MobileHCI 2025
The 27th ACM International Conference on Mobile Human-Computer Interaction
Sharm El-Sheikh, Egypt, 22 September - 25 September 2025
What is Extreme in Human-Computer Interaction Research?
Radu-Daniel Vatavu & Jean Vanderdonckt
Stefan cel Mare Univ. of Suceava, Romania & Université catholique de Louvain, Belgium
Examples
Scan our paper for
more (video,
examples)
Linguistic approach to “extreme”
Descriptive
D1
D2
D3
D4
D5
D6
Very high degree
Very serious
Very far from moderate
Very severe
In the farthest position
e.g., extreme cold
e.g., extreme diet
e.g., extreme weather conditions
e.g., extreme beliefs
e.g., extreme north
Very risky
e.g., extreme sports
predominantly
negative on intensity,
severity, seriousness
of potential risky,
dangerous outcomes
Boundary-defining nature for
what exceeds the typically
acceptable
Referential
delineate limits for what is
far beyond typical,
reasonable, or acceptable
The opposite
The unreasonable and excessive
e.g., from one extreme to the other
e.g., the extremes of wealth and poverty
R1
R2
The exaggerated
e.g., going to extremes
R3
Excessively intense, going
beyond traditional limits
Extraordinary-defining attributes of
situations that elicit strong reactions
Cultural
predominantly positive
on the essence of
things standing out
due to extraordinary
nature
Highly impressive
e.g., extreme skateboard trick
Boundary-pushing
e.g., extreme party
Outrageous
e.g., extreme fashion
Overly appealing
e.g., extreme sensation fragrance
C1
C2
C3
C4
Bibliometric approach to “extreme” by a Targeted Literature Review
Users
U1
U2
U3
Abilities
Behavior
Collaboration
e.g., extreme skiing for people with
tetraplegia
e.g., extreme speech, extreme
online posting
e.g., extreme communication,
extreme information sharing
individuals experiencing
atypical conditions of
expected interactions
with computer systems
Enabling users to surpass existing abilities to
match intense environmental conditions
Technological innovation
driven by intense
environmental conditions
Input
e.g., extreme vocal techniques
Output
e.g., information presentation at
an extreme angle
Synergy
e.g., extreme human-machine collaboration
P1
P2
P3
Platforms
interactive computer
technology designed to
operate under or address
extraordinary conditions
Design approaches
e.g., extreme usability
P4
Empowering users to engage intensely
through novel platform designs
Environments
spaces of intense conditions
that challenge human capabilities
and technological designs
Physical
Digital
e.g., extreme weather
e.g., extreme censorship in online spaces
E1
E2
Mixed
e.g., extreme visual perception
E4
Virtual
e.g., extreme jumping in simulated worlds
E3

What is Extreme in Human-Computer Interaction Research?

  • 1.
    MobileHCI 2025 The 27thACM International Conference on Mobile Human-Computer Interaction Sharm El-Sheikh, Egypt, 22 September - 25 September 2025 What is Extreme in Human-Computer Interaction Research? Radu-Daniel Vatavu & Jean Vanderdonckt Stefan cel Mare Univ. of Suceava, Romania & Université catholique de Louvain, Belgium Examples Scan our paper for more (video, examples) Linguistic approach to “extreme” Descriptive D1 D2 D3 D4 D5 D6 Very high degree Very serious Very far from moderate Very severe In the farthest position e.g., extreme cold e.g., extreme diet e.g., extreme weather conditions e.g., extreme beliefs e.g., extreme north Very risky e.g., extreme sports predominantly negative on intensity, severity, seriousness of potential risky, dangerous outcomes Boundary-defining nature for what exceeds the typically acceptable Referential delineate limits for what is far beyond typical, reasonable, or acceptable The opposite The unreasonable and excessive e.g., from one extreme to the other e.g., the extremes of wealth and poverty R1 R2 The exaggerated e.g., going to extremes R3 Excessively intense, going beyond traditional limits Extraordinary-defining attributes of situations that elicit strong reactions Cultural predominantly positive on the essence of things standing out due to extraordinary nature Highly impressive e.g., extreme skateboard trick Boundary-pushing e.g., extreme party Outrageous e.g., extreme fashion Overly appealing e.g., extreme sensation fragrance C1 C2 C3 C4 Bibliometric approach to “extreme” by a Targeted Literature Review Users U1 U2 U3 Abilities Behavior Collaboration e.g., extreme skiing for people with tetraplegia e.g., extreme speech, extreme online posting e.g., extreme communication, extreme information sharing individuals experiencing atypical conditions of expected interactions with computer systems Enabling users to surpass existing abilities to match intense environmental conditions Technological innovation driven by intense environmental conditions Input e.g., extreme vocal techniques Output e.g., information presentation at an extreme angle Synergy e.g., extreme human-machine collaboration P1 P2 P3 Platforms interactive computer technology designed to operate under or address extraordinary conditions Design approaches e.g., extreme usability P4 Empowering users to engage intensely through novel platform designs Environments spaces of intense conditions that challenge human capabilities and technological designs Physical Digital e.g., extreme weather e.g., extreme censorship in online spaces E1 E2 Mixed e.g., extreme visual perception E4 Virtual e.g., extreme jumping in simulated worlds E3