their own needs 56​​. New problems and​​​‌ opportunities thus regularly arise‌ and must be addressed‌​‌ from the perspectives of​​ both the user and​​​‌ the machine, to understand‌ and account for the‌​‌ tight coupling between human​​ factors and interactive technologies.​​​‌ Our vision is to‌ connect these two elements:‌​‌ Knowledge & Technology for​​ Interaction.

2.1 Knowledge​​​‌ for Interaction

In the‌ early 1960s, when computers‌​‌ were scarce, expensive, bulky,​​ and formal-scheduled machines used​​​‌ for automatic computations, Engelbart‌ saw their potential as‌​‌ personal interactive resources. He​​ saw them as tools​​​‌ we would purposefully use‌ to carry out particular‌​‌ tasks and that would​​ empower people by supporting​​​‌ intelligent use 43.‌ Others at the same‌​‌ time were seeing computers​​ differently, as partners,​​​‌ intelligent entities to whom‌ we would delegate tasks.‌​‌ These two visions still​​ constitute the roots of​​​‌ today's predominant HCI paradigms,‌ use and delegation.‌​‌ In the delegation approach,​​ a lot of effort​​​‌ has been made to‌ support oral, written and‌​‌ non-verbal forms of human-computer​​ communication, and to analyze​​​‌ and predict human behavior.‌ But the inconsistency and‌​‌ ambiguity of human beings,​​ and the variety and​​​‌ complexity of contexts, make‌ these tasks very difficult‌​‌ 65 and the machine​​ is thus the center​​​‌ of interest.

2.1.1 Computers‌ as tools

The focus‌​‌ of Loki is not​​​‌ on what machines can​ understand or do by​‌ themselves, but on what​​ people can do with​​​‌ them. We do not​ reject the delegation paradigm​‌ but clearly favor the​​ one of tool use,​​​‌ aiming for systems that​ support intelligent use rather​‌ than for intelligent systems.​​ And as the frontier​​​‌ is getting thinner, one​ of our goals is​‌ to better understand what​​ makes an interactive system​​​‌ perceived as a tool​ or as a partner,​‌ and how the two​​ paradigms can be combined​​​‌ for the best benefit​ of the user.

2.1.2​‌ Empowering tools

The ability​​ provided by interactive tools​​​‌ to create and control​ complex transformations in real-time​‌ can support intellectual and​​ creative processes in unusual​​​‌ but powerful ways. But​ mastering powerful tools is​‌ not simple and immediate,​​ it requires learning and​​​‌ practice. Our research in​ HCI should not just​‌ focus on novice or​​ highly proficient users, it​​​‌ should also care about​ intermediate ones willing to​‌ devote time and effort​​ to develop new skills,​​​‌ be it for work​ or leisure.

2.1.3 Transparent​‌ tools

Technology is most​​ empowering when it is​​​‌ transparent: invisible in effect,​ it does not get​‌ in your way but​​ lets you focus on​​​‌ the task. Heidegger characterized​ this unobtruded relation to​‌ things with the term​​ zuhanden (ready-to-hand).​​​‌ Transparency of interaction is​ not best achieved with​‌ tools mimicking human capabilities,​​ but with tools taking​​​‌ full advantage of them​ given the context and​‌ task. For instance, the​​ transparency of driving a​​​‌ car “is not​ achieved by having a​‌ car communicate like a​​ person, but by providing​​​‌ the right coupling between​ the driver and action​‌ in the relevant domain​​ (motion down the road)​​​‌” 72. Our​ actions towards the digital​‌ world need to be​​ digitized and we must​​​‌ receive proper feedback in​ return. But input and​‌ output technologies pose somewhat​​ inevitable constraints while the​​​‌ number, diversity, and dynamicity​ of digital objects call​‌ for more and more​​ sophisticated perception-action couplings for​​​‌ increasingly complex tasks. We​ want to study the​‌ means currently available for​​ perception and action in​​​‌ the digital world: Do​ they leverage our perceptual​‌ and control skills? Do​​ they support the right​​​‌ level of coupling for​ transparent use? Can we​‌ improve them or design​​ more suitable ones?

2.2​​​‌ Technology for Interaction

Studying​ the interactive phenomena described​‌ above is one of​​ the pillars of HCI​​​‌ research, in order to​ understand, model and ultimately​‌ improve them. Yet, we​​ have to make those​​​‌ phenomena happen, to make​ them possible and reproducible,​‌ be it for further​​ research or for their​​​‌ diffusion 46. However,​ because of the high​‌ viscosity and the lack​​ of openness of actual​​​‌ systems, this requires considerable​ efforts in designing, engineering,​‌ implementing and hacking hardware​​ and software interactive artifacts.​​​‌ This is what we​ call “The Iceberg​‌ of HCI Research”,​​ of which the hidden​​​‌ part supports the design​ and study of new​‌ artifacts, but also informs​​ their creation process.

2.2.1​​ “Designeering Interaction”

Both parts​​​‌ of this iceberg are‌ strongly influencing each other:‌​‌ The design of interaction​​ techniques (the visible top)​​​‌ informs on the capabilities‌ and limitations of the‌​‌ platform and the software​​ being used (the hidden​​​‌ bottom), giving insights into‌ what could be done‌​‌ to improve them. On​​ the other hand, new​​​‌ architectures and software tools‌ open the way to‌​‌ new designs, by giving​​ the necessary bricks to​​​‌ build with 49.‌ These bricks define the‌​‌ adjacent possible of interactive​​ technology, the set of​​​‌ what could be designed‌ by assembling the parts‌​‌ in new ways. Exploring​​ ideas that lie outside​​​‌ of the adjacent possible‌ require the necessary technological‌​‌ evolutions to be addressed​​ first. This is a​​​‌ slow and gradual but‌ uncertain process, which helps‌​‌ to explore and fill​​ a number of gaps​​​‌ in our research field‌ but can also lead‌​‌ to deadlocks. We want​​ to better understand and​​​‌ master this process—i. e.,‌ analyzing the adjacent possible‌​‌ of HCI technology and​​ methods—and introduce tools to​​​‌ support and extend it.‌ This could help to‌​‌ make technology better suited​​ to the exploration of​​​‌ the fundamentals of interaction,‌ and to their integration‌​‌ into real systems, a​​ way to ultimately improve​​​‌ interactive systems to be‌ empowering tools.

2.2.2 Computers‌​‌ vs Interactive Systems

In​​ fact, today's interactive systems—e.​​​‌ g., desktop computers, mobile‌ devices— share very similar‌​‌ layered architectures inherited from​​ the first personal computers​​​‌ of the 1970s. This‌ abstraction of resources provides‌​‌ developers with standard components​​ (UI widgets) and high-level​​​‌ input events (mouse and‌ keyboard) that obviously ease‌​‌ the development of common​​ user interfaces for predictable​​​‌ and well-defined tasks and‌ users' behaviors. But it‌​‌ does not favor the​​ implementation of non-standard interaction​​​‌ techniques that could be‌ better adapted to more‌​‌ particular contexts, to expressive​​ and creative uses. Those​​​‌ often require to go‌ deeper into the system‌​‌ layers, and to hack​​ them until getting access​​​‌ to the required functionalities‌ and/or data, which implies‌​‌ switching between programming paradigms​​ and/or languages.

And these​​​‌ limitations are even more‌ pervading as interactive systems‌​‌ have changed deeply in​​ the last 20 years.​​​‌ They are no longer‌ limited to a simple‌​‌ desktop or laptop computer​​ with a display, a​​​‌ keyboard and a mouse.‌ They are becoming more‌​‌ and more distributed and​​ pervasive (e. g., mobile​​​‌ devices, Internet of Things).‌ They are changing dynamically‌​‌ with recombinations of hardware​​ and software (e. g.,​​​‌ transition between multiple devices,‌ modular interactive platforms for‌​‌ collaborative use). Systems are​​ moving “out of the​​​‌ box” with Augmented Reality,‌ and users are going‌​‌ “ inside of the​​ box” with Virtual Reality.​​​‌ This is obviously raising‌ new challenges in terms‌​‌ of human factors, usability​​ and design, but it​​​‌ also deeply questions actual‌ architectures.

2.2.3 The Interaction‌​‌ Machine

We believe that​​ promoting digital devices to​​​‌ empowering tools requires better‌ fundamental knowledge about interaction‌​‌ phenomena AND to revisit​​ the architecture of interactive​​​‌ systems in order to‌ support this knowledge. By‌​‌ following a comprehensive systems​​​‌ approach—encompassing human factors, hardware​ elements, and all software​‌ layers above—we want to​​ define the founding principles​​​‌ of an Interaction Machine​:

  • a set of​‌ hardware and software requirements​​ with associated specifications for​​​‌ interactive systems to be​ tailored to interaction by​‌ leveraging human skills;
  • one​​ or several implementations to​​​‌ demonstrate and validate the​ concept and the specifications​‌ in multiple contexts;
  • guidelines​​ and tools for designing​​​‌ and implementing interactive systems,​ based on these specifications​‌ and implementations.

To reach​​ this goal, we will​​​‌ adopt an opportunistic and​ iterative strategy guided by​‌ the designeering approach, where​​ the engineering aspect will​​​‌ be fueled by the​ interaction design and study​‌ aspect. We will address​​ several fundamental problems of​​​‌ interaction related to our​ vision of “empowering tools”,​‌ which, in combination with​​ state-of-the-art solutions, will instruct​​​‌ us on the requirements​ for the solutions to​‌ be supported in an​​ interactive system. This consists​​​‌ in reifying the concept​ of the Interaction Machine​‌ into multiple contexts and​​ for multiple problems, before​​​‌ converging towards a more​ unified definition of “what​‌ is an interactive system”,​​ the ultimate Interaction Machine,​​​‌ which constitutes the main​ scientific and engineering challenge​‌ of our project.

3​​ Research program

Interaction is​​​‌ by nature a dynamic​ phenomenon that takes place​‌ between interactive systems and​​ their users. Redesigning interactive​​​‌ systems to better account​ for interaction requires fine​‌ understanding of these dynamics​​ from the user side​​​‌ so as to better​ handle them from the​‌ system side. In fact,​​ layers of actual interactive​​​‌ systems abstract hardware and​ system resources from a​‌ system and programing perspective.​​ Following our Interaction Machine​​​‌ concept, we are reconsidering​ these architectures from the​‌ user's perspective, through different​​ levels of dynamics of​​​‌ interaction (see Figure 1​).

Figure 1

Represents the 3​‌ levels of dynamics of​​ interaction that we consider​​​‌ in our research program.​

Figure 1: Levels​‌ of dynamics of interaction​​

Considering phenomena that occur​​​‌ at each of these​ levels as well as​‌ their relationships will help​​ us to acquire the​​​‌ necessary knowledge (Empowering Tools)​ and technological bricks (Interaction​‌ Machine) to reconcile the​​ way interactive systems are​​​‌ designed and engineered with​ human abilities. Although our​‌ strategy is to investigate​​ issues and address challenges​​​‌ for all of the​ three levels, our immediate​‌ priority is to focus​​ on micro-dynamics since it​​​‌ concerns very fundamental knowledge​ about interaction and relates​‌ to very low-level parts​​ of interactive systems, which​​​‌ is likely to influence​ our future research and​‌ developments at the other​​ levels.

3.1 Micro-Dynamics

Micro-dynamics​​​‌ involve low-level phenomena and​ human abilities which are​‌ related to short time/instantness​​ and to perception-action coupling​​​‌ in interaction, when the​ user has almost no​‌ control or consciousness of​​ the action once it​​​‌ has been started. From​ a system perspective, it​‌ has implications mostly on​​ input and output (I/O)​​​‌ management.

3.1.1 Transfer functions​ design and latency management​‌

We have developed a​​ recognized expertise in the​​​‌ characterization and the design​ of transfer functions 40​‌, 63, i.​​ e., the algorithmic transformations​​ of raw user input​​​‌ for system use. Ideally,‌ transfer functions should match‌​‌ the interaction context. Yet​​ the question of how​​​‌ to maximize one or‌ more criteria in a‌​‌ given context remains an​​ open one, and on-demand​​​‌ adaptation is difficult because‌ transfer functions are usually‌​‌ implemented at the lowest​​ possible level to avoid​​​‌ latency. Latency has indeed‌ long been known as‌​‌ a determinant of human​​ performance in interactive systems​​​‌ 54 and recently regained‌ attention with touch interactions‌​‌ 50. These two​​ problems require cross examination​​​‌ to improve performance with‌ interactive systems: Latency can‌​‌ be a confounding factor​​ when evaluating the effectiveness​​​‌ of transfer functions, and‌ transfer functions can also‌​‌ include algorithms to compensate​​ for latency.

We have​​​‌ proposed new cheap but‌ robust methods for input‌​‌ filtering 41 and for​​ the measurement of end-to-end​​​‌ latency 39 and worked‌ on compensation methods 61‌​‌ and the evaluation of​​ their perceived side effects​​​‌ 64. Our goal‌ is then to automatically‌​‌ adapt transfer functions to​​ individual users and contexts​​​‌ of use, which we‌ started in 52,‌​‌ while reducing latency in​​ order to support stable​​​‌ and appropriate control. To‌ achieve this, we will‌​‌ investigate combinations of low-level​​ (embedded) and high-level (application)​​​‌ ways to take user‌ capabilities and task characteristics‌​‌ into account and reduce​​ or compensate for latency​​​‌ in different contexts, e.‌ g., using a mouse‌​‌ or a touchpad, a​​ touch-screen, an optical finger​​​‌ navigation device or a‌ brain-computer interface. From‌​‌ an engineering perspective, this​​ knowledge on low-level human​​​‌ factors will help us‌ to rethink and redesign‌​‌ the I/O loop of​​ interactive systems in order​​​‌ to better account for‌ them and achieve more‌​‌ adapted and adaptable perception-action​​ coupling.

