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Introduction
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September 1997 - September 2007
January 2009 - December 2010
January 2008 - present
Publications
Publications (142)
Objectives To identify highly-ranked features related to clinicians’ diagnosis of clinically relevant knee osteoarthritis (OA).
Methods General practitioners (GPs) and secondary care physicians (SPs) were recruited to evaluate 5–10 years follow-up clinical and radiographic data of knees from the CHECK cohort for the presence of clinically relevant...
BACKGROUND
Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with Cerebral Palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well...
Background
Innovative technologies such as game consoles and smart toys used with games or playful approaches have proven to be successful and attractive in providing effective and motivating hand therapy for children with cerebral palsy (CP). Thus, there is an increased interest in designing and implementing interventions that can improve the well...
Educators in professional higher education experience difficulties addressing students’ self-awareness in their courses. The topic is often dismissed by students as ‘vague’ or ‘irrelevant’. This is detrimental for learning since knowing who you are and who you want to be is crucial: it guides behaviour and helps to feel balanced and in control. Sup...
Social sustainability is becoming an increasingly important topic in design practice, calling for more contextual perspectives on the process of design for social sustainability. This paper presents a retrospective case study analyzing the design process of a serious game which aimed to empower teenagers to organize events to strengthen community b...
Critical reflection, addressing students' attitude, beliefs and values related to pressing topics in the world, plays a crucial role in developing ethical sensitiveness and critical design literacy in design education. Critical reflection is provoked by discussing self-made photos, as is demonstrated in the research method Photovoice. This paper co...
In this book, we compare and contrast the various forms of play that occur in urban environments or are dedicated to their design and planning, with the notion of the playable city. In a playable city, the sensors, actuators, and digital communication networks that form the backbone of smart city infrastructure are used to create novel interfaces a...
In this Research Topic, we compare and contrast the various forms of play that occur in urban environments or are dedicated to their design and planning, with the notion of the playable city. In a playable city, the sensors, actuators, and digital communication networks that form the backbone of smart city infrastructure are used to create novel in...
Getting students to reflect critically is considered hard to achieve. This should be addressed because critical reflection is crucial for students to prepare for their professional lives in a complex world. We examined the research method Photovoice to raise critical reflection in students. Traditionally, this is achieved in a social, reflective pr...
Background
Early diagnosis of knee osteoarthritis (OA) is important in managing this disease, but such an early diagnostic tool is still lacking in clinical practice. The purpose of this study was to develop diagnostic models for early stage knee OA based on the first 2-year clinical course after the patient’s initial presentation in primary care a...
Using hybrid toys to deliver physical therapy is an innovative way to engage children in personalised healthcare. However, there is an urgency to understand children’s needs in their digital-physical play experience, to effectively design these toys. The aims of this explorative study were to identify the needs of children in their play experience,...
Background:
Approximately 5%-10% of elementary school children show delayed development of fine motor skills. To address these problems, detection is required. Current assessment tools are time-consuming, require a trained supervisor, and are not motivating for children. Sensor-augmented toys and machine learning have been presented as possible sol...
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great va...
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great va...
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great va...
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great va...
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great va...
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great va...
The rapid developments in new communication technologies have facilitated the popularization of digital games, which has translated into an exponential growth of the game industry in recent decades. The ubiquitous presence of digital games has resulted in an expansion of the applications of these games from mere entertainment purposes to a great va...
BACKGROUND
Five to ten percent of elementary school children show delayed development of fine motor skills. To address these problems, detection is required. Current assessment tools are time-consuming, require a trained supervisor and are not motivating for children. Sensor augmented toys and machine learning have been presented as possible soluti...
Background
Approximately 5%-10% of elementary school children show delayed development of fine motor skills. To address these problems, detection is required. Current assessment tools are time-consuming, require a trained supervisor, and are not motivating for children. Sensor-augmented toys and machine learning have been presented as possible solu...
