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Publications
Publications (175)
Together with 11 lower-income households, we explored how assumptions embedded in domestic energy interfaces match their needs, expectations, and everyday practices around domestic energy use and comfort. Catalyzed by cultural probes, residents (1) shared the diverse strategies and know-how involved in making themselves comfortable, (2) offered arg...
Music can have a positive effect on the quality of life of people with dementia (PwD). Unfortunately, PwD have limited access to music due to difficulties in product use and loss of initiative. Most studies on designing for PwD focus on improving the interaction design and do not consider the loss of initiative PwD experience. We propose that produ...
When practitioners are in the midst of their busy day-to-day work—such as teachers facilitating learners in the classroom or nurses caring for patients in the hospital—they face complex social or material environments and intensive, intertwined activities. Yet unprecedentedly, these practitioners also need to incorporate technologies, as increasing...
This article reports the results of an experiment (N = 10) that employs continuous auditory feedback to influence participants’ routing choices while walking between two points by sonifying their interactions with invisible obstacles. A relative distance parameter, proximity, is defined and mapped simultaneously to perceived loudness and amplitude...
Designing for people with dementia requires a tailored approach that addresses the specific complexities related to dementia. Design principles can provide guidance for designing in this complex context. Work in this field discusses recommendations, guidelines, or principles to design for dementia. However, this information is scattered and a clear...
Data-enabled design (DED) is a promising new methodology for designing with users from within their own context in an iterative and hands-on fashion. However, the agile and flexible qualities of the methodology do not directly translate to every context. In this article, we reflect on the design process of an intelligent ecosystem, called ORBIT, an...
Closing the loop of products and materials in Product Service Systems (PSS) can be approached by designers in several ways. One promising strategy is to invoke a greater sense of ownership of the products and materials that are used within a PSS. To develop and evaluate a design tool in the context of PSS, our case study focused on a bicycle sharin...
People with dementia and their caregivers aging in place have expressed the need for social, emotional, and recreational interventions at home. Listening to everyday sounds evokes memories and provides conversational cues to support social relations and elicit emotional responses for people with dementia. However, research has yet to explore how th...
Research in HCI is increasingly investigating the role of technology in supporting meaningful and social activities to enhance the lived experiences of people with dementia. However, to further enrich the daily experiences in care, more insight is needed into how technology can directly promote social participation and pleasurable experiences in ev...
For dementia care staff working in residential facilities, it may be challenging to interact on an interpersonal and multisensory level with residents. The progressive nature of dementia influences a person’s physical and cognitive functioning. Research has shown that offering multisensory interactions for people with dementia can improve their beh...
Music and familiar everyday sounds can be meaningful for people with dementia by providing benefits such as evoking memories and emotions or prompting social interactions with caregivers or relatives. Motivated by this potential, researchers and designers are investigating how to leverage these beneficial effects of sound in care environments throu...
External human-machine interfaces (eHMIs) support automated vehicles (AVs) in interacting with vulnerable road users such as pedestrians. While related work investigated various eHMIs concepts, these concepts communicate their message in one go at a single point in time. There are no empirical insights yet whether distance-dependent multi-step info...
Motivated by the successes of music in dementia, researchers and designers in HCI are exploring the potential benefits of non-musical sounds from everyday life for people with dementia. Research in the field of building acoustics and psychology is suggesting that re-presenting everyday sounds as soundscapes in the care space can influence emotional...
People with dementia (PwD) risk a deterioration in quality of life (QoL) as the dementia progresses. A growing number of studies show that music can increase QoL. Unfortunately, loss of initiative and problems during product-use hinder access to music. In this paper we first depict a gap in knowledge on the needs of PwD in relation to listening to...
The representation of sounds derived from everyday life can be beneficial for people with dementia by evoking memories and emotional responses. Despite this potential, integrating sound and sound-based interventions in care facilities has not received much research attention. In this paper, we present the findings from a field study that explored t...
In the past two years, an emerging body of HCI work has been focused on classroom proxemics - how teachers divide time and attention over students in the different regions of the classroom. Tracking and visualizing this implicit yet relevant dimension of teaching can benefit both research and teacher professionalization. Prior work has proved the v...
Recently, the HCI community has seen increased interest in the design of teaching augmentation (TA): tools that extend and complement teachers' pedagogical abilities during ongoing classroom activities. Examples of TA systems are emerging across multiple disciplines, taking various forms: e.g., ambient displays, wearables, or learning analytics das...