3.1.2 Tactile feedback​​​‌ & haptic perception

We‌ are also concerned with‌​‌ the physicality of human-computer​​ interaction, with a focus​​​‌ on haptic perception and‌ related technologies. For instance,‌​‌ when interacting with virtual​​ objects such as software​​​‌ buttons on a touch‌ surface, the user cannot‌​‌ feel the click sensation​​ as with physical buttons.​​​‌ The tight coupling between‌ how we perceive and‌​‌ how we manipulate objects​​ is then essentially broken​​​‌ although this is instrumental‌ for efficient direct manipulation.‌​‌ We have addressed this​​ issue in multiple contexts​​​‌ by designing, implementing and‌ evaluating novel applications of‌​‌ tactile feedback 48.​​

In comparison with many​​​‌ other modalities, one difficulty‌ with tactile feedback is‌​‌ its diversity. It groups​​ sensations of forces, vibrations,​​​‌ friction, or deformation. Although‌ this is a richness,‌​‌ it also raises usability​​ and technological challenges since​​​‌ each kind of haptic‌ stimulation requires different kinds‌​‌ of actuators with their​​ own parameters and thresholds.​​​‌ And results from one‌ are hardly applicable to‌​‌ others. On a “knowledge”​​ point of view, we​​​‌ want to better understand‌ and empirically classify haptic‌​‌ variables and the kind​​ of information they can​​​‌ represent (continuous, ordinal, nominal),‌ their resolution, and their‌​‌ applicability to various contexts.​​ From the “technology” perspective,​​​‌ we want to develop‌ tools to inform and‌​‌ ease the design of​​​‌ haptic interactions taking best​ advantage of the different​‌ technologies in a consistent​​ and transparent way.

3.2​​​‌ Meso-Dynamics

Meso-dynamics relate to​ phenomena that arise during​‌ interaction, on a longer​​ but still short time-scale.​​​‌ For users, it is​ related to performing intentional​‌ actions, to goal planning​​ and tools selection, and​​​‌ to forming sequences of​ interactions based on a​‌ known set of rules​​ or instructions. From the​​​‌ system perspective, it relates​ to how possible actions​‌ are exposed to the​​ user and how they​​​‌ have to be executed​ (i. e., interaction techniques).​‌ It also has implication​​ on the tools for​​​‌ designing and implementing those​ techniques (programming languages and​‌ APIs).

3.2.1 Interaction bandwidth​​ and vocabulary

Interactive systems​​​‌ and their applications have​ an always-increasing number of​‌ available features and commands​​ due to, e. g.,​​​‌ the large amount of​ data to manipulate, increasing​‌ power and number of​​ functionalities, or multiple contexts​​​‌ of use.

On the​ input side, we want​‌ to augment the interaction​​ bandwidth between the user​​​‌ and the system in​ order to cope with​‌ this increasing complexity. In​​ fact, most input devices​​​‌ capture only a few​ of the movements and​‌ actions the human body​​ is capable of. Our​​​‌ arms and hands for​ instance have many degrees​‌ of freedom that are​​ not fully exploited in​​​‌ common interfaces. We have​ recently designed new technologies​‌ to improve expressibility such​​ as a bendable digitizer​​​‌ pen 44, or​ reliable technology for studying​‌ the benefits of finger​​ identification on multi-touch interfaces​​​‌ 45.

On the​ output side, we want​‌ to expand users' interaction​​ vocabulary. All of​​​‌ the features and commands​ of a system can​‌ not be displayed on​​ screen at the same​​​‌ time and lots of​ advanced features are by​‌ default hidden to the​​ users (e. g., hotkeys)​​​‌ or buried in deep​ hierarchies of command-triggering systems​‌ (e. g., menus). As​​ a result, users tend​​​‌ to use only a​ subset of all the​‌ tools the system actually​​ offers 60. We​​​‌ will study how to​ help them to broaden​‌ their knowledge of available​​ functions.

Through this “opportunistic”​​​‌ exploration of alternative and​ more expressive input methods​‌ and interaction techniques, we​​ will particularly focus on​​​‌ the necessary technological requirements​ to integrate them into​‌ interactive systems, in relation​​ with our redesign of​​​‌ the I/O stack at​ the micro-dynamics level.

3.2.2​‌ Spatial and temporal continuity​​ in interaction

At a​​​‌ higher level, we will​ investigate how more expressive​‌ interaction techniques affect users'​​ strategies when performing sequences​​​‌ of elementary actions and​ tasks. More generally, we​‌ will explore the “​​continuity” in interaction.​​​‌ Interactive systems have moved​ from one computer to​‌ multiple connected interactive devices​​ (computer, tablets, phones, watches,​​​‌ etc.) that could also​ be augmented through a​‌ Mixed-Reality paradigm. This distribution​​ of interaction raises new​​​‌ challenges, both in terms​ of usability and engineering,​‌ that we clearly have​​ to consider in our​​​‌ main objective of revisiting​ interactive systems 59.​‌ It involves the simultaneous​​ use of multiple devices​​ and also the changes​​​‌ in the role of‌ devices according to the‌​‌ location, the time, the​​ task, and contexts of​​​‌ use: a tablet device‌ can be used as‌​‌ the main device while​​ traveling, and it becomes​​​‌ an input device or‌ a secondary monitor when‌​‌ resuming that same task​​ once in the office;​​​‌ a smart-watch can be‌ used as a standalone‌​‌ device to send messages,​​ but also as a​​​‌ remote controller for a‌ wall-sized display. One challenge‌​‌ is then to design​​ interaction techniques that support​​​‌ smooth, seamless transitions during‌ these spatial and temporal‌​‌ changes in order to​​ maintain the continuity of​​​‌ uses and tasks, and‌ how to integrate these‌​‌ principles in future interactive​​ systems.

3.2.3 Expressive tools​​​‌ for prototyping, studying, and‌ programming interaction

Current systems‌​‌ suffer from engineering issues​​ that keep constraining and​​​‌ influencing how interaction is‌ thought, designed, and implemented.‌​‌ Addressing the challenges we​​ presented in this section​​​‌ and making the solutions‌ possible require extended expressiveness,‌​‌ and researchers and designers​​ must either wait for​​​‌ the proper toolkits to‌ appear, or “hack” existing‌​‌ interaction frameworks, often bypassing​​ existing mechanisms. For instance,​​​‌ numerous usability problems in‌ existing interfaces stem from‌​‌ a common cause: the​​ lack, or untimely discarding,​​​‌ of relevant information about‌ how events are propagated‌​‌ and how changes come​​ to occur in interactive​​​‌ environments. On top of‌ our redesign of the‌​‌ I/O loop of interactive​​ systems, we will investigate​​​‌ how to facilitate access‌ to that information and‌​‌ also promote a more​​ grounded and expressive way​​​‌ to describe and exploit‌ input-to-output chains of events‌​‌ at every system level.​​ We want to provide​​​‌ finer granularity and better-described‌ connections between the causes‌​‌ of changes (e.g. input​​ events and system triggers),​​​‌ their context (e.g. system‌ and application states), their‌​‌ consequences (e.g. interface and​​ data updates), and their​​​‌ timing 62. More‌ generally, a central theme‌​‌ of our Interaction Machine​​ vision is to promote​​​‌ interaction as a first-class‌ object of the system‌​‌ 36, and we​​ will study alternative and​​​‌ better-adapted technologies for designing‌ and programming interaction, such‌​‌ as we did recently​​ to ease the prototyping​​​‌ of Digital Musical Instruments‌ 38 or the programming‌​‌ of graphical user interfaces​​ 66. Ultimately, we​​​‌ want to propose a‌ unified model of hardware‌​‌ and software scaffolding for​​ interaction that will contribute​​​‌ to the design of‌ our Interaction Machine.

3.3‌​‌ Macro-Dynamics

Macro-dynamics involve longer-term​​ phenomena such as skills​​​‌ acquisition, learning of functionalities‌ of the system, reflexive‌​‌ analysis of its own​​ use (e. g., when​​​‌ the user has to‌ face novel or unexpected‌​‌ situations which require high-level​​ of knowledge of the​​​‌ system and its functioning).‌ From the system perspective,‌​‌ it implies to better​​ support cross-application and cross-platform​​​‌ mechanisms so as to‌ favor skill transfer. It‌​‌ also requires to improve​​ the instrumentation and high-level​​​‌ logging capabilities to favor‌ reflexive use, as well‌​‌ as flexibility and adaptability​​ for users to be​​​‌ able to finely tune‌ and shape their tools.‌​‌

We want to move​​​‌ away from the usual​ binary distinction between “novices”​‌ and “experts” 42 and​​ explore means to promote​​​‌ and assist digital skill​ acquisition in a more​‌ progressive fashion. Indeed, users​​ have a permanent need​​​‌ to adapt their skills​ to the constant and​‌ rapid evolution of the​​ tasks and activities they​​​‌ carry on a computer​ system, but also the​‌ changes in the software​​ tools they use 67​​​‌. Software strikingly lacks​ powerful means of acquiring​‌ and developing these skills​​ 42, forcing users​​​‌ to mostly rely on​ outside support (e. g.,​‌ being guided by a​​ knowledgeable person, following online​​​‌ tutorials of varying quality).​ As a result, users​‌ tend to rely on​​ a surprisingly limited interaction​​​‌ vocabulary, or make-do with​ sub-optimal routines and tools​‌ 69. Ultimately, the​​ user should be able​​​‌ to master the interactive​ system to form durable​‌ and stabilized practices that​​ would eventually become automatic​​​‌ and reduce the mental​ and physical efforts ,​‌ making their interaction transparent​​.

In our previous​​​‌ work, we identified the​ fundamental factors influencing expertise​‌ development in graphical user​​ interfaces, and created a​​​‌ conceptual framework that characterizes​ users' performance improvement with​‌ UIs 42, 58​​. We designed and​​​‌ evaluated new command selection​ and learning methods to​‌ leverage user's digital skill​​ development with user interfaces,​​​‌ on both desktop and​ touch-based computers 4.​‌

We are now interested​​ in broader means to​​​‌ support the analytic use​ of computing tools:

  • to​‌ foster understanding of interactive​​ systems. As the digital​​​‌ world makes the shift​ to more and more​‌ complex systems driven by​​ machine learning algorithms, we​​​‌ increasingly lose our comprehension​ of which process caused​‌ the system to respond​​ in one way rather​​​‌ than another. We will​ study how novel interactive​‌ visualizations can help reveal​​ and expose the “intelligence”​​​‌ behind, in ways that​ people better master their​‌ complexity.
  • to foster reflexion​​ on interaction. We will​​​‌ study how we can​ foster users' reflexion on​‌ their own interaction in​​ order to encourage them​​​‌ to acquire novel digital​ skills. We will build​‌ real-time and off-line software​​ for monitoring how user's​​​‌ ongoing activity is conducted​ at an application and​‌ system level. We will​​ develop augmented feedbacks and​​​‌ interactive history visualization tools​ that will offer contextual​‌ visualizations to help users​​ to better understand and​​​‌ share their activity, compare​ their actions to that​‌ of others, and discover​​ possible improvement.
  • to optimize​​​‌ skill-transfer and tool re-appropriation.​ The rapid evolution of​‌ new technologies has drastically​​ increased the frequency at​​​‌ which systems are updated,​ often requiring to relearn​‌ everything from scratch. We​​ will explore how we​​​‌ can minimize the cost​ of having to appropriate​‌ an interactive tool by​​ helping users to capitalize​​​‌ on their existing skills.​

We plan to explore​‌ these questions as well​​ as the use of​​​‌ such aids in several​ contexts like web-based, mobile,​‌ or BCI-based applications. Although,​​ a core aspect of​​​‌ this work will be​ to design systems and​‌ interaction techniques that will​​ be as little platform-specific​​ as possible, in order​​​‌ to better support skill‌ transfer. Following our Interaction‌​‌ Machine vision, this will​​ lead us to rethink​​​‌ how interactive systems have‌ to be engineered so‌​‌ that they can offer​​ better instrumentation, higher adaptability,​​​‌ and fewer separation between‌ applications and tasks in‌​‌ order to support reuse​​ and skill transfer.

4​​​‌ Application domains

Loki works‌ on fundamental and technological‌​‌ aspects of Human-Computer Interaction​​ that can be applied​​​‌ to diverse application domains.‌

Our 2025 research involved‌​‌ desktop and mobile interaction,​​ gestural interaction, virtual and​​​‌ extended reality, scientific communication‌ supports and haptics. Our‌​‌ technical work contributes to​​ the more general application​​​‌ domains of interactive systems‌ engineering and creative industries.‌​‌

5 Social and environmental​​ responsibility

5.1 Footprint of​​​‌ research activities

Since 2022,‌ we have included an‌​‌ estimate of the carbon​​ footprint costs in our​​​‌ provisional travel budget. Although‌ this is not our‌​‌ primary criterion, it at​​ least makes us aware​​​‌ of it and to‌ consider it in our‌​‌ decisions, especially when the​​ events can also be​​​‌ remotely attended.

6 Highlights‌ of the year

6.1‌​‌ Awards

Best paper honorable​​ mention award (top 5%)​​​‌ from the CHI'25 ACM‌ conference for the paper‌​‌ “Does Adding Visual Signifiers​​ in Animated Transitions Improve​​​‌ Interaction Discoverability?”, Eva Mackamul,‌ Fanny Chevalier, Géry Casiez‌​‌ and Sylvain Malacria  18​​.

Best paper honorable​​​‌ mention award (top 5%)‌ from the CHI'25 ACM‌​‌ conference for the paper​​ “CollabJam: Studying Collaborative Haptic​​​‌ Experience Design for On-Body‌ Vibrotactile Patterns”, Dennis Wittchen,‌​‌ Alexander Ramian, Nihar Sabnis,​​ Richard Böhme, Christopher Chlebowski,​​​‌ Georg Freitag, Bruno Fruchard‌ and Donal Degraen 23‌​‌.

Best paper award​​ from the IHM'25 conference​​​‌ for the paper “The‌ role of social interactions‌​‌ in the interaction discovery​​ of keyboard shortcuts”, Gilles​​​‌ Bailly, Ignacio Avellino, Émeline‌ Brulé and Sylvain Malacria‌​‌  24.

Best Work-in-Progress​​ award from the IHM'25​​​‌ conference for “Measuring Interface‌ Similarity: Computing a more‌​‌ Perceptual Distance Between Graphical​​ User Interfaces”, Raphaël Perraud​​​‌ and Sylvain Malacria  34‌.