HCI and design research has turned toward exploring methods, technologies, processes for societal impact, and do so by intervening in the real world and designing for, with and by people and existing citizen initiatives. A key issue faced is enabling efforts to continue beyond the project or grant timeline. For this reason, there is a growing need...
HCI and design research has turned toward exploring methods , technologies, processes for societal impact, and do so by intervening in the real world and designing for, with and by people and existing citizen initiatives. A key issue faced is enabling efforts to continue beyond the project or grant timeline. For this reason, there is a growing need...
We argue that the distinguishing features of Participatory Design are not the participatory activities as such but the mechanisms used, the effects produced and the way in which these are sustained. We use program theory to illuminate how participatory design works and how it may be understood as more than a collection of methods or a matter of con...
Toolkits enable people to create and design their own technologies, and just as many other Do-It-Yourself (DIY) tools they are now widely available and approachable. This development aligns well with recent HCI research agendas, which have emerged around the call for empowerment. The availability of toolkits should present a unique opportunity for...
A commonality in socially-aware persuasive games is the strategy to appeal to empathy, as a means to have players feel and understand the struggles of another. This is particularly evident in the expanding use of immersive technologies, lauded for its ability to have players more literally 'stand in another's shoes'. But despite the growing interes...
Toolkits enable individuals to create and design their own technologies. With more toolkits being commercially available, movements such as the Maker Movements has led to a hype around Do-It-Yourself and Making practices. This development aligns with the recent HCI research agenda, which is calling for user empowerment. Yet, the Maker Movement has...
The Land Deed Official (the PPAT) is a Public Official who is granted part of the authorities by the State in the implementation of land registration and the making of an authentic deed. The certificate must be made based on the deeds of the law by the parties. The deeds of the law based on Article 2 of the Government Regulation Number 37 of 1998,...
Playfulness intertwined with city-related themes, such as participatory planning and civic media, is becoming more popular. In the last ten years, game designers have taken up the theme of play in relation to the urban environment. In this paper, we present a conceptual mapping of "urban play," through the analysis of eight examples of urban games....
Smart tangible toys, designed for hand manipulation, can transform fine motor skills assessment into enjoyable activities which are engaging for children to play (partially) unsupervised. Such toys can support school teachers and parents for early detection of deficiencies in motor skills development of children, as well as objectively monitor the...
Objective:
Pseudotumors, a well-known complication of metal-on-metal total hip arthroplasty (MoM THA), are well identified on metal artifact-reducing sequences magnetic resonance imaging (MARS-MRI). Several MRI grading systems are described in the orthopedic literature, but their validity is unknown in large clinical studies. Our study was underta...
Progetto Ustica is an experiment in "civically-engaged game design" and addresses the Ustica Massacre ("Strage di Ustica"), where 81 people lost their lives as an air-to-air missile hit a civilian aircraft in 1980. Progetto Ustica has been developed as part of an Action Research effort with the objective of preserving and transmitting the historica...
Games are designed with different objectives in mind. Some primarily for entertainment, others also to educate, motivate or persuade its players. Games with the latter objective, that of persuasion, are designed not only to be entertaining, but also with the intent to shape how players think and feel about issues in reality. However, despite the gr...
Virtual, Augmented and Mixed Reality technologies are embraced by designers, scholars and charities alike, some primarily for their entertaining properties, others also for the opportunities in education, motivation or persuasion. Applications with the latter objective, that of persuasion, are designed not only to be entertaining, but are also desi...
A participatory approach is fundamental to enable citizens to shape their future Smart Cities. “Design Fictions” may spark conversations on complex scenarios, and empower the public to decide and communicate what is desirable, undesirable, or even feared. However, there is a scaling issue, as design fictions are usually created in smaller focus gro...
In this work-in-progress poster, we present the beginning of a “Research through (Game) Design” process. We report on a “geolocalized storytelling game”, and a “workshop board game” exploring future scenarios for urban technologies. Ultimately, we are able to return to our research question with a different perspective, and tentatively produce some...