Although empathy is an essential aspect of co-design, the design community lacks a systematic overview of the key dimensions and elements that foster empathy in design. This paper introduces an empathic formation compass, based on a comparison of existing relevant frameworks. Empathic formation is defined here as the formative process of becoming a...
Most systems that we use in everyday life are shared—because multiple people can interact or because an interaction by one person can affect other people. However, everyday Internet of Things systems are often designed for individual use. Prior research on collaboration technologies (Computer Supported Collaborative Work) has shown that to coordina...
This paper explores how we can design personalised auditory experiences for people with dementia (PwD). We introduce a new product design called the SoundscapePillow. The SoundscapePillow is a long tubular shape changing pillow that enables personalised auditory experiences for PwD by listening to (nature) soundscapes. The built-in sound system pro...
This paper discusses whether the knowledge of the driving mode of an approaching vehicle (manual vs. automated) influences pedestrians’ decisions while crossing a street. Additionally, the paper explores how different appearances and driving behaviours of vehicles interact with driving mode in affecting pedestrians’ road-crossing behaviours. In a v...
There has been an increased interest in researching the beneficial effects of everyday sounds, other than music on people with dementia. However, to turn this potential into concrete design applications, a qualitative understanding of how people engage with sound is needed. This paper presents the outcomes of three workshops, exploring the personal...
The inclusion of IoT in office lighting allows people to have
personal lighting control at their workplace. To design lighting control interfaces that fit people’s everyday living, we need a better understanding of how people experience lighting interaction in the real world. Still, lighting control is often explored in controlled settings. This wo...
Reflecting on their performance during classroom-teaching is an important competence for teachers. Such reflection-in-action (RiA) enables them to optimize teaching on the spot. But RiA is also challenging, demanding extra thinking in teachers' already intensive routines. Little is known on how HCI systems can facilitate teachers' RiA during classr...
Can interactions between automated vehicles and pedestrians be evaluated in a quantifiable and standardized way? In order to answer this, we designed an input device in the form of a continuous slider that enables pedestrians to indicate their willingness to cross a road and their feeling of safety in real time in response to an approaching vehicle...
Reflection-in-action (RiA) refers to teachers' reflections on their teaching performance during busy classroom routines. RiA is a demanding competence for teachers, but little has been known about how HCI systems could support teachers' RiA during their busy and intensive teaching. To bridge this gap, we design and evaluate an ambient information s...
The Internet of Things is rapidly entering the lighting domain. An Internet of Lighting is expected to have significant benefits for its users, such as advanced automated lighting and personal lighting control. The OpenAIS project developed an IP-based lighting architecture and realized a large-scale pilot implementation of an IoT lighting system w...
Recent technological development offers new possibilities for taking into account peoples' personal wellness data in adjustment of environment conditions. For example, users' heartrate, facial expression, room temperature, and CO2 data could be used for adjustment of lighting, temperature, and air-condition to support people's wellbeing in smart en...
The number of systems in commercially available vehicles that assist or automate driving tasks is rapidly increasing. At least for the next decade, using such systems remains up to the discretion of the user. In this paper, different reasons why drivers may disengage the autopilot are investigated. This was done through a simulator study in which t...
This study aims at validating the transferability of the Empathic Handover approach, which we originally developed for the co-design process of a dementia simulator. We argue that empathy in design is operationalised using five factors: emotional interest, sensitivity, self-awareness, personal experience, and mixed perspectives. This heuristic prov...
The aim of this study was to investigate the predictive value of the Multidimensional Driving Style Inventory (MDSI) for driving behaviour in a driving simulator, in terms of speeding, braking, steering, lateral positioning and maintaining distance to a preceding vehicle. Eighty-eight participants, mainly from the Netherlands and Belgium, filled in...
Interfaces are commonly designed from the perspective of individual users, even though most of the systems we use in everyday life are in fact shared. We argue that more attention is needed for system sharing, especially because interfaces are known to influence coordination of shared use. In this work, we aim to deepen the understanding of this re...
As necessary for creating a learner-centered environment, nowadays teachers are expected to be more mindful about their proximity distribution: how to spend time in different locations of the classroom with individual learners. However feedback on this is only given to teachers by experts after classroom observation. In this paper we present the de...
This dataset contains of results of a study that aimed add investigating the relationship between interface characteristics of lighting interfaces and eventual light use and the lighting experience. The set comprises three documents: logdata_of_interactions.csv: An overview of all interactions performed with the three interfaces for lighting contro...
Continuous developments in the field of Human Computer Interaction (HCI) are resulting in an omnipresence of digital technologies in our everyday lives, which is also visible in the presence of supportive technologies in education. These technologies, e.g. tablets and computers, usually require focused attention to be operated, which hinders teache...