7 Latest software‌​‌ developments, platforms, open data​​

7.1 Latest software developments​​​‌

7.1.1 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​​

7.1.2 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​​

7.2 Open data

8​​​‌ New results

According to​ our research program, we​‌ have studied dynamics of​​ interaction along three levels​​​‌ depending on interaction time​ scale and related user's​‌ perception and behavior: Micro-dynamics​​, Meso-dynamics, and​​​‌ Macro-dynamics. Considering phenomena​ that occur at each​‌ of these levels as​​ well as their relationships​​​‌ will help us acquire​ the necessary knowledge (Empowering​‌ Tools) and technological bricks​​ (Interaction Machine) to reconcile​​​‌ the way interactive systems​ are designed and engineered​‌ with human abilities. Our​​ strategy is to investigate​​​‌ issues and address challenges​ at all three levels​‌ of dynamics in order​​ to contribute to our​​​‌ longer term objective of​ defining the basic principles​‌ of an Interaction Machine.​​

8.1 Micro-dynamics

Participants: Géry​​​‌ Casiez [contact person],​ Suliac Lavenant, Sylvain​‌ Malacria, Mathieu Nancel​​, Omid Niroomandi,​​​‌ Thomas Pietrzak.

8.1.1​ Reliability of online visual​‌ and proprioceptive feedback: impact​​ on learning and sensorimotor​​​‌ coding

Multisensory integration is​ essential for learning and​‌ sensorimotor coding, facilitating learners'​​ adaptation to environmental changes.​​​‌ Recent findings confirm that​ introducing unreliability into visual​‌ feedback enhances the use​​ of motor coding, probably​​​‌ because proprioceptive cues are​ given greater weight. We​‌ ran a study to​​ test this hypothesis and,​​​‌ more generally, to explore​ the impact of visual​‌ versus proprioceptive cue reliability​​ on learning processes 13​​​‌. Participants performed a​ 12-target pointing sequence 100​‌ times with different combinations​​ of visual and proprioceptive​​​‌ feedback: reliable versus unreliable​ (Figure 2). Retention​‌ tests and intermanual transfer​​ tests were administered 24​​​‌ hours later. Results showed​ that learning and sensorimotor​‌ coding were both affected​​ by the different combinations​​​‌ of visual and proprioceptive​ cue reliability. Fully reliable​‌ feedback allowed for the​​ best retention, while fully​​​‌ unreliable feedback resulted in​ the worst retention. Visual​‌ reliability alone mediated the​​ level of visuospatial coding​​​‌ performance in visuospatial transfer,​ regardless of the level​‌ of proprioceptive reliability, and​​ conversely, reliable proprioception combined​​​‌ with unreliable vision provided​ the optimum sensory environment​‌ for motor coding in​​ the motor transfer test.​​​‌ Overall, our study highlighted​ the essential role of​‌ both visual cue reliability​​ and proprioceptive cue reliability​​​‌ -and their interactions- in​ motor learning and its​‌ generalization.

Figure 2

A. Set-up. Participants​​ sat in front of​​​‌ a screen with their​ right arm supported by​‌ an armrest fixed to​​ the desk. They pointed​​​‌ to visual targets using​ a tablet positioned on​‌ their right side. The​​ tablet was hidden by​​​‌ its lid. The vibrators​ (depicted in yellow) remained​‌ in place throughout the​​ experiment and for all​​ groups, including the two​​​‌ nonvibrated groups. B. Arm’s‌ standard position and virtual‌​‌ positions of four targets.​​ The targets were placed​​​‌ on an arc whose‌ radius corresponded to the‌​‌ mean length of the​​ adult forearm. Reaching toward​​​‌ a target therefore induced‌ a pure flexion-extension movement‌​‌ of the elbow. C.​​ Design of three sequences​​​‌ of visual targets. The‌ repeated sequence was the‌​‌ one to learn, used​​ in Blocks R0-R10, RETc,​​​‌ RET, and TVS. The‌ new sequence was different‌​‌ from the repeated sequence,​​ but had the same​​​‌ characteristics, and was used‌ in Blocks N1 and‌​‌ N2. The mirror sequence​​ (mirror of repeated sequence)​​​‌ was used in Block‌ TM.

Figure 2:‌​‌ A. Set-up. Participants sat​​ in front of a​​​‌ screen with their right‌ arm supported by an‌​‌ armrest fixed to the​​ desk. They pointed to​​​‌ visual targets using a‌ tablet positioned on their‌​‌ right side. The tablet​​ was hidden by its​​​‌ lid. The vibrators (depicted‌ in yellow) remained in‌​‌ place throughout the experiment​​ and for all groups,​​​‌ including the two nonvibrated‌ groups. B. Arm’s standard‌​‌ position and virtual positions​​ of four targets. The​​​‌ targets were placed on‌ an arc whose radius‌​‌ corresponded to the mean​​ length of the adult​​​‌ forearm. Reaching toward a‌ target therefore induced a‌​‌ pure flexion-extension movement of​​ the elbow. C. Design​​​‌ of three sequences of‌ visual targets. The repeated‌​‌ sequence was the one​​ to learn, used in​​​‌ Blocks R0-R10, RETc, RET,‌ and TVS. The new‌​‌ sequence was different from​​ the repeated sequence, but​​​‌ had the same characteristics,‌ and was used in‌​‌ Blocks N1 and N2.​​ The mirror sequence (mirror​​​‌ of repeated sequence) was‌ used in Block TM.‌​‌

8.1.2 Comparing Apparent Haptic​​ Motion and Funneling for​​​‌ the Perception of Tactile‌ Animation Illusions on a‌​‌ Circular Tactile Display

Tactile​​ animation illusions are used​​​‌ to display dynamic information‌ with haptic cues. In‌​‌ this study, we investigate​​ two forms of tactile​​​‌ animation illusions that leverage‌ the Funneling effect and‌​‌ Apparent Haptic Motion (AHM)​​ on a one dimensional​​​‌ circular tactile display 11‌. We define new‌​‌ parameters for the description​​ of AHM that describe​​​‌ both the temporal and‌ spatial aspects of these‌​‌ animations: Angle per Actuator​​ (APA) and Revolution Duration​​​‌ (RD). We present three‌ user studies about the‌​‌ perception of angular animations​​ produced with these effects.​​​‌ Our results show that‌ people can interpret AHM‌​‌ animations regardless of the​​ APA value and that​​​‌ they can interpret tactile‌ animation illusions slower than‌​‌ one degree per second.​​ We also showed that​​​‌ the participants’ ability to‌ discriminate angular animations improves‌​‌ proportionally with the angle​​ presented.

8.2 Meso-dynamics

Participants:​​​‌ Géry Casiez, Bruno‌ Fruchard, Ramakrishnan Kumaravelu‌​‌, Suliac Lavenant,​​ Sylvain Malacria, Mathieu​​​‌ Nancel, Thomas Pietrzak‌ [contact person], Damien‌​‌ Pollet, Janin Koch​​, Ludwig Wall.​​​‌

8.2.1 Further testing the‌ performance of ExposeHK in‌​‌ CommandMaps-like interfaces and a​​ semi-realistic task

ExposeHK 57​​​‌ is an interaction technique‌ that displays available keyboard‌​‌ shortcuts over a Graphical​​​‌ User Interface (GUI), making​ it possible to activate​‌ keyboard shortcuts without having​​ to memorize them beforehand.​​​‌ We conducted two studies​ 25 (Figure 3)​‌ to further assess the​​ potential of ExposeHK as​​​‌ an efficient command selection​ mechanism in a GUI​‌ displaying a large number​​ of commands (CommandMaps 68​​​‌), and in a​ text formatting task. Our​‌ results suggest that ExposeHK​​ is 26% faster than​​​‌ pointer for selecting commands,​ that users spontaneously use​‌ more keyboard shortcuts when​​ ExposeHK is available, and​​​‌ also hint that users​ might incidentally memorize some​‌ of them.

Figure 3.a
    
Figure 3.b

Left: illustration​​ of the ExposeHK technique​​​‌ enabled in the macOS​ Safari software. When a​‌ modifier key is pressed,​​ typically the cmd key,​​​‌ it displays all the​ available keyboard shortcuts over​‌ their corresponding toolbar buttons;​​ Right: an example of​​​‌ a CommandMaps interface, showing​ a substantial fraction of​‌ the Microsoft Word's commands​​ at once by concatenating​​​‌ all first-level tabs of​ the Ribbon interface.

Left:​‌ illustration of the ExposeHK​​ technique enabled in the​​​‌ macOS Safari software. When​ a modifier key is​‌ pressed, typically the cmd​​ key, it displays all​​​‌ the available keyboard shortcuts​ over their corresponding toolbar​‌ buttons; Right: an example​​ of a CommandMaps interface,​​​‌ showing a substantial fraction​ of the Microsoft Word's​‌ commands at once by​​ concatenating all first-level tabs​​​‌ of the Ribbon interface.​

Figure 3: Left:​‌ illustration of the ExposeHK​​ technique enabled in the​​​‌ macOS Safari software. When​ a modifier key is​‌ pressed, typically the cmd​​ key, it displays all​​​‌ the available keyboard shortcuts​ over their corresponding toolbar​‌ buttons; Right: an example​​ of a CommandMaps interface,​​​‌ showing a substantial fraction​ of the Microsoft Word's​‌ commands at once by​​ concatenating all first-level tabs​​​‌ of the Ribbon interface.​

8.2.2 Are Word Suggestions​‌ Beneficial? The Effect of​​ Typing Efficiency and Suggestion​​​‌ Accuracy

Word suggestion is​ a common feature of​‌ typing interfaces, but previous​​ studies have found unclear​​​‌ or negative impacts (Figure​ 4). We ran​‌ three studies controlling for​​ word suggestion accuracy and​​​‌ typing efficiency 12.​ Our accuracy factor uses​‌ a new methodology based​​ on common word suggestion​​​‌ metrics. Typing efficiency is​ controlled by device type​‌ in the first study,​​ and by artificial impairments​​​‌ in the following two.​ Results show that suggestions​‌ are used less as​​ typing efficiency increases, and​​​‌ only improve speed when​ highly accurate, even with​‌ low typing efficiency. Inline​​ suggestions save about 4%​​​‌ more keystrokes and increase​ typing speed by 2​‌ words per minute compared​​ to a bar suggestions,​​​‌ though they are more​ distracting. Based on our​‌ findings, we propose a​​ model linking suggestion usage​​​‌ to accuracy and typing​ speed, and discuss implications​‌ for designing automation features​​ in typing systems.

Figure 4

Various​​​‌ examples showing how suggestions​ are either shown inline,​‌ above the keyboard in​​ a bar, or both.​​​‌

Figure 4: Examples​ of word suggestion user​‌ interfaces: a) Apple Mail​​ on desktop, a 1-word​​​‌ inline suggestion just beneath​ the insertion point and​‌ a 3-word suggestion bar​​ in the Apple Touch​​ Bar display in the​​​‌ physical keyboard; b) iOS‌ Messages on phone, a‌​‌ 3-word suggestion bar above​​ the soft keyboard; c)​​​‌ Google Mail on desktop,‌ a 1-word inline suggestion;‌​‌ d) Google Search on​​ desktop, a 1-word inline​​​‌ suggestion just below the‌ insertion point; e) Windows‌​‌ 10 SwiftKey keyboard on​​ desktop, a 10-word suggestion​​​‌ bar above the soft‌ keyboard. Note that Apple‌​‌ suggestion bars typically suggest​​ two words leaving the​​​‌ leftmost option to prevent‌ auto-correction of the word‌​‌ prefix.

8.2.3 Is Pagination​​ Better than Scrolling when​​​‌ Reading on a Phone?‌

Scrolling and paginating can‌​‌ both be used to​​ read documents on smartphones.​​​‌ Prior work mainly suggests‌ that pagination leads to‌​‌ higher reading comprehension, but​​ these studies have either​​​‌ focused on desktop environments,‌ are over 10 years‌​‌ old, or lack ecological​​ validity. Therefore, we replicated​​​‌ these experiments to better‌ understand the differences between‌​‌ scrolling and pagination 31​​. Through a large-scale,​​​‌ between-subjects online study, participants‌ read a short story‌​‌ using either pagination or​​ scrolling, and answered multiple-choice​​​‌ questions. Our results found‌ no significant differences between‌​‌ these two techniques for​​ reading comprehension, duration, and​​​‌ task workload, which differs‌ from findings presented in‌​‌ prior work.

8.2.4 Understanding​​ Dynamic Peephole Pointing using​​​‌ Coupled and Decoupled Target‌ Acquisition on Single and‌​‌ Multiple Surfaces

With head-mounted​​ displays (HMDs), projectors and​​​‌ smart devices, users can‌ overlay digital content onto‌​‌ physical surfaces, and interact​​ with the content through​​​‌ the interactive viewport. When‌ an object of interest‌​‌ is hidden within a​​ virtual space, they need​​​‌ to perform a two-step‌ process in which the‌​‌ object is first brought​​ into the viewport (commonly​​​‌ referred to as a‌ peephole) before an‌​‌ interaction is performed. This​​ often refers to peephole​​​‌ interaction. We conducted‌ two studies: one on‌​‌ a horizontal surface and​​ another across horizontal, front​​​‌ and side surfaces, to‌ understand how coupled and‌​‌ decoupled methods affect target​​ acquisition in dynamic peephole​​​‌ (Figure 516‌. While results show‌​‌ similar accuracy between the​​ methods, the coupled method​​​‌ shows a faster acquisition‌ and shorter total time‌​‌ in a cross-surface space.​​ Using the same technique​​​‌ to search for the‌ targets, participants in the‌​‌ coupled condition moved the​​ peephole faster but found​​​‌ targets later, while in‌ the decoupled condition, they‌​‌ moved the peephole slower​​ but found targets earlier.​​​‌ Overall, participants preferred the‌ coupled condition for ease‌​‌ of use and reduced​​ physical demand, and the​​​‌ decoupled condition for its‌ accuracy. These findings suggest‌​‌ that coupled and decoupled​​ methods offer advantages for​​​‌ specific scenarios on surfaces,‌ providing insights for future‌​‌ design on dynamic peephole​​ interfaces.