When creating content for virtual reality, filmmakers find that they need to re-evaluate the tools they have traditionally used to tell their stories, and explore the new possibilities that this particular medium has to offer. To determine how storytelling- and filmmaking tools function in VR, the concept of presence is currently being re-evaluated...
This paper describes experiments with a game device that was used for early detection of delays in motor skill development in primary school children. Children play a game by bi-manual manipulation of the device which continuously collects accelerometer data and game state data. Features of the data are used to discriminate between normal children...
Since the Like-button was introduced in 2009 by Facebook, its use increased rapidly. Liking became an important part of our daily routines on the internet since we are able to like almost any creative expression, such as photos and videos. Little is known about the effects of liking (and disliking) on these creative expressions. This paper investig...
Cities are becoming increasingly complex, both in terms of their social and cultural context, and in the technological solutions that are necessary to make them function. In parallel, we are observing a growing attention toward the public dimension of design, addressing societal challenges and opportunities at an urban scale. Conceptualizing, ideat...
Persuasive games exist for a wide variety of objectives, from marketing, to healthcare and activism. Some of the more socially-aware ones cast players as members of disenfranchised minorities, such as migrants, prompting them to 'see what they see'. In parallel, a growing number of designers has recently started to leverage immersive technologies t...
As smart solutions for healthcare (eHealth) are becoming increasingly widespread, apps and other digital devices may effectively complement various forms of psychotherapy. We point at children and adolescents in psychological ther- apy as a yet-underserved public for similar solutions. Moreover, a shared design sensibility between interaction desig...
Designing for open-ended play poses specific new challenges to designers. Designing for closed games includes defining rules and goals to balanced the game properly. A design for open-ended play has no predefined rules and goals. The design needs to provide users with more freedom to continually change goals and rules of play, which distinguishes t...
This study investigates whether an interactive surround video is perceived as more enjoyable when there is some auditory feedback on interactive moments. We constructed a questionnaire that measured presence, effectance, autonomy, flow, enjoyment, system usability, user satisfaction and identification, filled in by two groups of respondents who had...
How can we design intelligent play environments for open-ended play that support richness in play? Rich play can be described as ongoing play that changes over time in character, form and nature. This paper elaborates on our initial insights on how rules and goals develop from interaction opportunities of the system, based on two pilot studies with...
This paper presents a new design tool for developing interactive playful environments. This design tool consists of a number of cards, which explain five perspectives or lenses on play. We describe three user evaluations that were carried out with the design tool and discuss how participants used the tool in their design activities and what they co...
In this workshop, we will first discuss previous experiences with producing and/or watching video content for Oculus Rift, or other 360° video devices. After determining the challenges and possibilities, we will works towards developing concepts for settings and stories for this particular medium.
Two trends can be witnessed in educational game design: Problem-Based Learning and Drill & Practice Training approach. The general assumption appears to favor Problem-Based approach above Drill & Practice, in regard to players' motivation. However, the differences between the approaches are seldom studied. The authors examined the motivational impa...
How can we design intelligent play environments for open-ended play that support richness in play? Rich play can be described as ongoing play that changes over time in character, form and nature. This paper elaborates on our initial insights on how rules and goals develop from interaction opportunities of the system, based on two pilot studies with...
Technologies that were initially developed to be applied within the domain of video games are currently being used in experiments to explore their meaning and possibilities for cinema and cinema audiences. In this position paper we examine how narrativity, interactivity and engagement are mutually reshaped within this new domain of media entertainm...
20% of Dutch youth suffer from psychiatric disorders that hamper their daily functioning and their personal development. Clients tend to drop out of school and have problems in their social environment. These clients often suffer from low social competencies and low empathic behavior, resulting in low treatment compliance. The study targets treatme...
The serious games community rightly argues that there’s more to serious games than entertainment, and restricting the focus to entertainment “seriously undersells its potential” (Jenkins 2006). Indeed, while a consensus definition of serious games still eludes us, serious games are often described as games designed for a primary purpose other than...