In modern traffic, measures are implemented to regulate speeding, which may annoy drivers who pursue an exciting driving experience and make them exceed speed limits. Others prefer a more relaxing experience resulting in socially desired driving behavior. This paper presents a study investigating the capacity of ambient light to alter the perceptio...
In this paper, we present the preliminary results of a study that aims to investigate the role of an approaching vehicle's behavior and outer appearance in determining pedestrians' decisions while crossing a street. Concerning appearance, some vehicles are designed to look more assertive than others, and it is believed that vehicle appearance may r...
Secondary school teachers have complex, intensive and dynamic routines in their classrooms, which makes their attentional resources limited for human-computer interaction. Leveraging principles of peripheral interaction can reduce attention demanded by technologies and interactions could blend more seamlessly into the everyday routine. We present t...
The focus of this chapter is on designing for smart homes. The perspective will be user-driven design research. The chapter starts with a context analysis of the home environment. This analysis shows that, from a user perspective, home is about emotions and not about the physical house with all its smart applications. It is this “home experience” d...
Secondary school teachers have quite busy and complex routines in their classrooms. However, present classroom technologies usually require focused attention from teachers while being interacted with, which restricts their use in teachers’ daily routines. Peripheral interaction is a human-computer interaction style that aims to enable interaction t...
Trust is an essential condition for accepting and relying on autonomous vehicles. One of the well‐studied factors contributing to trust in automation systems is anthropomorphism. It is expected that anthropomorphism may also enhance trust in the field of autonomous vehicles. A study is presented that investigated the effect of anthropomorphic embod...
IoT developments make shared systems, such as lighting systems, increasingly connected. From an interaction perspective, this offers opportunities for personal control. Especially for lighting, the benefits of personal control have been underlined by research. However, how to design interfaces that realise these potential benefits is much less inve...
While listening to music has been a part of everyday life for ages, access to unlimited numbers of songs has never been as ubiquitous as it has become with the introduction of streaming services and mobile Internet access. However, creating and updating playlists suitable for different everyday contexts is a tedious activity, which can lead to a de...
Full text article can be found on: http://journals.sagepub.com/doi/full/10.1177/1750698017709872
We are surrounded by personal items that can trigger memories, such as photos, souvenirs and heirlooms. Also during holidays, we collect items to remind us of the events, but not all bring back memories to the same extent. Therefore, we explored peoples...
More and more connected systems are entering the social and shared home environment. Interaction with these systems is often rather individual and based on personal preferences, leading to conflicts in multi-user situations. In this paper, we aim to develop a perspective on how to design for multi-user interaction with connected lighting systems, b...
Lighting systems in offices are becoming an infrastructure to connect people, devices, and systems to each other and to the Internet, creating an Internet of Lighting (IoL). This can bring advantages to stakeholders involved, and is expected to have a disruptive impact on the value chain. This study investigates the impact of IoL on the European of...
Reflection in and on everyday life can provide self-insight, increase gratitude and have a positive effect on well-being. To integrate reflection in everyday life, media technologies can provide support. In this paper, we explore how both media creation & use in different modalities can support reflection. We present the ongoing work of designing a...
It is difficult to inform design with experiences from people with dementia. When it comes to involving this vulnerable user group and connecting multidisciplinary design teams, current empathic co-design methods and tools are scarce, seem fragmented and lack a coherent and structured approach. In response, we provide guidance to design teams by pr...
Cherished utilitarian objects can provide comfort and pleasure through their associations to our personal past and the time and energy we have invested in and with them. In this paper, we present a specific type of object relationship, which we call the companion. They are mundane objects that accrued meaning over time, and evoke tiny pleasures whe...
Broad adoption of intelligent systems is a condition for achieving the aims of these systems such as increasing safety and efficiency. This requires taking into consideration that each driver has his or her own needs, interests and motivations while driving. Persuasive strategies that are intended to increase the adoption of intelligent systems may...
There is an increasing interest in HCI in designing to support reflection in users. In this paper, we specifically focus on everyday life reflection, covering and connecting a broad range of topics from someone's life rather than focusing on a very specific aspect. Although many systems aim to support reflection, few are based on an overview of how...
In this work, we investigate how to design multi-user interfaces for shared environments by implementing social translucence: Visibility of socially relevant information, awareness of other people, and accountability for actions. By designing and analysing 126 multi-user lighting interface concepts, we define four strategies to implement socially r...