Figure 5

In an augmented​​​‌ physical space, users manipulate‌ a peephole display to‌​‌ reveal information. This peephole​​ is a rectangle display​​​‌ that only intersected information‌ will be visible. When‌​‌ they find a target​​ of interest, they face​​​‌ the choice of acquiring‌ it using either the‌​‌ peephole center, called the​​ coupled condition or other​​​‌ inputs, like touch, called‌ decoupled condition.

Figure 5‌​‌: Dynamic peephole pointing:​​​‌ (a) a peephole display​ is manipulated to reveal​‌ information; (b) when a​​ target is found, it​​​‌ can be acquired in​ two ways: (c) “Coupled"​‌ using the peephole center;​​ (d) “Decoupled" using an​​​‌ independent input method like​ touch.

8.2.5 Decoupling Physical​‌ and Virtual Spaces for​​ New Collaboration Strategies in​​​‌ Co-Located Mixed Reality Instruments​

Collaborative co-located Mixed Reality​‌ musical instruments combine some​​ of the expressive opportunities​​​‌ of 3D interaction and​ communication and cooperation of​‌ physical multi-user instruments. However​​ in existing instruments, the​​​‌ fixed coupling between the​ virtual and physical environments​‌ constrains the affordances brought​​ by Mixed Reality, such​​​‌ as per-musician free navigation​ in or multi-scale control​‌ of virtual structures. We​​ designed gRAinyCloud, as a​​​‌ way to reintegrate these​ lost affordances to a​‌ co-located instrument 22.​​ It allows for the​​​‌ expressive exploration of a​ set of sounds represented​‌ by a virtual structure​​ of shapes placed in​​​‌ the physical space and​ shared between musicians. Above​‌ all, gRAinyCloud enables each​​ musician to freely manipulate​​​‌ their own viewpoint, changing​ its scale, position and​‌ rotation, effectively decoupling the​​ physical and virtual spaces,​​​‌ and to switch between​ self, other’s and absolute​‌ viewpoint while playing. We​​ describe the implementation of​​​‌ this decoupling of spaces​ and analyse its uses​‌ and implications for collective​​ musical expression, by relying​​​‌ on a first-person approach.​

8.3 Macro-dynamics

Participants: Géry​‌ Casiez, Bruno Fruchard​​, Janin Koch,​​​‌ Xiaohan Liao, Alice​ Loizeau, Suliac Lavenant​‌, Sylvain Malacria [contact​​ person], Mathieu Nancel​​​‌, Antoine Nollet,​ Raphaël Perraud.

8.3.1​‌ Does Adding Visual Signifiers​​ in Animated Transitions Improve​​​‌ Interaction Discoverability?

Smartphones support​ diverse inputs, however, the​‌ multitude of devices and​​ platforms makes it challenging​​​‌ for people to discover​ when and where interactions​‌ are meaningful. Motivated by​​ the effectiveness of visual​​​‌ signifiers in communicating interactivity,​ we explored the viability​‌ of integrating temporary visual​​ signifiers in animated transitions​​​‌ between UI screens to​ promote the discoverability of​‌ swipe-revealed widgets 18.​​ We implemented two transition​​​‌ types (Container Transform, Panels),​ and compared them to​‌ a baseline (Figure 6​​). We found that​​​‌ transitions with a standard​ duration did not impact​‌ the discovery of swipe-related​​ widgets (N=33). We ran​​​‌ a follow-up study (N=22)​ with extremely slow 5000ms​‌ transitions to guarantee noticeability,​​ but similarly found no​​​‌ impact on discovery of​ swipe-revealed widgets, diverging from​‌ previous findings for visual​​ signifiers. This raises interesting​​​‌ questions about the perception​ and understanding of interaction​‌ signifiers, and indicates a​​ disconnect between noticeability and​​​‌ discoverability, while highlighting difficulties​ with adapting established interface​‌ elements beyond their entrenched​​ functionality.

Figure 6

Figure separated into​​​‌ left and right. On​ the left there are​‌ 4 mobile phone screens.​​ The first one shows​​​‌ a homescreen with a​ finger pressing the mail​‌ icon. The following three​​ show the mail icon​​​‌ morphing into a view​ of the mailbox and​‌ growing to fill the​​ screen. The buttons to​​​‌ the side of the​ emails are displayed and​‌ slowly move out of​​ view as the mail​​ view grows. On the​​​‌ right there are 3‌ mobile phone screens displaying‌​‌ a mail application inbox.​​ A finger appears with​​​‌ an arrow to the‌ left indicating a swipe‌​‌ motion. As the finger​​ moves further to the​​​‌ left, three buttons in‌ grey, orange and purple‌​‌ stating `More', `Flag' and​​ `Archive' respectively appear and​​​‌ get extend horizontally in‌ line with the email‌​‌ being swiped on.

Figure​​ 6: Interaction signifiers​​​‌ are embedded in animated‌ transitions to temporarily expose‌​‌ users to swipe-revealed hidden​​ widgets, or swhidgets, as​​​‌ a means to increase‌ their discoverability. The swhidget‌​‌ interaction is hidden in​​ the application view (middle).​​​‌ A user then swipes‌ an email away from‌​‌ the edge of the​​ touch screen to reveal​​​‌ the hidden buttons.

8.3.2‌ CollabJam: Studying Collaborative Haptic‌​‌ Experience Design for On-Body​​ Vibrotactile Patterns

Figure 7

CollabJam is​​​‌ a prototyping suite for‌ collaborative vibrotactile experience design.‌​‌ It enables collaborators to​​ design in co-located A)​​​‌ C) and remote scenarios‌ B) D) with actuators‌​‌ they can place freely​​ on their bodies. We​​​‌ studied communication patterns when‌ collaboratively designing vibrotactile experiences‌​‌ in an empirical study.​​ A qualitative analysis revealed​​​‌ in part that multisensory‌ communication was essential to‌​‌ communicate through gestures F)​​ and sometimes onomatopoeia E),​​​‌ that communication about and‌ reproducing actuator placement was‌​‌ challenging G), and that​​ tactile actuation could interfere​​​‌ with personal boundaries and‌ required to be adjusted‌​‌ to one's sensitivity H).​​

Figure 7: CollabJam​​​‌ is a prototyping suite‌ for collaborative vibrotactile experience‌​‌ design. It enables collaborators​​ to design in co-located​​​‌ A) C) and remote‌ scenarios B) D) with‌​‌ actuators they can place​​ freely on their bodies.​​​‌ We studied communication patterns‌ when collaboratively designing vibrotactile‌​‌ experiences in an empirical​​ study. A qualitative analysis​​​‌ revealed in part that‌ multisensory communication was essential‌​‌ to communicate through gestures​​ F) and sometimes onomatopoeia​​​‌ E), that communication about‌ and reproducing actuator placement‌​‌ was challenging G), and​​ that tactile actuation could​​​‌ interfere with personal boundaries‌ and required to be‌​‌ adjusted to one's sensitivity​​ H)

Designing vibrotactile experiences​​​‌ collaboratively requires communicating using‌ multiple senses. This is‌​‌ challenging in remote scenarios​​ as designers need to​​​‌ effectively express and communicate‌ their intention while iteratively‌​‌ building and refining experiences,​​ ideally in real-time. We​​​‌ formulated design considerations for‌ collaborative haptic design tools,‌​‌ and proposed CollabJam (fig:figure-macro-collabjam),​​ a collaborative prototyping suite​​​‌ enabling remote synchronous design‌ of vibrotactile experiences for‌​‌ on-body applications 23.​​ We then uses CollabJam​​​‌ to understand communication and‌ design patterns used during‌​‌ haptic experience design through​​ an in-depth design evaluation​​​‌ spanning four sessions in‌ which four pairs of‌​‌ participants designed and reviewed​​ vibrotactile experiences remotely. Using​​​‌ a qualitative content analysis,‌ we uncovered that multi-sensory‌​‌ communication is essential to​​ convey ideas, stimulating the​​​‌ tactile sense can interfere‌ with personal boundaries, and‌​‌ freely placing actuators on​​ the skin can provide​​​‌ both benefits and challenges.‌

8.3.3 The role of‌​‌ social interactions in the​​ interaction discovery of keyboard​​​‌ shortcuts

Keyboard shortcuts are‌ a commonly available interaction‌​‌ method in GUIs, which​​​‌ enable users to trigger​ a command or a​‌ series of commands using​​ one or a combination​​​‌ of keys, such as​ ctrl+C for copying text.​‌ Keyboard shortcuts have been​​ extensively studied, contrasting their​​​‌ performance to other interaction​ techniques or investigating how​‌ users discover new keyboard​​ shortcuts mappings. However, we​​​‌ knew surprisingly little about​ how the interaction discovery​‌55 of keyboard shortcuts​​ happens, i.e. the situation​​​‌ where users discover for​ the very first time​‌ the existence of a​​ keyboard-based interaction method to​​​‌ activate commands. We designed​ and distributed a relatively​‌ large-scale retrospective survey (N=853)​​ focused on capturing narratives​​​‌ of first-time use of​ keyboard shortcuts. We find​‌ that (1) respondents largely​​ report a social interaction​​​‌ as the event leading​ to the discovery, with​‌ only few reporting the​​ use of computer aids​​​‌ such as tooltips; (2)​ most respondents discover keyboard​‌ shortcuts in elementary or​​ middle school (6–14 years​​​‌ old), although this depends​ on the local educational​‌ policy; (3) the discovery​​ generally occurs with a​​​‌ teacher, a classmate or​ family member while doing​‌ schoolwork; and, (4) respondents​​ often report a strong​​​‌ emotional reaction to this​ discovery 24.

8.3.4​‌ Exploring Practices, Challenges, and​​ Design Implications for Citation​​​‌ Foraging, Management, and Synthesis​

Citations play a crucial​‌ role in reinforcing knowledge​​ construction, sparking new ideas,​​​‌ and fostering science communication.​ However, researchers often encounter​‌ difficulties in foraging, managing,​​ and synthesizing citations amid​​​‌ the rapid growth of​ academic publications. To better​‌ understand researchers' practices and​​ challenges in citation related​​​‌ activities, we conducted semi-structured​ interviews with 12 researchers​‌ in the fields of​​ HCI and AI. Our​​​‌ key findings 30 include:​ (1) researchers are unable​‌ to fully track and​​ digest all relevant work;​​​‌ (2) current citation management​ tools fall short of​‌ meeting researchers' needs; (3)​​ "cherry-picking" (write the statement​​​‌ first, then search for​ supporting references to strengthen​‌ its credibility and accuracy)​​ is a common practice​​​‌ in citation synthesis; and​ (4) citation foraging, management,​‌ and synthesis workflows are​​ disconnected and lack consistency.​​​‌ Our design implications provide​ insight into the development​‌ of interactive systems that​​ more effectively support researchers​​​‌ in their citation activities.​

8.3.5 FusAIn: Composing Generative​‌ AI Visual Prompts Using​​ Pen-based Interaction

Motivated by​​​‌ the growing adoption of​ generative AI in professional​‌ design workflows and by​​ designers' persistent frustration with​​​‌ text-based prompting and whole-image​ manipulation, we explored how​‌ GenAI could better support​​ visual thinking, expressive control,​​​‌ and iterative design practice.​ While current tools excel​‌ at rapid image generation,​​ they often force designers​​​‌ to translate tacit visual​ knowledge into language, limit​‌ engagement with visual materials,​​ and reduce designers' roles​​​‌ to post-hoc correction of​ AI output. Hence, we​‌ developed FusAIn, a pen-based​​ GenAI system designed to​​​‌ align generative image creation​ with established design practices​‌ of sketching, collaging, and​​ working directly with visual​​​‌ attributes 19. FusAIn​ introduces “smart” pens that​‌ let designers extract and​​ reuse objects, colors, and​​​‌ textures from inspirational images​ and compose them as​‌ visual prompts on a​​ canvas, which are then​​ fused by GenAI through​​​‌ image-first and text-first generation‌ modes. We evaluated FusAIn‌​‌ in a comparative study​​ with 12 professional designers,​​​‌ examining how pen-based visual‌ prompt composition affects expressiveness,‌​‌ perceived control, and workflow​​ integration relative to a​​​‌ state-of-the-art GenAI-enabled design tool.‌ Our results show that‌​‌ visual composition supports more​​ precise communication of design​​​‌ intent, strengthens designers' sense‌ of authorship and decision‌​‌ ownership, and enables more​​ editable and reusable outcomes​​​‌ than predominantly text-driven workflows.‌ We conclude by framing‌​‌ “composition as prompts” as​​ a promising interaction paradigm​​​‌ for HCI, and by‌ outlining implications for the‌​‌ design of future GenAI​​ tools that prioritize controllability,​​​‌ material engagement, and professional‌ design values.

8.3.6 Understanding‌​‌ ML Model Selection and​​ Its Impact on Sustainability​​​‌

The increasing accessibility of‌ large machine learning (ML)‌​‌ models has resulted in​​ their widespread adoption in​​​‌ everyday products, with a‌ correspondingly negative environmental impact.‌​‌ Selecting more suitable ML​​ models could not only​​​‌ improve training time and‌ achievable accuracy, but also‌​‌ long-term sustainability. Hence, we​​ investigated how machine learning​​​‌ developers select models in‌ practice and how sustainability‌​‌ considerations, or the lack​​ thereof, shape these decisions​​​‌ 15. Through semi-structured‌ interviews with 13 ML‌​‌ developers from research and​​ industry, we examine how​​​‌ practitioners explore model alternatives,‌ which trade-offs they prioritize,‌​‌ and how they understand​​ the sustainability implications of​​​‌ their choices. We find‌ that model selection is‌​‌ primarily driven by familiarity,​​ perceived accuracy, data fit,​​​‌ and interpretability, while environmental‌ and infrastructural impacts are‌​‌ rarely considered explicitly. Although​​ many participants express general​​​‌ awareness of sustainability concerns,‌ this awareness seldom translates‌​‌ into systematic evaluation during​​ model selection, contributing to​​​‌ a prevailing tendency toward‌ larger, more resource-intensive models.‌​‌ Our findings highlight gaps​​ in current ML education​​​‌ and practice, particularly regarding‌ the availability, visibility, and‌​‌ comparability of sustainability-related information.​​ We discuss implications for​​​‌ both the ML and‌ HCI communities and argue‌​‌ for greater critical reflection​​ on model choice, improved​​​‌ transparency and reporting of‌ sustainability impacts, and the‌​‌ development of tools and​​ practices that make more​​​‌ sustainable model alternatives easier‌ to identify and adopt.‌​‌

8.4 Interaction Machine

Participants:​​ Tao Beaufils, Géry​​​‌ Casiez, Bruno Fruchard‌, Janin Koch,‌​‌ Sylvain Malacria, Mathieu​​ Nancel [contact person],​​​‌ Raphaël Perraud, Thomas‌ Pietrzak, Damien Pollet‌​‌.

