Valérie Maquil

Dr. Valérie Maquil

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Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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3 March 2018 in Journal of Geographical Systems
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Journal Article
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VMValérie Maquil
Valérie Maquil
ULUlrich Leopold
Ulrich Leopold
LSLuís Moreira De Sousa
Luís Moreira De Sousa
LSLou Schwartz
Lou Schwartz
ETEric Tobias
Eric Tobias

16 March 2015 in Interacting with Computers
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Journal Article
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VMValérie Maquil
Valérie Maquil
This paper provides an analysis of the long-term, iterative design process of the ColorTable, a complex tangible user interface (TUI) supporting various stakeholders in collaboratively envisioning and discussing urban projects through constructing mixed reality scenes. The TUI has been iteratively designed, evaluated and redesigned in a series of real-world participatory design workshops over a 4-year period. We reflect on the most prominent redesign decisions related to (a) the sensing technology, (b) the physical objects, (c) the places for interaction and (d) the visual representations, in order to identify a series of 10 dimensions describing the design space of the ColorTable. Our aim is to provide new insights to the elaboration of design strategies of TUIs by describing the scope and complexity of the design space of a feature-rich TUI designed in a long-term, iterative process.

12 July 2023 in Education and Information Technologies
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Journal Article
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LSLou Schwartz
Lou Schwartz
VMValérie Maquil
Valérie Maquil
LJLaurence Johannsen
Laurence Johannsen
CMChristian Moll
Christian Moll
JHJohannes Hermen
Johannes Hermen
Computational Thinking (CT) is an emerging topic in school curricula. Different tools exist to support the learning of CT, namely visual programming languages and tangible development platforms (TDP), which are widely used in extra-curricular activities. To date, few tools have been developed that consider both teachers’ needs and the school context. We designed the Kniwwelino Classroom Kit (KCK) in order to support the teaching of CT in classrooms. This paper presents the results of a pilot study, in which the KCK was used in three primary and three secondary schools in Luxembourg. The KCK is based on Kniwwelino, a creative environment designed for children from 8 years old to learn about programming and electronics. The study explored the suitability of the KCK for teaching CT in primary and secondary schools, focusing on three research questions: (1) how the KCK supports teachers’ pedagogical practices, (2) how the KCK fulfils the pedagogical objectives set by teachers, and (3) the user experience of the KCK (for teachers and pupils). To assess how the KCK meets the three above-mentioned objectives, we used a mixed method approach, combining semi-guided interviews, logbooks, and several questionnaires. We learned that the KCK is versatile enough to adapt to different environments, objectives, and pedagogical approaches, which responds to the first two research questions, and thus offers a great deal of freedom to teachers. The fun and tangible approach of the KCK introduces programming and enables pupils to develop both CT and soft skills such as communication and collaboration. Teachers’ feedback on their user experience was positive, particularly concerning stimulation, novelty, and attractiveness. KCK was evaluated as interesting, valuable, and good, but it was noted that some improvements needed to be made to make it easier, more predictable, and faster. The pupils also rated their user experience positively, with values that were generally on a par with previous studies reported in the state of the art regarding the use of Scratch and BBC Micro:bit in school-based experiments for learning CT. Drawing from these learnings, we list several recommendations for the development of other similar TDP tools to support the teaching of CT in a classroom setting. These recommendations concern the material, programming interface, connection, educational material, and the creation of a community.


22 April 2021 in Advances in Human-Computer Interaction
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Journal Article
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VMValérie Maquil
Valérie Maquil
HAHoorieh Afkari
Hoorieh Afkari
BABéatrice Arend
Béatrice Arend
SHSvenja Heuser
Svenja Heuser
PSPatrick Sunnen
Patrick Sunnen
To support collaboration, researchers from different fields have proposed the design principles of shareability (engaging users in shared interactions around the same content) and positive interdependence (distributing roles and information to make users dependent on each other). While, on its own, each principle was shown to successfully support collaboration in different contexts, these principles are also partially conflicting, and their combination creates several design challenges. This paper describes how shareability and positive interdependency were jointly implemented in an interactive tabletop-mediated environment called Orbitia, with the aim of inducing collaboration between three adult participants. We present the design details and rationale behind the proposed application. Furthermore, we describe the results of an empirical evaluation focusing on joint problem-solving efficiency, collaboration styles, participation equity, and perceived collaboration effectiveness.

17 June 2024 in Proceedings of the ACM on Human-Computer Interaction
Verified
Journal Article
Open access
ACAdrien Coppens
Adrien Coppens
JHJohannes Hermen
Johannes Hermen
LSLou Schwartz
Lou Schwartz
CMChristian Moll
Christian Moll
VMValérie Maquil
Valérie Maquil
One of the main benefits of large interactive surfaces (e.g. wall-sized displays) lies in their support for collocated collaboration by facilitating simultaneous interactions with the displays and high awareness of other group members' actions. In the context of remote collaboration, this awareness information needs to be acquired through digital means such as video feeds, which typically offer very limited information on non-verbal communication aspects, including on workspace awareness. We describe a new approach we have implemented to tackle that challenge through a multimodal pipeline that deals with tracking, attributing, transmitting, and visualising non-verbal information through what we refer to as workspace awareness cues, across wall-sized displays placed at distant locations. Our approach relies on commodity depth cameras combined with screen configuration information to generate deictic cues such as pointing targets and gaze direction. It also leverages recent artificial intelligence breakthroughs to attribute such cues to identified individuals and augment them with additional gestural interactions. In the present paper, we expand on the details and rationale behind our approach, describe its technical implementation, validate its novelty with regards to the existing literature, and report on early but promising results from an evaluation we conducted based on a mixed-presence decision-making scenario across two distant wall-sized displays.