Nathalie Bressa’s research while affiliated with Institut Polytechnique de Paris and other places

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Publications (9)


Travel Patterns & Conference Intentions: Engaging Conference Attendees with Sustainability through Input Physicalization
  • Conference Paper

March 2025

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Common Objects for Programming Workshops in Non-Formal Learning Contexts

August 2023

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8 Reads

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1 Citation

Lecture Notes in Computer Science

We investigate common objects as material support for programming workshops for children and adolescents in non-formal learning contexts. To this end, we engaged in a one-year participatory design process with a facilitator of programming workshops. Based on observations of workshops and interviews with the facilitator, we mapped out their artifact ecologies to investigate how the multiple artifacts and common objects were orchestrated by the facilitator and then adopted by the participants of the workshops. Building on these findings, we explored the development of a collaborative teaching tool, MicroTinker, through a participatory design process with the facilitator. This paper presents the results of our analyses and shows their constructive use to design technology in a non-formal learning setting. KeywordsArtifact ecologynon-formal learningparticipatory designprogramming education


List of interviews
Children’s digital skills acquisition in non-formal educational contexts: Pedagogical practices, learning, and inclusion opportunities in coding and robotics workshops
  • Article
  • Full-text available

June 2023

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53 Reads

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3 Citations

Coding and robotics education has drawn a lot of interest in recent years to get children ready for the future labour market and advance their digital skills. This paper focuses on coding and robotics workshops in non-formal educational settings in Belgium, Denmark, and Italy. Building on data from a comparative/cross-national study, part of the broader ySKILLS project, we will present findings from 16 observations of such workshops followed by 11 interviews with the organisers and moderators with the purpose of investigating their pedagogical practices, learning and inclusion opportunities. Findings of this study suggest that while digital skills workshops in non-formal learning contexts are designed and implemented with the goal of encouraging children's collaboration and active participation, the structure of the learning activities, the organization of the learning environment, and the choices made by children themselves may promote individualistic practices. Furthermore, despite attempts to encourage diversity and inclusion, such as choosing a "free" and "open-door" approach, these workshops may fail to attract participants from diverse backgrounds. We argue that an active dialogue between organisers and moderators, researchers, parents, and, of course, children from various backgrounds is required to promote child-centered approaches that move beyond individualistic accounts of learning and toward the creation of more collaborative and inclusive digital skill activities through a systemic and holistic approach.

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What's the Situation with Situated Visualization? A Survey and Perspectives on Situatedness

September 2021

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68 Reads

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101 Citations

IEEE Transactions on Visualization and Computer Graphics

Situated visualization is an emerging concept within visualization, in which data is visualized in situ, where it is relevant to people. The concept has gained interest from multiple research communities, including visualization, human-computer interaction (HCI) and augmented reality. This has led to a range of explorations and applications of the concept, however, this early work has focused on the operational aspect of situatedness leading to inconsistent adoption of the concept and terminology. First, we contribute a literature survey in which we analyze 44 papers that explicitly use the term “situated visualization” to provide an overview of the research area, how it defines situated visualization, common application areas and technology used, as well as type of data and type of visualizations. Our survey shows that research on situated visualization has focused on technology-centric approaches that foreground a spatial understanding of situatedness. Secondly, we contribute five perspectives on situatedness (space, time, place, activity, and community) that together expand on the prevalent notion of situatedness in the corpus. We draw from six case studies and prior theoretical developments in HCI. Each perspective develops a generative way of looking at and working with situatedness in design and research. We outline future directions, including considering technology, material and aesthetics, leveraging the perspectives for design, and methods for stronger engagement with target audiences. We conclude with opportunities to consolidate situated visualization research.


Sketching and Ideation Activities for Situated Visualization Design

June 2019

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69 Reads

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37 Citations

We report on findings from seven design workshops that used ideation and sketching activities to prototype new situated visualizations - representations of data that are displayed in proximity to the physical referents (such as people, objects, and locations) to which the data is related. Designing situated visualizations requires a fine-grained understanding of the context in which the visualizations are placed, as well as an exploration of different options for placement and form factors, which existing methods for visualization design do not account for. Focusing on small displays as a target platform, we reflect on our experiences of using a diverse range of sketching activities, materials, and prompts. Based on these observations, we identify challenges and opportunities for sketching and ideating situated visualizations. We also outline the space of design activities for situated visualization and highlight promising methods for both designers and researchers.