8.4.1 Appearance-Independent Tactile​​ Design Using Different Embroidery​​​‌ Stitches

We proposed a‌ novel method to enhance‌​‌ the tactile properties of​​ fabric interfaces through embroidery,​​​‌ enabling appearance-independent tactile design.‌ Unlike existing approaches that‌​‌ alter geometric properties, such​​ as shape or contours,​​​‌ our method uses commercially‌ available embroidery techniques to‌​‌ achieve tactile variations while​​ preserving the visual consistency​​​‌ of the fabric. By‌ adjusting parameters like stitch‌​‌ length, density, and deviation,​​ we establish a design​​​‌ space for reproducible and‌ tactilely diverse embroidery patterns.‌​‌ Our user study 35​​, involving 26 embroidered​​​‌ samples, demonstrates how different‌ stitching techniques influence tactile‌​‌ perception, including qualities like​​ smoothness, roughness, and directional​​​‌ guidance. This method offer‌ several prospective use cases,‌​‌ such as eyes-free interfaces​​​‌ for sliders and directional​ keypads, tactile learning tools​‌ for children, and assistive​​ applications for visually impaired​​​‌ individuals. This work highlights​ the potential of embroidery​‌ as a versatile and​​ practical solution for designing​​​‌ tactilely engaging fabric interfaces.​ However, predicting the electrical​‌ resistance of such embroideries​​ at production time is​​​‌ difficult due to dense​ rows simultaneously lengthening current​‌ paths and creating numerous​​ inter-thread contacts. We therefore​​​‌ also presented a physics-based​ equivalent circuit model that​‌ links these competing effects​​ by modeling each inter-thread​​​‌ junction with a through-thread​ resistor in parallel with​‌ a contact resistor 20​​. This method estimates​​​‌ fill stitch resistance from​ key parameters including thread​‌ resistivity and radius, fabric​​ thickness, and stitch density.​​​‌ Evaluations with embroideries using​ 33 combinations of stitch​‌ densities, embroidery sizes, and​​ shapes show that experimental​​​‌ results closely match our​ model's predictions.

Figure 8

Examples of​‌ eyes-free interfaces utilizing tactile​​ properties of stitching styles.​​​‌ (a) Slider UI. (b)​ Arrow key.

Figure 8​‌: Examples of eyes-free​​ interfaces utilizing tactile properties​​​‌ of stitching styles. (a)​ Slider UI. (b) Arrow​‌ key.

8.4.2 Measuring Interface​​ Similarity by Computing a​​​‌ more Perceptual Distance Between​ Graphical User Interfaces

When​‌ facing a new Graphical​​ User Interface (GUI), users​​​‌ compare it with familiar​ interface and try to​‌ transfer knowledge between interfaces.​​ However, existing methods for​​​‌ computing interface similarity often​ rely on black-box models​‌ or structural heuristics, limiting​​ their interpretability and generalizability.​​​‌ In this paper, we​ introduce a user-centered approach​‌ for computing perceptual interface​​ distance, leveraging key dimensions​​​‌ such as layout, semantics,​ and spatial relationships (Figure​‌ 934.​​ Our method achieves greater​​​‌ transparency while maintaining accuracy,​ as demonstrated through benchmarking​‌ against CNN-based and structure-driven​​ similarity models. These findings​​​‌ contribute to HCI research​ by providing a systematic,​‌ explainable framework for assessing​​ interface similarity, supporting knowledge​​​‌ transfer across interfaces and​ software and UI design​‌ consistency.

Figure 9

Example of metric​​ computed using our method.​​​‌ Left-to-right: mean gaze-sequence maps​ (average visit order per​‌ grid cell) for Excel,​​ TouchDesigner, Blender, Photoshop, and​​​‌ Affinity Designer Lower ranks​ indicate earlier fixations. This​‌ sequence maps are used​​ to compute the layout​​​‌ arrangement delta.

Figure 9​: Example of metric​‌ computed using our method.​​ Left-to-right: mean gaze-sequence maps​​​‌ (average visit order per​ grid cell) for Excel,​‌ TouchDesigner, Blender, Photoshop, and​​ Affinity Designer Lower ranks​​​‌ indicate earlier fixations. This​ sequence maps are used​‌ to compute the layout​​ arrangement delta.

8.4.3 Strategies​​​‌ for the Reconciliation of​ Artistic Intent and Technical​‌ Constraints in Mixed Reality​​ Performances

As immersive technologies​​​‌ advance, Mixed Reality Performances​ (MRP) increasingly integrate them​‌ but often face technical​​ challenges that must balance​​​‌ artistic vision and practical​ constraints. These constraints sometimes​‌ lead to unavoidable limitations.​​ The diversity of technologies​​​‌ and artistic goals in​ MRP prevents a one​‌ size-fits-all solution to such​​ dilemmas. In this work,​​​‌ we present a model​ unifying strategies for addressing​‌ compromises between artistic intent​​ and technological feasibility 21​​​‌. Using reflexive thematic​ analysis of a performance-led​‌ case study, interviews, and​​ independent case studies, we​​ identify recurring strategies in​​​‌ Mixed Reality experiences with‌ varying constraints. These strategies‌​‌ fall on an axis​​ based on the audience’s​​​‌ awareness of limitations and‌ are categorized into five‌​‌ approaches: Avoid, Disguise, Tolerate,​​ Integrate, or Leverage. We​​​‌ argue that this framework‌ helps designers better navigate‌​‌ the limitations inherent in​​ creating MRPs, offering practical​​​‌ pathways to align technological‌ capabilities with creative objectives.‌​‌

8.4.4 Behavioral Measures of​​ Copresence in Co-located Mixed​​​‌ Reality

When several people‌ are co-located and immersed‌​‌ in a mixed reality​​ environment, they may feel​​​‌ like they share the‌ virtual environment or not.‌​‌ This feeling of copresence,​​ along with its parent​​​‌ dimensions of social presence‌ and presence, has been‌​‌ mostly studied by relying​​ on subjective measures gathered​​​‌ through questionnaires. As a‌ way to address the‌​‌ drawbacks of this approach,​​ we introduce a protocol​​​‌ to gather behavioral measures‌ in the context of‌​‌ co-located mixed reality 14​​. As a pair​​​‌ of participants avoid obstacles‌ moving towards them, their‌​‌ errors, gaze, interpersonal distance,​​ and timing are measured.​​​‌ By combining subjective measures‌ gathered through a questionnaire‌​‌ drawing from previous studies​​ on social presence with​​​‌ behavioral measures, we demonstrate‌ new ways to assess‌​‌ how users experience copresence.​​ We illustrate this protocol​​​‌ by evaluating the effect‌ of visual feedback on‌​‌ collaborators’ activity. The results​​ of this experiment suggest​​​‌ the capability of our‌ protocol by revealing the‌​‌ effect of visual feedback​​ on both objective and​​​‌ subjective measures.

9 Partnerships‌ and cooperations

9.1 Inria‌​‌ associate team not involved​​ in an IIL or​​​‌ an international program

INPUT‌
  • Title:
    Re-designing the Input‌​‌ Pipeline in Interactive Systems​​
  • Duration:
    2024 -> 2026​​​‌
  • Coordinator:
    Géry Casiez
  • Partners:‌
    • University of Waterloo, Waterloo‌​‌ (Canada)
  • Inria contact:
    Géry​​ Casiez
  • Web site:
  • Summary:

    The objective of‌ the team is to‌​‌ redesign the input pipeline​​ in interactive systems, from​​​‌ the capture of user‌ motion by a sensor,‌​‌ its filtering, transformation and​​ interpretation by the system,​​​‌ to the production of‌ feedback to the user.‌​‌ Routine tasks such as​​ controlling a system cursor​​​‌ or moving a virtual‌ camera involve continuous visuo-motor‌​‌ control, to which the​​ system has to respond​​​‌ accurately and with minimal‌ latency.

    The objective is‌​‌ to focus on the​​ input filtering and signal​​​‌ processing with the primary‌ goal to create an‌​‌ improved version of the​​ 1€ filter, published by​​​‌ Géry Casiez and Daniel‌ Vogel in 2012, which‌​‌ is widely used in​​ research and industry, and​​​‌ remains the benchmark for‌ filtering noisy signals in‌​‌ interactive systems. Other objectives​​ include further work on​​​‌ latency and transfer functions‌ in interactive systems.

  • Associated‌​‌ publications in 2025:

9.1.1 Participation in other​​​‌ International Programs

DISSSCO

Participants:‌ Sylvain Malacria.

  • Title:‌​‌
    Designing Interactive Systems to​​ Support Science Communication
  • Partner​​​‌ Institution(s):
    Université de Lille‌ (France) and University of‌​‌ Tokyo (Japan)
  • Date/Duration:
    2025​​ - 2028
  • Additionnal info/keywords:​​​‌
    Augmented scientific documents, Document‌ polymorphism, interactive system and‌​‌ tools
  • Abstract:

    The DISSSCO​​ project ambitions to change​​​‌ the experience of producing‌ and attending a scientific‌​‌ presentation, by designing interactive​​​‌ systems that make scientific​ communication easier and more​‌ efficient for any target​​ audience, be it scientists,​​​‌ students, and the general​ population. In that respect,​‌ we will make:

    1.​​ Theoretical contributions in the​​​‌ form of conceptual knowledge​ on how slide deck​‌ presentations are produced (scientists​​ perspective), and how they​​​‌ are perceived (audience perspective)​

    2. Technical contributions in​‌ the form of software​​ tools that improve the​​​‌ overall experience by facilitating​ the production of presentations​‌ (scientists perspective) and make​​ them more accessible depending​​​‌ on technical and perceptual​ skills (audience perspective)

9.2​‌ International research visitors

9.2.1​​ Visits of international scientists​​​‌

Other international visits to​ the team
Ravin Balakrishnan​‌
  • Status
    Professor
  • Institution of​​ origin:
    University of Toronto​​​‌
  • Country:
    Canada
  • Dates:
    01/09/2024​ to 30/06/2025
  • Context of​‌ the visit:
    Ravin Balakrishnan​​ was on sabbatical in​​​‌ the team to develop​ collaborations on interaction in​‌ Augmented Reality and Virtual​​ Reality.
  • Mobility program/type of​​​‌ mobility:
    sabbatical
Carl Gutwin​
  • Status
    Professor
  • Institution of​‌ origin:
    University of Saskatchewan​​
  • Country:
    Canada
  • Dates:
    04/12/2025​​​‌ to 12/12/2025
  • Context of​ the visit:
    Carl Gutwin​‌ visited the team to​​ discuss the possible collaborations​​​‌ and participate in two​ Ph.D. committees.
  • Mobility program/type​‌ of mobility:
    invited by​​ the team
Ethan Eddy​​​‌
  • Status
    Ph.D. student
  • Institution​ of origin:
    University of​‌ New Brunswick
  • Country:
    Canada​​
  • Dates:
    01/04/2025 to 01/06/2025​​​‌
  • Context of the visit:​
    Ethan Eddy visited the​‌ team to work on​​ transfer functions and EMG​​​‌ interaction.
  • Mobility program/type of​ mobility:
    MITACS Globalink

9.2.2​‌ Visits to international teams​​

Sabbatical programme
Sylvain Malacria​​​‌
  • Visited institution:
    IIS Laboratory​ at the Universisty of​‌ Tokyo (Japan)
  • Dates of​​ the stay:
    From 15/07/2024​​​‌ to 25/06/2025
  • Summary of​ the stay:
    Sylvain Malacria​‌ was on a sabbatical​​ visit in the IIS​​​‌ Lab at the University​ of Tokyo, funded by​‌ a JSPS international fellowship​​ for research in Japan.​​​‌ This sabbatical project is​ focused on the design​‌ and implementation of software​​ tools to facilitate the​​​‌ authoring and reading of​ scientific documents.
  • Associated publications​‌ in 2025:
    30,​​ 20, 35
Research​​​‌ stays abroad
Sylvain Malacria​

9.3 Informal​​​‌ International Partners

  • Scott Bateman​, University of New​‌ Brunswick, Fredericton, CA

    →​​ transfer functions, interaction in​​​‌ 3D environments (VR, AR).​

  • Fanny Chevalier, University​‌ of Toronto, Ontario, CA​​

    visual communication of​​​‌ input possibilities on touch-screens​ 18

  • Donald Degraen,​‌ University of Canterbury, NZ​​

    haptics in VR,​​​‌ co-supervision of the thesis​ of Ramakrishnan Kumaravelu.

  • Daniel​‌ Vogel, University of​​ Waterloo, Waterloo, CA

    →​​​‌ transfer functions 31,​ input filtering, co-supervision of​‌ the co-tutelle thesis of​​ Omid Niroomandi.

  • Marcelo Wanderley​​​‌, McGill University, Montreal,​ CA

    music technology,​‌ co-supervision of the co-tutelle​​ thesis of Pierrick Uro​​​‌ 21, 14,​ 22, 71.​‌

  • Paolo Torroni, Andrea​​ Galassi, University of​​ Bologna, Bologna, IT

    →​​​‌ NLP, human-LLM evaluation.

