Arnold P. O. S. VermeerenDelft University of Technology | TU · Faculty of Industrial Design Engineering
Arnold P. O. S. Vermeeren
PhD
About
81
Publications
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Introduction
Persuasive Experiences research - developing an understanding of how experiences created by novel interactions with technology, or with people through technology, can help people change their behaviour.
Additional affiliations
January 2010 - present
Education
March 2000 - March 2009
August 1981 - August 1987
Publications
Publications (81)
3D digitization of cultural heritage has long been used to preserve information about cultural heritage (CH) objects such as architecture, art, and artifacts. 3D dissemination of CH objects through technologies such as augmented reality, virtual reality, and 3D printing have impacted the fields of art history and cultural heritage and have become m...
The present work introduces a cyclical model which showcases the process of immersion during Immersive Technological Experiences (ITEs) such as Virtual Reality, Augmented Reality and Mixed Reality. This model is based on the identified concepts around immersion and immersive environments across 30 years. The concepts' similarities were used to orga...
3D digitization of cultural heritage has long been used to preserve information about cultural heritage (CH) objects such as architecture, art, and artifacts. 3D dissemination of CH objects through technologies such as augmented reality, virtual reality, and 3D printing have impacted the fields of art history and cultural heritage and have become m...
The notion of relevance is often used as a concept to be considered for making a museum matter to its visitors. The term, however, is rarely operationalized for use by designers, practitioners, or scientists in their work on museum experiences. We propose an integrated framework for designing relevant museum experiences, in which we distinguish bet...
This article describes a user-centered design experiment investigating positive and negative effects of adding game rules to brainstorms. We studied effects on brainstorm output and user experience and behavior. A coin-based gamification was developed with rules intended to improve brainstorm output in relation to quality and quantity of ideas. How...
In this article, we aim to provide insights into the design and implementation of game elements for teamwork on the work floor and to study their effect. Inventing games to break monotonous jobs is a long-standing practice, yet conscious implementation of motivational elements of games at work is a recent phenomenon. Generally, gamification is used...
Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better...
Museums give much consideration to how visitors experience their exhibits. Mobile technologies, such as apps on mobile phones and tablets can capture the visitor experience in an automated, on-the-spot manner. Two apps were designed and used to capture visitors’ experiences of interactive exhibits at a science museum. Based on our observations, we...
The museum world is rapidly changing from being collection-centred to being community-centred and for the public. Apart from broadening access to collections through, for example, digitisation initiatives, new ways of involving the public more meaningfully and at various levels have emerged. Experiences inside museums have become more engaging, by...
Recently, museums have increasingly become parts of ecosystems of people and organizations in their functioning. As a consequence, museum experience designers are stimulated to think in a holistic way, about experiences of people that engage with networks including the museum, as well as about the role of individual museums within such ecosystems (...
This state-of-the-art book explores the implications of contemporary trends that are shaping the future of museum experiences. In four separate sections, it looks into how museums are developing dialogical relationships with their audiences, reaching out beyond their local communities to involve more diverse and broader audiences. It examines curre...
Recent accidents (News, 2006, 2010, 2013, 2015) show that crowded events can quickly turn into tragedies. The goal of crowd management is to avoid such accidents through careful planning and implementation. Crowd management practices are collaborative efforts between the different actors of the crowd management team and the crowd that depend on eff...
Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rul...
In this paper we propose a new design approach in which positive emotional experiences are used to incite desirable behaviors, based on the insight that specific experiences can motivate particular behaviors. In the approach, designers first identify users' concerns and expectations and deduce from those the psychological needs that underlie them....
This paper introduces a virtual tour, Visit the Louvre, designed specifically to engage older adults in an immersive visit through part of the Louvre by a distant real-life guide. An initial diary study and a creative workshop were conducted to understand the needs and values of older adults and how to support participation to virtual museum visits...
One of the current trends in the functioning of museums is
the change from a focus on single museums to one on
connected museums, or museums as part of large
institutional ecosystems. In terms of designing for
experiences this trend implies that one no longer only
designs for visitors’ experiences before, during and after
museum visits, but that on...