Citations (7)


... As visualization (VIS) and human computer interaction (HCI) scientists, researchers and practitioners, we are deeply involved in analyzing visual data. We use the term, visual data, to mean artifacts that have been created to be seen, for instance, hand sketches [26], photographs [5], physical artifacts [2], screenshots of graphical user interfaces [10], videos [12,22], information visualizations [19], and others. However, while we are rapidly moving towards more active use of qualitative methods in empiricism, the emphasis on qualitative approaches has favored verbal and textual analysis (verbatim, Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. ...

Reference:

Summary of the Workshop on Visual Methods and Analyzing Visual Data in Human Computer Interaction
Jumping to Conclusions: A Visual Comparative Analysis of Online Debate Platform Layouts
  • Citing Conference Paper
  • October 2024

... Audience annotations on maps can raise awareness for different views, promote healthy behavior, and provide visibility of otherwise invisible stories [17,23]. The term collective storytelling has been coined to refer to this way of sharing information [6] and we see great potential for such shared stories and annotations for data visualization in general: providing a public platform to debate data representations, to vote on them [1], to express personal evidence, formulate critique, and raise questions [16]. In other words, visualization can become a public medium for collective engagement to promote humanized and critical perspectives on topics and their data within a data-driven discourse. ...

Input Visualization: Collecting and Modifying Data with Visual Representations
  • Citing Conference Paper
  • May 2024

... Subcase 1 was a pilot study to produce 'proof of concept' for the learning tool CoTinker and explore new subject matter in computing education. Subcase 2 was a case study aiming to integrate physical computing in the form of Micro:Bit and researching how the role of the teacher can be constructed and changed by using CoTinker as a learning tool [4]. In this paper, we focus on subcase 3 which was an explorative case study on how PD and CP processes can foster mutual learning and address challenges in relation to teaching computing. ...

Common Objects for Programming Workshops in Non-Formal Learning Contexts
  • Citing Chapter
  • August 2023

Lecture Notes in Computer Science

... To establish the research hypotheses and the methodology, we started with the official documents issued by the Ministry of Education and Research of Romania for the design and evaluation of the National Curriculum [101] and the graduate training profile for different levels of study [102]. These documents reveal that the evaluation process should be carried out based on a series of items grouped into seven components, namely health and personal hygiene [4,58], communication in the native language [71,81], mathematical competencies and basic competencies in science and technology [70,103], digital competency [104], learning to learn [69], social and civic competencies [46], sense of initiative [27], and cultural awareness and expression. ...

Children’s digital skills acquisition in non-formal educational contexts: Pedagogical practices, learning, and inclusion opportunities in coding and robotics workshops

... 7.1.1. Smart glasses or watches can deliver in-situ visual or audio cues [11] during meals, helping users make informed choices in a more seamless way. Real-time audio haptic feedback [73], for example, could combine sound cues (such as a pleasant tone indicating a correct portion or a warning beep for overeating) with tactile sensations (like vibrations to alert users when a meal exceeds recommended nutrient levels). ...

Data Every Day: Designing and Living with Personal Situated Visualizations
  • Citing Conference Paper
  • April 2022

... This process results in a physical artefact [30] that allows cognitive understanding of data [29], making data interpretable as the physical representation engages multiple senses [23] and is experienced with the entire human body [24]. This approach has already been used to collect and modify data on activities [44], habits [15] or preferences [51], thus we believe it will allow office workers to create meaning from personal experiences [28]; to align these meanings with others [20]; and to enrich these meanings with details about the social and physical context where they are situated [5]. ...

What's the Situation with Situated Visualization? A Survey and Perspectives on Situatedness
  • Citing Article
  • September 2021

IEEE Transactions on Visualization and Computer Graphics

... Well-known process models include the nine-stage framework in the Design Study Methodology [90], the Design Activity Framework [57], and others [29,55,89]. Our work here, and others in recent years [2,3,7,71,72,75,81,108] suggest there are essential aspects of the design process and design cognition that are not accounted for, such as the role of inspirational sources, visualization examples, and other forms of precedent and intermediate-level knowledge [36,74]. While these extant frameworks are generally created by and for researchers, there is still an opportunity to incorporate aspects of inspiration into them, as it is probable that researchers also employ such types of knowledge while designing. ...

Sketching and Ideation Activities for Situated Visualization Design
  • Citing Conference Paper
  • June 2019