  • Raghavendra‌ Selvan, University of‌​‌ Copenhagen, Copenhagen, DK

    →​​ Sustainable AI, joint-grant, co-advisor​​​‌ of Sophia Wilson.

  • Carla‌ Griggio, Aalborg University‌​‌ in Copenhagen, Denmark

    →​​ communication technologies, interpersonal relationships,​​​‌ co-supervision of the thesis‌ of Antoine Nollet.

9.4‌​‌ National initiatives

9.4.1 ANR​​

Appropriate (JCJC, 2025-2030)

Promoting​​​‌ the Personalization and Automation‌ of Interactive Systems

Participants:‌​‌ Bruno Fruchard [contact person]​​, Sylvain Malacria,​​​‌ Mathieu Nancel.

Interactive‌ systems aim to support‌​‌ a large audience of​​ end-users to achieve stereotypical​​​‌ tasks. They, however, often‌ lack means to tailor‌​‌ their features and functionalities​​ to accommodate for personal​​​‌ needs and preferences. This‌ pushes end-users to make‌​‌ significant efforts to learn​​ and adapt to the​​​‌ systems’ logic, and in‌ the worst cases, to‌​‌ abandon them. This project​​ focuses on the personalization​​​‌ and automation of interactive‌ systems, such as changing‌​‌ the command layout in​​ a graphical interface or​​​‌ setting email filters. We‌ want to study interactive‌​‌ means to promote such​​ tailoring tasks by raising​​​‌ awareness of possibilities with‌ contextual information, and supporting‌​‌ engagement in simple or​​ complex tailoring tasks based​​​‌ on the impact and‌ duration of the targeted‌​‌ modifications. Our goals are​​ to: 1) characterize tailoring​​​‌ tasks to identify their‌ types and what stages‌​‌ they consist in, 2)​​ study timely signifiers to​​​‌ promote tailoring possibilities in‌ the context of significant‌​‌ events, 3) study the​​ benefits and limitations of​​​‌ tailoring actions with regard‌ to their duration and‌​‌ the significance of their​​ outcomes, and 4) investigate​​​‌ interactive means to facilitate‌ testing and undoing effects‌​‌ of tailoring actions. The​​ expected contributions of this​​​‌ work are general empirical‌ findings uncovered through user‌​‌ studies on how humans​​ tailor and appropriate interactive​​​‌ systems, general design guidelines‌ to promote and facilitate‌​‌ tailoring various interactive applications,​​ and proofs-of-concept implementing these​​​‌ guidelines to demonstrate their‌ usefulness.

Web site: https://appropriate.brunofruchard.com/‌​‌

Knowdgets (PRC, 2025-2029)

Widgets​​ Supporting Knowledge of Interaction​​​‌

Participants: Géry Casiez [contact‌ person], Bruno Fruchard‌​‌, Sylvain Malacria,​​ Mathieu Nancel.

The​​​‌ Knowdgets project is part‌ of a larger plan‌​‌ to promote digital devices​​ as empowering tools by​​​‌ improving fundamental knowledge about‌ interaction phenomena and revisiting‌​‌ the architecture of interactive​​ systems. The Knowdgets project​​​‌ focuses on widgets, which‌ are building units in‌​‌ toolkits used to create​​ user interfaces. Current widgets​​​‌ have limitations in terms‌ of the actions they‌​‌ support and their discoverability,​​ which hinders the usability​​​‌ of devices for millions‌ of users. The project‌​‌ seeks to redesign widgets,​​ called Knowdgets, to address​​​‌ these limitations, considering multiple‌ user inputs, graphical representation,‌​‌ human capabilities, and information​​ manipulation. The project also​​​‌ explores the definition of‌ programming languages to support‌​‌ the creation of Knowdgets.​​ Preliminary work on Knowdgets,​​​‌ specifically Signifidgets, has started‌ to explore the concept.‌​‌ The project plans to​​ leverage existing non-trivial interactive​​​‌ systems to gather requirements‌ and guide the design‌​‌ of Knowdgets and the​​ supporting software architecture.

Partner:​​​‌ ENAC

Web site: https://knowdgets.org/‌

RPC-JaM (PRC, 2025-2030)

Continuum‌​‌ Parallel Robots with Modular​​​‌ Legs

Participants: Bruno Fruchard​.

The RPC-JaM project​‌ aims at tackling fundamental​​ research questions on the​​​‌ singularity analysis, modeling, control​ and design of parallel​‌ continuum robots, and to​​ investigate how they can​​​‌ be used by operators​ in human robot collaborative​‌ tasks. The approach consists​​ in considering for the​​​‌ first time this robot​ as a parallel assembly​‌ of serial continuum robots​​ with individual motion capability​​​‌ and intelligence. These modular​ legs are meant to​‌ be assembled by a​​ user following their need​​​‌ for the task to​ perform, their skills and​‌ work preferences. RPC-JaM aims​​ also at confronting the​​​‌ research results to a​ broader audience than just​‌ experts through artistic robotics​​ creation and exhibitions allowing​​​‌ to explore and analyze​ new uses for original​‌ applications.

Discovery (JCJC, 2020-2025)​​

Promoting and improving discoverability​​​‌ in interactive systems

Participants:​ Géry Casiez, Eva​‌ Mackamul, Sylvain Malacria​​ [contact person], Raphaël​​​‌ Perraud, Suliac Lavenant​.

This project addresses​‌ a fundamental limitation in​​ the way interactive systems​​​‌ are usually designed, as​ in practice they do​‌ not tend to foster​​ the discovery of their​​​‌ input methods (operations that​ can be used to​‌ communicate with the system)​​ and corresponding features (commands​​​‌ and functionalities that the​ system supports). Its objective​‌ is to provide generic​​ methods and tools to​​​‌ help the design of​ discoverable interactive systems: we​‌ will define validation procedures​​ that can be used​​​‌ to evaluate the discoverability​ of user interfaces, design​‌ and implement novel UIs​​ that foster input method​​​‌ and feature discovery, and​ create a design framework​‌ of discoverable user interfaces.​​ This project investigates, but​​​‌ is not limited to,​ the context of touch-based​‌ interaction and will also​​ explore two critical timings​​​‌ when the user might​ trigger a reflective practice​‌ on the available inputs​​ and features: while the​​​‌ user is carrying her​ task (discovery in-action); and​‌ after having carried her​​ task by having informed​​​‌ reflection on her past​ actions (discovery on-action). This​‌ dual investigation will reveal​​ more generic and context-independent​​​‌ properties that will be​ summarized in a comprehensive​‌ framework of discoverable interfaces.​​ Our ambition is to​​​‌ trigger a significant change​ in the way all​‌ interactive systems and interaction​​ techniques, existing and new,​​​‌ are thought, designed, and​ implemented with both performance​‌ and discoverability in mind.​​

Web site: http://ns.inria.fr/discovery

Related​​​‌ publications in 2025: 24​, 18, 34​‌, 27, 35​​

PerfAnalytics (PIA “Sport de​​​‌ très haute performance”,​ 2020-2025)

In situ performance​‌ analysis

Participants: Géry Casiez​​, Bruno Fruchard [contact​​​‌ person], Sylvain Malacria​.

The objective of​‌ the PerfAnalytics project (Inria,​​ INSEP, Univ. Grenoble Alpes,​​​‌ Univ. Poitiers, Univ. Aix-Marseille,​ Univ. Eiffel & 5​‌ sports federations) is to​​ study how video analysis,​​​‌ now a standard tool​ in sport training and​‌ practice, can be used​​ to quantify various performance​​​‌ indicators and deliver feedback​ to coaches and athletes.​‌ The project, supported by​​ the boxing, cycling, gymnastics,​​​‌ wrestling, and mountain and​ climbing federations, aims to​‌ provide sports partners with​​ a scientific approach dedicated​​ to video analysis, by​​​‌ coupling existing technical results‌ on the estimation of‌​‌ gestures and figures from​​ video with scientific biomechanical​​​‌ methodologies for advanced gesture‌ objectification (muscular for example).‌​‌

Partners: the project involves​​ several academic partners (Inria,​​​‌ INSEP, Univ. Grenoble Alpes,‌ Univ. Poitiers, Univ. Aix-Marseille,‌​‌ Univ. Eiffel), as well​​ as elite staff and​​​‌ athletes from different Olympic‌ disciplines (Climbing, BMX Race,‌​‌ Gymnastics, Boxing and Wrestling).​​

Web site: https://perfanalytics.fr/

MIC​​​‌ (PRC, 2022-2026)

Microgesture Interaction‌ in Context

Participants: Vincent‌​‌ Lambert, Suliac Lavenant​​, Sylvain Malacria,​​​‌ Thomas Pietrzak [contact person]‌.

MIC aims at‌​‌ studying and promoting microgesture-based​​ interaction by putting it​​​‌ in practice in real-life‌ use situations. Microgestures are‌​‌ hand gestures performed on​​ one hand with the​​​‌ same hand. Examples include‌ tap and swipe gestures‌​‌ performed by one finger​​ on another finger. We​​​‌ study interaction techniques based‌ on microgestures or on‌​‌ the combination of microgestures​​ with another modality including​​​‌ haptic feedback as well‌ as mechanisms that support‌​‌ discoverability and learnability of​​ microgestures.

Partners: Univ. Grenoble​​​‌ Alpes, Inria, Univ. Toulouse‌ 2, CNRS, Institut des‌​‌ Jeunes Aveugles, Immersion SA.​​

Web site: https://mic.imag.fr

9.4.2​​​‌ Inria Project Labs

FISSuRe‌ (2026-2029)

Participants: Géry Casiez‌​‌, Bruno Fruchard [contact​​ person].

While soft​​​‌ robotic manipulators are intrinsically‌ safer than rigid manipulators,‌​‌ they may be perceived​​ as threats due to​​​‌ diminished movement legibility, increased‌ risks of movement singularities,‌​‌ and their animal-like appearances.​​ This project leverages virtual​​​‌ reality (VR) setups and‌ methods from speculative design‌​‌ to study perceived safety​​ when users are immersed​​​‌ in interactive tasks with‌ virtual realistic plant-like and‌​‌ animal-like soft robots. We​​ posit the aesthetic of​​​‌ soft robots has a‌ strong impact on this‌​‌ factor and it may​​ have been overlooked.

Partners:​​​‌ Inria's DEFROST team.

10‌ Dissemination

10.1 Promoting scientific‌​‌ activities

10.1.1 Scientific events:​​ organisation

General chair, scientific​​​‌ chair
  • HHAI: Janin‌ Koch (Head of executive‌​‌ committee)
Member of the​​ organizing committees
Workshop organizer‌​‌

10.1.2 Scientific events: selection‌

Member of the conference‌​‌ program committees
Reviewer

10.1.3 Journal

Reviewer -‌​‌ reviewing activities

10.1.4‌​‌ Invited talks

  • Faut-il​​​‌ revoir l'administration des questionnaires​ qualitatifs ?”, keynote​‌ atelier EduIHM, Lille: Géry​​ Casiez
  • Should the​​​‌ administration of qualitative questionnaires​ be reconsidered?”, Univ.​‌ Waterloo, Waterloo (Canada): Géry​​ Casiez
  • Haptique et​​​‌ interaction sensorimotrice”, keynote​ journée GT robotique GDR​‌ IHM: Thomas Pietrzak
  • “​​Changing how we see​​​‌ research illustrations”, Visiting​ talk Kyushu University, Fukuoka​‌ (Japon): Sylvain Malacria
  • “​​Why interaction methods should​​​‌ be exposed and recognizable​ to improve user experience​‌”, Catch the future​​ seminar, KAIST (Corée du​​​‌ Sud): Sylvain Malacria
  • “​Human-AI Exploration in Design​‌ Practice”, talk at​​ the annual days of​​​‌ the graduate programme “Information​ and Knowledge Society” Lille:​‌ Janin Koch
  • How​​ to think about your​​​‌ Phd thesis and beyond​”, talk at te​‌ Doctoral Consortium of HHAI'25,​​ Pisa (Italy): Janin Koch​​​‌

10.1.5 Leadership within the​ scientific community

  • GDR IHM​‌: Bruno Fruchard (co-representative​​ of GT UX/DI),​​​‌ Janin Koch (co-representative of​ GT HCAI), Géry​‌ Casiez (member of the​​ scientific committee), Thomas Pietrzak​​​‌ (co-head of communications)
  • Association​ Francophone d'Interaction Humain-Machine (AFIHM):​‌ Géry Casiez(member of​​ the steering committee),​​​‌ Bruno Fruchard(member of​ the executive committee),​‌ Sylvain Malacria(member of​​ the executive committee),​​​‌ Raphaël Perraud(Webmaster and​ communication manager of the​‌ young researchers (JCJC) taskforce)​​, Suliac Lavenant(Discord​​​‌ administrator of the young​ researchers (JCJC) taskforce)

10.1.6​‌ Scientific expertise

  • Agence Nationale​​ de la Recherche (ANR):​​​‌ Géry Casiez (expert reviewer​ for research grant)
  • Region​‌ Île-de-France: Thomas Pietrzak (expert​​ reviewer for research grant)​​​‌

10.1.7 Research administration

For​ Inria center at the​‌ University of Lille

  • “Comité​​ Opérationnel d'Évaluation des Risques​​​‌ Légaux et Éthiques” (COERLE,​ the Inria Ethics board):​‌ Thomas Pietrzak(local correspondent)​​, Mathieu Nancel(member)​​​‌
  • “Commission des Emplois de​ Recherche” (CER): Bruno Fruchard​‌(member)
  • "Référent médiation": Bruno​​ Fruchard
  • "Correspondant Scientifique Partenariats​​​‌ Internationaux": Sylvain Malacria
  • “Commission​ des Utilisateurs des Moyens​‌ Informatique” (CUMI): Mathieu Nancel​​(president)

For the Université​​​‌ de Lille

  • MADIS Graduate​ School council: Géry Casiez​‌(member)
  • Coordinator for internships​​ at IUT de Lille:​​​‌ Géry Casiez
  • Computer Science​ Department council: Damien Pollet​‌(member)
  • Co-coordinator for internships​​ at Computer Science Deparment:​​​‌ Damien Pollet