Three different design research topics are presented in this article: how to design social and active play for teenagers, how to design for open-ended and emergent play, and how to evaluate interactive playful installations in situ. The Wiggle the Eye installation, five interactive wiggle benches and a central lamp, was iteratively developed and ev...
Recent years have witnessed a rise in Game Jams - organized events to create playable prototypes in a very short time frame. Game Jams offer a unique and quick way to prototype games. Beyond that, we believe Game Jams can also be seen as a design research method, situated in the research-through-design tradition, to create knowledge in a fast-paced...
This chapter will examine how various properties of play have inspired and can
inspire new design directions for digital games and intelligent play objects. Play theories from a child development perspective will be described and will be related to concepts from game design, such as game mechanics and dynamics. Furthermore, a discussion will be pro...
Intelligent environments and smart applications require creating engaging interactions with their users, which on one side requires sensing and understanding human behavior, and on the other side carefully engineered application interfaces to keep these interactions sustained and useful over longer periods. Playful interactions and serious games in...
This article describes how to design for ambient playful interactions in public spaces, using interactive technology. Ten explorative design cases are presented, all interactive installations with the goal to elicit playful active behavior from teenagers. Following this, we derive three design values, based on literature, user research and the insi...
The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt to a personal...
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...
Game Jams - energized, fast-paced get-togethers of developers and artists to make digital games - have recently emerged as a way to generate and inspire novel game ideas and new ways of thinking. We intend to introduce the CHI community to this collaborative, fast-paced method of design by holding a game jam with an emphasis on developing novel use...
In this paper we present the interactive play environment GlowSteps. GlowSteps consists of ten flexible tiles that respond with light feedback on player's actions. The play environment is developed to support both social and physical play and is designed with the intention to encourage children to create their own play and games. The tiles can be p...
Ambient games are games and playful activities that offer context-aware and personalized features. Because ambient play and games can be incorporated in everyday objects and routines, they allow players to play throughout the day. Ambient gaming offers promising opportunities for creating novel and unique player experiences. However, there are stil...
This paper describes an explorative study with an open-ended play environment. An initial interactive design, called FlowSteps, was developed for children aged 7-8 years old. This design was aimed at supporting the playful experiences of curiosity, exploration, challenge, fellowship and competition during three different stages of play: invitation,...
Purpose According to various 'Acceptance' models 1,2,3 usability is a major qualifying variable for technology acceptance. In order to increase the effectiveness and acceptance of telecare technology in home care, the use of a certain telecare system was tested. The results of the study did not only help to improve the system interface, they also s...
In this chapter we will review the latest developments in biometrics based on behavioural traits and spatio-temporal fusion of sensory information of the human body. We deal with the societal impact of conceptualizing and of using particular biometric systems, and claim that each biometric scenario comes with its own reality-changing implications....
In our design-research studies, we aim to persuade teenagers to engage in playful moments of casual activity. In this article, we present one explorative prototype: walk-of-fame, a multimedia installation that creates virtual avatars in a corridor, depending on the walking style of passers-by. We intend to create playful active moments throughout t...
During the workshop on Ambient Gaming (AmGam’11) at the International Conference on Ambient Intelligence in Amsterdam, 16-18 November 2011, 17 participants from 8 different countries discussed emerging research topics around Ambient Gaming. With ambient games and play we denote playful activities that are seamlessly integrated within our daily live...
New technologies create opportunities to enrich people's experience while playing games. In recent years we have seen many examples of technological advances opening up new player experiences, for instance new controllers (e.g. Nintendo's Wii), new sensor technologies (e.g. GPS), and new forms of play (e.g. multi-player online games and open-ended...
This paper presents the approach of the intelligent Play Environments (i-PE) project. The aim of this project is to develop design guidelines for designing interactive environments that stimulate social and physical play. We want to create an environment that supports this play behavior and emphasizes on the flow of play by offering freedom in inte...