A general trend of museums and cultural heritage institutions besides digitizing their collections is to involve the public more and at various levels. Technology plays an increasingly important role in this involvement. Developments we have observed in museum experience design, include trends towards 1) dialogical engagement of the public; 2) addr...
A general trend of museums and cultural heritage institutions besides digitizing their collections is to involve the public more and at various levels. Technology plays an increasingly important role in this involvement. Developments we have observed in museum experience design, include trends towards 1) dialogical engagement of the public; 2) addr...
Virtual Visit to the Louvre represents an interactive video-mediated visit where remote older adults are guided though part of Louvre without actually being there physically. We performed a controlled user study with 8 participants. Participants reported high scores on the user experience aspects presence, immersion, engagement, and naturalness in...
Since the third wave in human–computer interaction (HCI), research on user experience (UX) has gained momentum within the HCI community. The focus has shifted from systematic usability requirements and measures towards guidance on designing for experiences. This is a big change, since design has traditionally not played a large role in HCI research...
The transition to a knowledge-based economy has placed expertise
and innovation rather than physical resources as the assets driving economic
growth and international competitiveness [1]. The result is a relentless pursuit by
businesses to innovate as a means to gain competitive advantage in their industry.
However, with shorter product lifecycles,...
In this paper, we introduce a unique approach to designing
museum experiences for small museums. This approach entails
methods for end users and stakeholders to collaboratively design
experiences without the direct involvement of design
professionals, and a platform for embodying the required design
knowledge to do so, based on DIY technology for a...
The Smart Steering Wheel Cover is an in-vehicle
system designed to enhance driving experiences to be
safer and more efficient. It collects data from the
driver’s smart phone accelerometer to detect how fast
the driver is accelerating and braking. The smoothness
of the driving correlates with fuel economy: the less
aggressive is the driver’s behavio...
Teamwork and team performance are increasingly important in business organizations. New types of teams are invented to increase effectiveness at work. Ideally a team works towards the optimal outcome, which is achieved when the individual goal of each team member effectively contributes to the collective team goal. However, in practice, individual...
In this article, we present examples of using designerly ways to explore “crowd” phenomenon in a cross-disciplinary project named EWiDS. The phrase ‘designerly ways’ refers to visual communication methods such as drawings and videos, which are widely acknowledged as effective approaches to cross- disciplinary collaboration. This study started with...
One of the trends in human-computer interaction (HCI) is that its increasing focus on social issues. Crowds are frequent social phenomena in society. Understanding the psychology behind crowd interaction and behavior not only forms a meaningful contribution to HCI, but also a significant contribution to the field of crowd management. This paper dev...
Emotion detection plays a vital role in crowd management as it enables social event organizers to detect the actions of masses and react accordingly. There are several approaches to detect emotions in a crowd, including surveillance cameras, human observers and sensors. One other approach to gather emotion data is self-reporting. A recent study sho...
In this paper we analyzed a case of designing for persuasive experiences. It concerns designing for the complex persuasive situation of helping parents of hospitalized children take better care of themselves. Our focus was on the experiences, on how these were designed to be persuasive, and on the design process needed to achieve that. We conclude...
In view of the increasing crowds in public transportations and large events, crowd managers need tools to accurately estimate the psychology of crowds: an important aspect of this is crowd emotion. In this study, we explore the feasibility of obtaining a real-time, dynamic map of crowd emotions through self-reporting by crowd members. To this end,...
This paper introduces the concept of crowd well-being and the needs for sustaining it. Crowd well-being can be interpreted as crowd members’ evaluations on their emotional reactions, moods and judgments they form about their satisfactions, goals or needs fulfillment in a crowded situation according to the definition of subjective well-being by Dien...
Play is an unpredictable and fascinating activity. Its qualities can serve as an inspiration for design. In designing for play, we focus on play environments with players and multiple interactive objects. The current
understanding of how to design these objects and interaction opportunities to create meaningful interactions and engaging user experi...