For the​ CRIStAL lab of Université​‌ de Lille & CNRS​​

  • Direction Board: Géry Casiez​​​‌ (Deputy Director)
  • Computer Science​ PhD recruiting committee: Géry​‌ Casiez(member)
  • Laboratory council:​​ Thomas Pietrzak(member)
  • Coordinator​​​‌ of the Human &​ Humanities research axis: Thomas​‌ Pietrzak

Hiring committees

  • Université​​ Toulouse III Paul Sabatier​​​‌ committee for Professor Position​ in Computer Science: Géry​‌ Casiez(president)
  • Université de​​ Lille committee for Assistant​​​‌ Professor Position in Computer​ Science: Thomas Pietrzak(president)​‌
  • Polytech Nice committee for​​ Assistant Professor Position in​​​‌ Computer Science: Thomas Pietrzak​(member)

10.2 Teaching -​‌ Supervision - Juries

10.2.1​​ Teaching

  • Doctoral course: Géry​​​‌ Casiez (12h), Experimental research​ and statistical methods for​‌ Human-Computer Interaction, Université​​ de Lille
  • Master Informatique:​​​‌ Géry Casiez (12h), Mathieu​ Nancel (12h), Sylvain Malacria​‌ (12h), Thomas Pietrzak (12h),​​ Interactions Humain-Machine avancées,​​​‌ M2, Université de Lille​
  • Master Informatique: Damien Pollet​‌ (27h), Langages et Modèles​​ Dédiés, M2, Université​​ de Lille
  • Master Informatique:​​​‌ Thomas Pietrzak (72h), Interaction‌ Humain-Machine, M1, Université‌​‌ de Lille
  • Master Informatique:​​ Thomas Pietrzak (20h), Introduction​​​‌ to Research, M1,‌ Université de Lille
  • Master‌​‌ HCI: Janin Koch (21h)​​ Adavanced Design of Interactive​​​‌ Systems, M1 and‌ M2, Université Paris-Saclay
  • Cursus‌​‌ ingénieur: Sylvain Malacria (9h),​​ 3DETech, IMT Lille-Douai​​​‌
  • Licence Informatique: Bruno Fruchard‌ (18h), Antoine Nollet (18h),‌​‌ Suliac Lavenant (18h), Sylvain​​ Malacria (2h), Thomas Pietrzak​​​‌ (25h) Introduction à l'Interaction‌ Humain-Machine, L3, Université‌​‌ de Lille
  • Licence Informatique:​​ Damien Pollet (18h), Conception​​​‌ orientée objet, L3,‌ Université de Lille
  • Licence‌​‌ Informatique: Damien Pollet (46h),​​ Projet, L3, Université​​​‌ de Lille
  • Licence Informatique:‌ Raphaël Perraud (18h), JSFS‌​‌, L3, Université de​​ Lille
  • Licence Informatique: Alice​​​‌ Loizeau (18h), Javascript,‌ L2, Université de Lille‌​‌
  • Licence Informatique: Antoine Nollet​​ (21h), Bases De Données​​​‌ 1, L2 parcours PEIP,‌ Université de Lille
  • Licence‌​‌ Informatique: Suliac Lavenant (20h),​​ Projet informatique de traitement​​​‌ de données, L2 MIASH,‌ Université de Lille
  • Licence‌​‌ Informatique: Damien Pollet (36h),​​ Informatique, L1, Université​​​‌ de Lille
  • Licence Informatique:‌ Damien Pollet (50h), Algorithmes‌​‌ et Programmation, L1,​​ Université de Lille
  • Licence​​​‌ Informatique: Alice Loizeau (31.5h),‌ Technologie du Web,‌​‌ L1, Université de Lille​​
  • BUT Informatique: Géry Casiez​​​‌ (11h): Automatisation de la‌ chaîne de production,‌​‌ 3rd year, IUT de​​ Lille - Université de​​​‌ Lille
  • BUT Informatique: Géry‌ Casiez (20h): React,‌​‌ 3rd year, IUT de​​ Lille - Université de​​​‌ Lille
  • BUT Informatique: Géry‌ Casiez (38h), Bruno Fruchard‌​‌ (30h), IHM, 1st​​ year, IUT de Lille​​​‌ - Université de Lille‌
  • BUT Informatique: Géry Casiez‌​‌ (8h) SAÉ développement d'applications​​, 1st year, IUT​​​‌ de Lille - Université‌ de Lille

10.2.2 Supervision‌​‌

  • PhD in progress: Tao​​ Beaufils, Knowdgets: Widgets Supporting​​​‌ Knowledge of Interaction,‌ started Oct. 2025, advised‌​‌ by Géry Casiez &​​ Stéphane Conversy
  • PhD in​​​‌ progress: Xiaohan Liao, Using‌ AI as Design Material:‌​‌ Exploring the potential of​​ GenAI for Collaborative Design​​​‌ Practice, started Nov.‌ 2025, advised by Janin‌​‌ Koch & Géry Casiez​​
  • PhD in progress: Kaiwen​​​‌ Zhou, Using AI as‌ Design Material: Exploring the‌​‌ potential of GenAI for​​ Design Practice, started​​​‌ Oct. 2025, advised by‌ Janin Koch & Géry‌​‌ Casiez
  • PhD in progress:​​ Ramakrishnan Kumaravelu, In-Situ Design​​​‌ of Vibrotactile Feedback through‌ Direct Manipulation and Asymmetric‌​‌ Collaboration in VR,​​ started Oct. 2025, advised​​​‌ by Thomas Pietrzak ,‌ Bruno Fruchard & Donald‌​‌ Degraen
  • PhD in progress:​​ Omid Niroomandi, Re-designing the​​​‌ Input Pipeline in Interactive‌ Systems, started Nov.‌​‌ 2024, advised by Géry​​ Casiez , Mathieu Nancel​​​‌ & Daniel Vogel
  • PhD‌ in progress: Antoine Nollet,‌​‌ Automatic Information Management for​​ Collaborative Spaces, started​​​‌ Oct. 2024, advised by‌ Sylvain Malacria , Bruno‌​‌ Fruchard & Carla Griggio​​
  • PhD in progress: Suliac​​​‌ Lavenant, Using haptic cues‌ to improve micro-gesture interaction‌​‌, started Oct. 2023,​​ advised by Thomas Pietrzak​​​‌ , Sylvain Malacria ,‌ Laurence Nigay & Alix‌​‌ Goguey
  • PhD in progress:​​ Xiaohan Peng, Designing Interactive​​​‌ Human-Computer Drawing Experiences,‌ started Oct. 2023, advised‌​‌ by Janin Koch &​​​‌ Wendy Mackay (Inria Saclay)​
  • PhD in progress: Maëva​‌ Calmettes, Comprendre et faciliter​​ le développement de compétences​​​‌ au sein d'équipes,​ started Nov. 2024, advised​‌ by Aurélien Tabard, Sylvain​​ Malacria & Mathieu Nancel​​​‌
  • PhD: Raphaël Perraud, Fostering​ the discovery of interactions​‌ through adapted tutorials 27​​, defended in Dec.​​​‌ 2025, advised by Sylvain​ Malacria
  • PhD: Eya Ben​‌ Chaaben, Exploring Human-AI Collaboration​​ and Explainability for Sustainable​​​‌ ML 37, defended​ in Dec. 2025, advised​‌ by Janin Koch &​​ Wendy Mackay (Inria Saclay)​​​‌
  • PhD: Vincent Lambert, Discoverability​ and representation of interactions​‌ using micro-hand gestures 51​​, defended in Nov.​​​‌ 2025, advised by Laurence​ Nigay, Sylvain Malacria &​‌ Alix Goguey
  • PhD: Alice​​ Loizeau, Understanding and designing​​​‌ around error in interactive​ systems 26, defended​‌ Dec. 2025, advised by​​ Stéphane Huot & Mathieu​​​‌ Nancel
  • PhD: Pierrick Uro,​ Interaction, Space, and Copresence​‌ in Co-Located Mixed Reality​​ 71, defended in​​​‌ Nov. 2025, advised by​ Thomas Pietrzak , Florent​‌ Berthaut, Laurent Grisoni &​​ Marcelo Wanderley (co-tutelle with​​​‌ McGill University, Canada)
  • PhD:​ Travis West, Examining the​‌ Design of Musical Interaction:​​ The Creative Practice and​​​‌ Process 28, defended​ in Jan. 2025, advised​‌ by Stéphane Huot &​​ Marcelo Wanderley (co-tutelle with​​​‌ McGill University, Canada)

10.2.3​ Juries

  • Camille Dupré (PhD,​‌ Université Paris Saclay) :​​ Thomas Pietrzak , reviewer​​​‌
  • James Eagan (HDR, Telecom​ Paris) : Géry Casiez​‌ , examiner
  • Jeanne Hecquard​​ (PhD, Université de Rennes)​​​‌ : Thomas Pietrzak ,​ reviewer
  • Nikhita Joshi (PhD,​‌ University of Waterloo) :​​ Géry Casiez , examiner​​​‌
  • Yang Liu (PhD, Institut​ Polytechnique de Paris) :​‌ Thomas Pietrzak , reviewer​​
  • Capucine Nghiem (PhD, Université​​​‌ Paris Saclay) : Sylvain​ Malacria , reviewer
  • Clément​‌ Truillet (PhD, Université de​​ Toulouse) : Thomas Pietrzak​​​‌ , reviewer

10.2.4 PhD​ mid-term evaluation committees

  • Congjian​‌ Gao (LS2N, Université de​​ Nantes) : Bruno Fruchard​​​‌
  • Axel Carayon (IRIT, Université​ de Toulouse) : Thomas​‌ Pietrzak
  • Intissar Chérif (IBISC,​​ Université Paris-Saclay) : Thomas​​​‌ Pietrzak
  • Anna Siacchitano (Université​ Grenoble Alpes, ESTIA) :​‌ Sylvain Malacria
  • Sabrina Toofany​​ (IRISA, Université de Rennes)​​​‌ : Thomas Pietrzak
  • Dávid​ Maruscsák (ARAI, Université Paris-Saclay):​‌ Janin Koch

10.3 Popularization​​

10.3.1 Productions (articles, videos,​​​‌ podcasts, serious games, ...)​

10.3.2 Participation in​​​‌ Live events

  • Co-organization of​ the 7th Journée IHMIA​‌ on March 10th 2025​​ – Bruno Fruchard ,​​​‌ Fabrice Jaouën

    one-day​ event sponsored by AFIHM​‌ and AFIA on the​​ uses and impacts of​​​‌ automatic processes on creative​ and juridicial decisions

  • Co-organization​‌ of RJMI “Rencontre Jeunes​​ Mathématicienne et Informaticiennes” on​​​‌ October 21st-22nd 2025 –​ Simon Lemaire, Anaïs Kolumban​‌ & Bruno Fruchard

    →​​ event on two days​​​‌ that involved 8 highschool​ girls with the goal​‌ to expose gender biases​​ in computer science and​​​‌ mathematics research, present research​ work to younger students​‌ and organize workshops on​​ various topics led by​​​‌ PhD students. This event​ included two talks from​‌ Camille Marchet and Ana​​ Matos.

  • Participation in RJMI​​ “Rencontre Jeunes Mathématicienne et​​​‌ Informaticiennes” on October 21st-22nd‌ 2025 – Alice Loizeau‌​‌
  • Organization of “Les Innovantes”​​ on December 11th 2025​​​‌ – Bruno Fruchard

    →‌ We invited 75‌​‌ highschoolers from the region​​ Hauts-de-France to the Inria​​​‌ centre of the university‌ of Lille attend to‌​‌ presentations promoting women's contributions​​ to computer science. 2​​​‌ women (Iliana Fayolle, Yosra‌ Rekik) presented their research‌​‌ work in cryptography and​​ haptics, and discussed their​​​‌ experience of being women‌ in research.

  • Participation in‌​‌ a panel "Intelligence Numérique"​​ for "La Fête de​​​‌ la Science" on Oct.‌ 6th 2025 – Bruno‌​‌ Fruchard

    panel with​​ Stéphane Huot on the​​​‌ theme of “Intelligence Numérique”‌ at Le Forum des‌​‌ Sciences in Villeneuve d'Ascq.​​ The conference introduced an​​​‌ exhibition including several posters‌ discussing the use of‌​‌ arguably intelligent systems in​​ various domains.

