الدكتور ريان علي | جامعة حمد بن خليفة

الدكتور ريان علي

أستاذ دكتور

البريد الإلكتروني

raali2@hbku.edu.qa

الهاتف

+974 44545845

موقع المكتب

Penrose House - A-101F

الدكتور ريان علي

أستاذ دكتور

المؤهلات العلمية

PhD

الكيان

كلية العلوم والهندسة

Divison

قسم تكنولوجيا المعلومات والحوسبة

السيرة الذاتية

Dr. Raian Ali joined HBKU as a Professor in Information and Computing Technology. His research has an inter-disciplinary nature, with a focus on the inter-relation between technology and human requirements and behavior. His work on Digital Addiction and Digital Wellbeing has been widely featured by mainstream media, including the BBC, Telegraph, Huffington Post, and La Stampa. He gives speeches and provides consultancy on the topic both nationally and internationally. 

Dr. Ali has received the Marie Curie CIG grant and other grants from prestigious sponsors in the UK and Europe for work in areas he has pioneered, e.g., software social adaptation and designing to combat digital addiction. He sits on the editorial board and organizing and program committees of leading international conferences and journals in the field of information systems, software engineering, and behavioral and social informatics. He has published over 120 articles.

 

PhD

The ICT International Doctoral School; University of Trento; Italy

2010

  • Technology and Behaviour
  • Digital Addiction
  • Digital Wellbeing
  • Persuasive Technology and Gamification
  • Requirements and Software Engineering

Professor

Hamad Bin Khalifa University; Qatar

2020 - Present

Professor

Bournemouth University; UK

2018 - 2020

Associate Professor

Bournemouth University; UK

2016 - 2018

Principal Academic

Bournemouth University; UK

2015 - 2016

Senior Lecturer

Bournemouth University; UK

2013 - 2015

Lecturer

Bournemouth University; UK

2012 - 2013

Post-doctorate Researcher

The Irish Software Research Centre (Lero) - Limerick; The Republic of Ireland

2011 - 2012

Post-doctorate Researcher

University of Trento; Italy

2010 - 2011

  • Digital Wellbeing Tools Through Users Lens. Technology in Society. https://doi.org/10.1016/j.techsoc.2021.101778
  • Loneliness, life satisfaction, problematic internet use and security behaviours: re-examining the relationships when working from home during COVID-19. Behaviour & Information Technology. https://doi.org/10.1080/0144929X.2021.1973107
  • Visualising personas as goal models to find security tensions. Information & Computer Security. https://doi.org/10.1108/ICS-03-2021-0035
  • Procrastination on social media: predictors of types, triggers and acceptance of countermeasures. Social Network Analysis and Mining, 11(1), 1-18.
  • Explainable recommendation: when design meets trust calibration. World Wide Web, 1-28. https://doi.org/10.1007/s11280-021-00916-0
  • The Fine Line Between Persuasion and Digital Addiction. In: Ali R., Lugrin B., Charles F. (eds) Persuasive Technology. PERSUASIVE 2021. Lecture Notes in Computer Science, vol 12684. Springer, Cham. https://doi.org/10.1007/978-3-030-79460-6_23
  • Explainable Recommendations and Calibrated Trust: Two Systematic User Errors. in Computer, vol. 54, no. 10, pp. 28-37, doi: 10.1109/MC.2021.3076131.
  • Managing Procrastination on Social Networking Sites: The D-Crastinate Method. In Healthcare (Vol. 8, No. 4, p. 577).
  • Perceptions and Misperceptions of Smartphone Use: Applying the Social Norms Approach. Information, 11(11), 513.
  • Combating Fear of Missing Out (FoMO) on Social Media: The FoMO-R Method. International journal of environmental research and public health, 17(17), 6128.
  • Engineering digital motivation in businesses: a modelling and analysis framework. Requirements engineering, 25(2), 153-184.
  • Enhancing context specifications for dependable adaptive systems: A data mining approach. Information and software technology, 112, 115-131.
  • Problematic attachment to social media: five behavioural archetypes. International journal of environmental research and public health, 16(12), 2136.
  • Gamification risks to enterprise teamwork: taxonomy, management strategies and modalities of application. Systems, 7(1), 9.
  • COPE. er method: combating digital addiction via online peer support groups. International journal of environmental research and public health, 16(7), 1162.
  • GoalD: A Goal-Driven deployment framework for dynamic and heterogeneous computing environments. Information and software technology, 111, 159-176.
  • Goal Setting for Persuasive Information Systems: Five Reference Checklists. In: Oinas-Kukkonen H., Win K., Karapanos E., Karppinen P., Kyza E. (eds) Persuasive Technology: Development of Persuasive and Behavior Change Support Systems. PERSUASIVE 2019. Lecture Notes in Computer Science, vol 11433. Springer, Cham. https://doi.org/10.1007/978-3-030-17287-9_20
  • How can social networks design trigger fear of missing out?. In 2019 IEEE International Conference on Systems, Man and Cybernetics (SMC) (pp. 3758-3765). IEEE.
  • Crowd intelligence in requirements engineering: Current status and future directions. In International working conference on requirements engineering: Foundation for software quality (pp. 245-261). Springer, Cham.
  • Engineering transparency requirements: A modelling and analysis framework. Information Systems, 74, 3-22.
  • Four reference models for transparency requirements in information systems. Requirements Engineering, 23(2), 251-275.
  • Planning runtime software adaptation through pragmatic goal model. Data & Knowledge Engineering, 109, 25-40.
  • The crowd in requirements engineering: The landscape and challenges. IEEE software, 34(2), 44-52.
  • Strategies and design principles to minimize negative side-effects of digital motivation on teamwork. In International Conference on Persuasive Technology (pp. 267-278). Springer, Cham.
  • Exploring the Risk Factors of Interactive E-Health Interventions for Digital Addiction. International Journal of Sociotechnology and Knowledge Development (IJSKD), 8(2), 1-15.
  • GODA: A goal-oriented requirements engineering framework for runtime dependability analysis. Information and Software Technology, 80, 245-264.
  • The four pillars of crowdsourcing: A reference model. In 2014 IEEE Eighth International Conference on Research Challenges in Information Science (RCIS) (pp. 1-12). IEEE.
  • Wisdom of the crowd within enterprises: Practices and challenges. Computer Networks, 90, 121-132.
  • Crowdsourcing: A taxonomy and systematic mapping study. Computer Science Review, 17, 43-69.
  • Towards a code of ethics for gamification at enterprise. In IFIP working conference on the practice of enterprise modeling (pp. 235-245). Springer, Berlin, Heidelberg.
  • Reasoning with contextual requirements: Detecting inconsistency and conflicts. Information and Software Technology, 55(1), 35-57.
  • Social Adaptation - When Software Gives Users a Voice. In: Proceedings of the 7th International Conference on Evaluation of Novel Approaches to Software Engineering, pp. 75–84. SciTePress (2012)
  • A goal-based framework for contextual requirements modeling and analysis. Requirements Engineering, 15(4), 439-458.