Interfaces of interactive systems for domestic use are usually designed for individual interactions although these interactions influence multiple users. In order to prevent conflicts and unforeseen influences on others we propose to leverage the human ability to take each other into consideration in the interaction. A promising approach for this i...
In the emerging design landscape, knowledge integration and collaboration with external partners are being valued in the design process due to the increasing scale and complexity of the design problems. It becomes important for designers to be in close contact with stakeholders, such as the people, communities and organizations who are affecting, o...
Looking back, people often value their memories of everyday life experiences. However, people rarely create media to remember everyday life, despite the omnipresence of (photographic) technology. The authors' research-through-design process explores media creation aimed at capturing repeated events in everyday life. They explore how media can be cr...
This chapter reviews the inherent qualities of the human hearing system to focus on sounds that are relevant and ignore sounds that are irrelevant and do not require immediate action. Currently, auditory interaction styles that have been proposed and studied in human–computer interaction fail to leverage these human auditory perception capabilities...
Reflection gives insight, supports action and can improve wellbeing. People might want to reflect more often for these benefits, but find it difficult to do so in everyday life. Research in HCI has shown the potential of systems to support reflection in different contexts. In this paper we present a design space for supporting everyday life reflect...
Innovations in material, information and communication technology enable the application of efficient light sources and shape-changing techniques in our environment and everyday objects of the future. Based on this trend, we propose Sculpting Light Systems (SLS), which combine shape change with light to provide multi-modal displays of light and sha...
By capturing our experiences we often strive to better remember them in the future. However, the act of media capturing also influences these same experiences in the present, an area which is underexplored. This paper describes a study with the aim to inform the design of novel media capturing strategies. Adopting an approach of defamiliarization b...
While being the primary mode of interaction with mainstream digital musical instruments, the knob has been greatly overlooked in its potential for innovation. In this paper, we aim to open up the thinking about new possibilities for the knob. Based on an analysis of the background of the knob and the relevant theory on interaction, three directives...
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...
The aim of this study was to validate the stability of the different factors of the Multidimensional Driving Style Inventory (MDSI) [16], which was originally developed and validated with participants in different geographical areas of Israel. In this study, the questionnaire was distributed in the Netherlands and Belgium. A factor analysis of the...
When children play games like tag or jump rope, they often combine generally accepted predefined rules with their own invented and negotiated rules. These rules also occur in play with interactive play objects. In this field, we research children’s interactions with open-ended play designs that offer interaction opportunities to which children can...
Interactive technology is becoming more strongly integrated in innovative play solutions. As play is often a social experience, understanding the dynamic social context in which such play takes place is an essential step in designing new interactive play environments. In this paper, we explore the notion of social interaction in the context of open...
New technologies enable designers to create advanced visual representations of concepts (e.g., animations, renderings) early in the design process. However, it is not clear whether and how the properties of such concept representations affect the users’ understanding of the concept and the nature of the feedback they provide. To explore this we con...
In everyday life, we are able to perceive information and perform physical actions in the background or periphery of attention. Inspired by this observation, several researchers have studied interactive systems that display digital information in the periphery of attention. To broaden the scope of this research direction, a few recent studies have...
In this paper we present the "Co-constructing Stories" method, aiming to elicit feedback from end-users on novel design concepts in the early phases of the design process. In sessions of less than an hour, participants are prompted by a storyboard depicting the current situation to recollect relevant real-life experiences for sensitization. Next, p...
Many actions in the physical world take place in the background or periphery of people's attention. However interactions with computing technologies usually require focused attention. This paper explores the concept of peripheral interaction: physical interaction with technology that takes place outside the focus of attention. A peripheral interact...
For a long time people have collected mementos; items kept as reminder of a person, place or event. Practices of memento creation are constantly changing; for instance through the accessibility of digital photography. Still, we most often create mementos of special occasions such as weddings or holidays. However, besides these milestones, we cheris...
The focus of this chapter is on designing for smart homes. The perspective will be user-driven design research. The chapter starts with a context analysis of the home environment. This analysis shows that, from a user perspective, home is about emotions and not about the physical house with all its smart applications. It is this “home experience” d...
The development of ambient play environments provides an opportunity to develop tangible play solutions to stimulate social and physical play by embedding responsiveness tailored and adjusted to player behaviour in the environment. This paper gives an overview of different perspectives on play and translates this theoretical knowledge from differen...
In everyday life, we are able to perform various activities simultaneously without consciously paying attention to them. For example, we can easily read a newspaper while drinking coffee. This latter activity takes place in our background or periphery of attention. Contrarily, interactions with computing technology usually require focused attention...