  • Organisation and​​​‌ participation in 4 Chiche‌ sessionsBruno Fruchard‌​‌
  • Participation in contest My​​ thesis in 180s, March​​​‌ 2025 (regional finals) –‌ Antoine Nollet
  • Organisation and‌​‌ participation in “Girls Can​​ Code”, 08-09 Nov.​​​‌ 2025 – Antoine Nollet‌ , Tao Beaufils

    →‌​‌ supervision of middle and​​ highschool girls for coding​​​‌ exercises, answering questions on‌ careers in computer science,‌​‌ explanation of research work​​ in computer science

  • RIC​​​‌ day at the University‌ of Lille, 01 Oct.‌​‌ 2025 - Antoine Nollet​​

    participation in a​​​‌ panel to introduce computer‌ science research to university‌​‌ students

11 Scientific production​​

11.1 Major publications

11.2 Publications of the​ year

International journals

International peer-reviewed​ conferences

National​ peer-reviewed Conferences

Doctoral dissertations and habilitation​‌ theses

Other scientific​​​‌ publications

11.3‌ Cited publications

  • 36 inproceedings‌​‌M.Michel Beaudouin-Lafon.​​ Designing interaction, not interfaces​​​‌.Proceedings of AVI'04‌ACM2004, 15-22‌​‌URL: http://doi.acm.org/10.1145/989863.989865back to​​ text
  • 37 phdthesisE.​​​‌Eya Ben chaaben.‌ Rethinking ML Model Selection‌​‌ Using Sustainable HCI.​​Paris-Saclay UniversityDecember 2025​​​‌HALback to text‌
  • 38 articleF.Filipe‌​‌ Calegario, M.Marcelo​​ Wanderley, S.Stéphane​​​‌ Huot, G.Giordano‌ Cabral and G.Geber‌​‌ Ramalho. A method​​ and toolkit for digital​​​‌ musical instruments: generating ideas‌ and prototypes.IEEE‌​‌ MultiMedia241January​​ 2017, 63-71URL:​​​‌ https://doi.org/10.1109/MMUL.2017.18back to text‌
  • 39 inproceedingsG.Géry‌​‌ Casiez, S.Stéphane​​ Conversy, M.Matthieu​​​‌ Falce, S.Stéphane‌ Huot and N.Nicolas‌​‌ Roussel. Looking through​​ the eye of the​​​‌ mouse: a simple method‌ for measuring end-to-end latency‌​‌ using an optical mouse​​.Proceedings of UIST'15​​​‌ACMNovember 2015,‌ 629-636URL: http://dx.doi.org/10.1145/2807442.2807454back‌​‌ to text
  • 40 inproceedings​​G.Géry Casiez and​​​‌ N.Nicolas Roussel.‌ No more bricolage! Methods‌​‌ and tools to characterize,​​ replicate and compare pointing​​​‌ transfer functions.Proceedings‌ of UIST'11ACMOctober‌​‌ 2011, 603-614URL:​​ http://dx.doi.org/10.1145/2047196.2047276back to text​​​‌
  • 41 inproceedingsG.Géry‌ Casiez, N.Nicolas‌​‌ Roussel and D.Daniel​​ Vogel. 1€ Filter:​​​‌ A Simple Speed-based Low-pass‌ Filter for Noisy Input‌​‌ in Interactive Systems.​​CHI'12, the 30th Conference​​​‌ on Human Factors in‌ Computing SystemsAustin, United‌​‌ StatesACMMay 2012​​, 2527-2530HALDOI​​​‌back to text
  • 42‌ articleA.Andy Cockburn‌​‌, C.Carl Gutwin​​, J.Joey Scarr​​​‌ and S.Sylvain Malacria‌. Supporting novice to‌​‌ expert transitions in user​​ interfaces.ACM Computing​​​‌ Surveys472November‌ 2014, URL: http://dx.doi.org/10.1145/2659796‌​‌back to textback​​ to textback to​​​‌ text
  • 43 techreportD.‌ C.Douglas C. Engelbart‌​‌. Augmenting human intellect:​​ a conceptual framework.​​​‌AFOSR-3233Stanford Research Institute‌October 1962, URL:‌​‌ http://www.dougengelbart.org/pubs/augment-3906.htmlback to text​​
  • 44 inproceedingsN.Nicholas​​​‌ Fellion, T.Thomas‌ Pietrzak and A.Audrey‌​‌ Girouard. FlexStylus: leveraging​​​‌ flexion input for pen​ interaction.Proceedings of​‌ UIST'17ACMOctober 2017​​, 375-385URL: https://doi.org/10.1145/3126594.3126597​​​‌back to text
  • 45​ articleA.Alix Goguey​‌, D.Daniel Vogel​​, F.Fanny Chevalier​​​‌, T.Thomas Pietrzak​, N.Nicolas Roussel​‌ and G.Géry Casiez​​. Leveraging finger identification​​​‌ to integrate multi-touch command​ selection and parameter manipulation​‌.International Journal of​​ Human-Computer Studies99March​​​‌ 2017, 21-36URL:​ http://dx.doi.org/10.1016/j.ijhcs.2016.11.002back to text​‌
  • 46 articleS.Saul​​ Greenberg. Toolkits and​​​‌ Interface Creativity.Multimedia​ Tools Appl.322​‌February 2007, 139--159​​URL: http://dx.doi.org/10.1007/s11042-006-0062-yDOIback​​​‌ to text
  • 47 incollection​J.Jonathan Grudin.​‌ A moving target: the​​ evolution of Human-Computer Interaction​​​‌.The Human Computer​ Interaction handbook (3rd edition)​‌CRC PressMay 2012​​, xxvii-lxiURL: http://research.microsoft.com/en-us/um/people/jgrudin/publications/history/HCIhandbook3rd.pdf​​​‌back to text
  • 48​ inproceedingsA.Aakar Gupta​‌, T.Thomas Pietrzak​​, N.Nicolas Roussel​​​‌ and R.Ravin Balakrishnan​. Direct manipulation in​‌ tactile displays.Proceedings​​ of CHI'16ACMMay​​​‌ 2016, 3683-3693URL:​ http://dx.doi.org/10.1145/2858036.2858161back to text​‌
  • 49 phdthesisS.Stéphane​​ Huot. Designeering interaction:​​​‌ a missing link in​ the evolution of Human-Computer​‌ Interaction.205 pages​​Université Paris-Sud, FranceMay​​​‌ 2013, URL: https://hal.inria.fr/tel-00823763​back to text
  • 50​‌ inproceedingsR.Ricardo Jota​​, A.Albert Ng​​​‌, P.Paul Dietz​ and D.Daniel Wigdor​‌. How fast is​​ fast enough? A study​​​‌ of the effects of​ latency in direct-touch pointing​‌ tasks.Proceedings of​​ CHI'13ACMApril 2013​​​‌, 2291-2300URL: http://doi.acm.org/10.1145/2470654.2481317​back to text
  • 51​‌ phdthesisV.Vincent Lambert​​. Representation of interactions​​​‌ based on hand microgestures​.Université Grenoble Alpes​‌ (UGA)November 2025HAL​​back to text
  • 52​​​‌ inproceedingsB.Byungjoo Lee​, M.Mathieu Nancel​‌, S.Sunjun Kim​​ and A.Antti Oulasvirta​​​‌. AutoGain: Gain Function​ Adaptation with Submovement Efficiency​‌ Optimization.Proceedings of​​ the 2020 CHI Conference​​​‌ on Human Factors in​ Computing Systems (CHI '20)​‌Honolulu, United StatesACM​​April 2020, 1-12​​​‌HALDOIback to​ text
  • 53 articleA.​‌Alice Loizeau, S.​​Sylvain Malacria and M.​​​‌Mathieu Nancel. GUI​ Behaviors to Minimize Pointing-based​‌ Interaction Interferences.ACM​​ Transactions on Computer-Human Interaction​​​‌2024HALback to​ text
  • 54 inproceedingsI.​‌ S.I. Scott MacKenzie​​ and C.Colin Ware​​​‌. Lag as a​ determinant of human performance​‌ in interactive systems.​​Proceedings of CHI'93ACM​​​‌April 1993, 488-493​URL: http://doi.acm.org/10.1145/169059.169431back to​‌ text
  • 55 articleE.​​Eva Mackamul, G.​​​‌Géry Casiez and S.​Sylvain Malacria. Clarifying​‌ and differentiating discoverability.​​Human–Computer Interaction00​​​‌2024, 1--26URL:​ https://doi.org/10.1080/07370024.2024.2364606DOIback to​‌ text
  • 56 articleW.​​ E.Wendy E. Mackay​​​‌. Responding to cognitive​ overload: coadaptation between users​‌ and technology.Intellectica​​301ARCo2000​​​‌, 177-193URL: http://intellectica.org/SiteArchives/archives/n30/30_06_Mackay.pdf​back to text
  • 57​‌ inproceedingsS.Sylvain Malacria​​, G.Gilles Bailly​​​‌, J.Joel Harrison​, A.Andy Cockburn​‌ and C.Carl Gutwin​​. Promoting Hotkey use​​ through rehearsal with ExposeHK​​​‌.Proceedings of the‌ SIGCHI Conference on Human‌​‌ Factors in Computing Systems​​CHI '13New York,​​​‌ NY, USAParis, France‌Association for Computing Machinery‌​‌2013, 573–582URL:​​ https://doi.org/10.1145/2470654.2470735DOIback to​​​‌ text
  • 58 inproceedingsS.‌Sylvain Malacria, J.‌​‌Joey Scarr, A.​​Andy Cockburn, C.​​​‌Carl Gutwin and T.‌Tovi Grossman. Skillometers:‌​‌ reflective widgets that motivate​​ and help users to​​​‌ improve performance.Proceedings‌ of UIST'13ACMOctober‌​‌ 2013, 321-330URL:​​ http://doi.acm.org/10.1145/2501988.2501996back to text​​​‌
  • 59 bookN.Nicolai‌ Marquardt and S.Saul‌​‌ Greenberg. Proxemic Interactions:​​ From Theory to Practice​​​‌.Synthesis Lectures on‌ Human-Centered InformaticsMorgan &‌​‌ Claypool2015, URL:​​ https://books.google.fr/books?id=2dPtBgAAQBAJback to text​​​‌
  • 60 inproceedingsJ.Justin‌ Matejka, W.Wei‌​‌ Li, T.Tovi​​ Grossman and G.George​​​‌ Fitzmaurice. CommunityCommands: command‌ recommendations for software applications‌​‌.Proceedings of UIST'09​​ACMOctober 2009,​​​‌ 193-202URL: http://dx.doi.org/10.1145/1622176.1622214back‌ to text
  • 61 inproceedings‌​‌M.Mathieu Nancel,​​ S.Stanislav Aranovskiy,​​​‌ R.Rosane Ushirobira,‌ D.Denis Efimov,‌​‌ S.Sebastien Poulmane,​​ N.Nicolas Roussel and​​​‌ G.Géry Casiez.‌ Next-Point Prediction for Direct‌​‌ Touch Using Finite-Time Derivative​​ Estimation.Proceedings of​​​‌ the 31st Annual ACM‌ Symposium on User Interface‌​‌ Software and TechnologyUIST​​ '18New York, NY,​​​‌ USABerlin, GermanyACM‌2018, 793--807URL:‌​‌ http://doi.acm.org/10.1145/3242587.3242646DOIback to​​ text
  • 62 inproceedingsM.​​​‌Mathieu Nancel and A.‌Andy Cockburn. Causality:‌​‌ a conceptual model of​​ interaction history.Proceedings​​​‌ of CHI'14ACMApril‌ 2014, 1777-1786URL:‌​‌ http://dx.doi.org/10.1145/2556288.2556990back to text​​
  • 63 articleM.Mathieu​​​‌ Nancel, E.Emmanuel‌ Pietriga, O.Olivier‌​‌ Chapuis and M.Michel​​ Beaudouin-Lafon. Mid-air pointing​​​‌ on ultra-walls.ACM‌ ToCHI225October‌​‌ 2015, URL: http://dx.doi.org/10.1145/2766448​​back to text
  • 64​​​‌ inproceedingsM.Mathieu Nancel‌, D.Daniel Vogel‌​‌, B. D.Bruno​​ De Araùjo, R.​​​‌Ricardo Jota and G.‌Géry Casiez. Next-point‌​‌ prediction metrics for perceived​​ spatial errors.Proceedings​​​‌ of UIST'16ACMOctober‌ 2016, 271-285URL:‌​‌ http://dx.doi.org/10.1145/2984511.2984590back to text​​
  • 65 incollectionM.Maja​​​‌ Pantic, A.Alex‌ Pentland, A.Anton‌​‌ Nijholt and T. S.​​Thomas S. Huang.​​​‌ Human computing and machine‌ understanding of human behavior:‌​‌ a survey.Artifical​​ intelligence for human computing​​​‌4451LNCSSpringer2007‌, 47-71URL: http://dx.doi.org/10.1007/978-3-540-72348-6_3‌​‌back to text
  • 66​​ inproceedingsT.Thibault Raffaillac​​​‌ and S.Stéphane Huot‌. Polyphony: Programming Interfaces‌​‌ and Interactions with the​​ Entity-Component-System Model.EICS​​​‌ 2019 - 11th ACM‌ SIGCHI Symposium on Engineering‌​‌ Interactive Computing Systems3​​Valencia, SpainJune 2019​​​‌HALDOIback to‌ text
  • 67 inproceedingsV.‌​‌Vidya Ramesh, C.​​Charlie Hsu, M.​​​‌Maneesh Agrawala and B.‌Björn Hartmann. ShowMeHow:‌​‌ Translating User Interface Instructions​​ Between Applications.Proceedings​​​‌ of UIST'11ACMOctober‌ 2011, 127-134URL:‌​‌ http://doi.acm.org/10.1145/2047196.2047212back to text​​
  • 68 inproceedingsJ.Joey​​​‌ Scarr, A.Andy‌ Cockburn, C.Carl‌​‌ Gutwin and A.Andrea​​​‌ Bunt. Improving command​ selection with CommandMaps.​‌Proceedings of the SIGCHI​​ Conference on Human Factors​​​‌ in Computing SystemsCHI​ '12New York, NY,​‌ USAAustin, Texas, USA​​Association for Computing Machinery​​​‌2012, 257–266URL:​ https://doi.org/10.1145/2207676.2207713DOIback to​‌ text
  • 69 inproceedingsJ.​​Joey Scarr, A.​​​‌Andy Cockburn, C.​Carl Gutwin and P.​‌Philip Quinn. Dips​​ and Ceilings: understanding and​​​‌ Supporting Transitions to Expertise​ in User Interfaces.​‌Proceedings of CHI'11ACM​​May 2011, 2741-2750​​​‌URL: http://doi.acm.org/10.1145/1978942.1979348back to​ text
  • 70 inproceedingsP.​‌Philippe Schmid, S.​​Sylvain Malacria, A.​​​‌Andy Cockburn and M.​Mathieu Nancel. Interaction​‌ Interferences: Implications of Last-Instant​​ System State Changes.​​​‌Proceedings of the 33rd​ Annual ACM Symposium on​‌ User Interface Software and​​ TechnologyUIST '20New​​​‌ York, NY, USAVirtual​ Event, USAAssociation for​‌ Computing Machinery2020,​​ 516–528URL: https://doi.org/10.1145/3379337.3415883DOI​​​‌back to text
  • 71​ phdthesisP.Pierrick Uro​‌. Interaction, Space, and​​ Copresence in Co-Located Mixed​​​‌ Reality.Université de​ Lille, McGill UniversityNovember​‌ 2025back to text​​back to text
  • 72​​​‌ bookT.Terry Winograd​ and F.Fernando Flores​‌. Understanding computers and​​ cognition: a new foundation​​​‌ for design.Addison-Wesley​May 1986, URL:​‌ https://dl.acm.org/doi/book/10.5555/5245back to text​​