This paper investigates the needs or criteria for sustaining well-being in crowded situations through two focus group discussions with a total of ten participants. We conclude that pursuing crowd well-being could be divided into two different cases: one is obtaining the enhancement of the current state in normal situations, and the other is avoidin...
The workshop Made for Sharing: HCI Stories of Transfer, Triumph & Tragedy focuses on collecting cases in which practitioners have used their HCI methods in new contexts. For analyzing the collected body of cases we propose to apply a framework inspired by the Diffusion of Innovations approach which focuses on what facilitates the adoption, re-inven...
Recent studies on how traditional HCI methods are applied in practice entail re-conceptualization of the nature of such methods, leading to the notion of 'method-as-set-of-resources'. Re-usable resources provide some, but not all, of the required resources for design work. Others must be provided within design work contexts. The expanding scope of...
Ambient Intelligent environments are interactive environments that can sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, hereby influencing human experience and behaviour. The workshop follows a research-through-design approach in which practise-relevant...
Ambient Intelligent environments are interactive environments that sense human behaviour and can respond intelligently. This workshop explores how interactive environments can be designed with persuasive quality, influencing human experience and behaviour. The workshop fol-lows a research-through-design approach where practise-relevant insights are...
User Experience (UX) is an emerging research area pertaining to as well as extending beyond the traditional usability. Issues in the realm of usability may be amplified in UX because of its larger scope. Four key non-orthogonal issues are: definition, modeling, method selection, and
interplay between evaluation and development. Leveraging
the leg...
At CHI2011 we organized a SIG session asking the question "What theoretical roots do we build on, if any, in UX research?" Overall, 122 single items from about 70 participants were collected, which corroborates the relevance of and interest in this topic. Whilst the theoretical foundations for UX research are not yet established, those responses ca...
In this paper we point out the relevance of and the need for a theoretical discussion around UX research and practice. Although there is a good coverage of methodological and design related topics in the HCI literature, there is still a lack of theoretical focus in the rapidly increasing work on user experience (UX). We analyzed 122 individual item...
This paper presents a research framework that relates interactive systems to behavioral change with psychological needs and bodily interaction as intermediating variables. The framework is being developed in a multidisciplinary research project that focuses on how to design intelligent play environments that promote physical and social activities....
User experience has many dimensions and therefore, it is tricky to evaluate it. When the goal of user experience evaluation is to investigate how people feel about using an interactive system, the traditional usability methods are hardly applicable. In this tutorial, we introduce a set of 78 user experience evaluation methods that we have been coll...
User Experience (UX) research focusing on the emotional and experiential aspects of system usage is of highly recognized relevance for the CHI community. A lot of work has been conducted with different goals: investigating a common definition and understanding of UX, creating appropriate concepts, frameworks and models for supporting design and dev...
When designing with young children, designers usually select user centred design methods based on the children’s required level of engagement and the inspiration expected to be created according to the designer. User centred design methods should be selected for their suitability for children and for the quality of the output of the design method....
User experience has many dimensions and therefore, it is tricky to evaluate it. When the goal of user experience evaluation is to investigate how people feel about using an interactive system, the traditional usability methods are hardly applicable. In this tutorial, we introduce a set of 78 user experience evaluation methods that we have been coll...
The recent shift of emphasis to user experience (UX) has rendered it a central focus of product design and evaluation. A multitude of methods for UX design and evaluation exist, but a clear overview of the current state of the available UX evaluation methods is missing. This is partly due to a lack of agreement on the essential characteristics of U...
High quality user experience (UX) has become a central competitive factor of product development in mature consumer markets
[1]. Although the term UX originated from industry and is a widely used term also in academia, the tools for managing UX in
product development are still inadequate. A prerequisite for designing delightful UX in an industrial...
Despite the growing interest in user experience (UX), it has been hard to gain a common agreement on the nature and scope of UX. In this paper, we report a survey that gathered the views on UX of 275 researchers and practitioners from academia and industry. Most respondents agree that UX is dynamic, context-dependent, and subjective. With respect t...
This position paper describes the issues surrounding teach- ing Human Centered Software Engineering (HCSE). We iden- tify a lack of methods in software engineering practices in new media projects. To get a better understanding of that, we are currently conducting a study to identify the current practices in the new media industry. The Human Centere...
Peer-to-peer television (P2P-TV) systems like Tribler depend on the inducement of massive cooperation among users. In Tribler, knowledge from (social) psychology on altruistic behavior is used for developing cooperation inducing mechanisms. Aiming to verify the effectiveness of these mechanisms, this paper presents the first remote user experience...
This article was published in the journal, Human-Computer Interaction [© Taylor & Francis] and the definitive version is available at: http://dx.doi.org/10.1080/07370020802536396 The present study explores issues of consistency and inspectability in usability test data analysis processes and reports. Problem reports resulting from usability tests p...
This paper describes a study in which the outcome o f early design sessions with eight-to-twelve-year old child ren is assessed through expert judgment. Experts compare t he outcomes of two early design methods: brainstorming and prototyping. The design case was to come up with a solution for incapacitated children that need to at tend class from h...
User experience (UX) is still an elusive notion with many different definitions, despite some recent attempts to develop a unified view on UX. The lack of a shared definition of UX not only confuses or even misleads customers of a product/service but also undermines the effectiveness of researching, managing and teaching UX. Diverse ideas have been...
In this workshop we invite researchers, educators and practitioners to contribute to the construction of a coherent Manifesto for the field of User Experience (UX). Such a UX manifesto should express statements about issues like: Fundamental assumptions underlying UX (principles), positioning of UX relative to other domains (policy) and action plan...
In this paper we describe an exploratory study on the use of a structured interviewing evaluation technique with 6 to 8 year old children. The study examines whether children are able to answer the post-task questions referring to the various interaction stages (planning, translation and assessment), and whether the technique does not lead to adver...
This paper presents the design of pOwerball, a novel augmented reality computer game for children aged 8-14. The pOwerball was designed to bring together children with and without a physical or learning disability and to encourage social interactions surrounding the play. The contribution of this design case is two fold. From a design perspective,...
Current programmable home appliances are often difficult to use. It is now possible to make them more usable by providing them with conversational capabilities based on collaborative discourse theory. This paper discusses an approach for designing programmable appliance interfaces towards supporting person-product collaboration, A central component...
An exploratory study is described looking at children's ability to provide verbal comments in usability evaluation sessions. Six evaluation methods were applied to test an interactive toy by children aged 6 and 7. The results show that most verbal comments were gathered during Active Intervention sessions, by asking children questions during tasks....
If multiple evaluators analyse the outcomes of a single user test, the agreement between their lists of identified usability problems tends to be limited. This is called the 'evaluator effect'. In the present paper, three user tests, taken from various domains, are reported and evaluator effects were measured. In all three studies, the evaluator ef...
A tool was developed for structured and detailed analysis of video data from user tests of interactive systems. It makes use of a table format for representing an interaction at multiple levels of abstraction. Interactions are segmented based on threshold times for pauses between actions. Usability problems are found using a list of observable indi...
Recent advances in approaches to mixed-initiative user interfaces for desktop applications provide a number of principles, which can be used to embed intelligence in consumer products. An integration of several approaches is proposed towards building an intelligent thermostat that can reduce energy consumption. A statistical model is used to spot t...
To provide input for the development of user interface design support the authors distributed questionnaires to people involved
in the development of user interfaces in The Netherlands. They studied the background and experience of designers of user
interfaces, the contexts in which they worked, the design support they currently used and what new o...
Evaluation of user interfaces in the early stages of design process requires the use of simulations or prototypes. However, building prototypes with extensive functionality could take up lot of time and efforts. Several strategies can be adopted to cut down the complexity of prototypes. Nielsen [2] introduced two kinds of prototypes namely horizont...