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Introduction
Current institution
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Education
January 2012 - October 2015
October 2010 - October 2012
October 2008 - October 2010
Publications
Publications (54)
As tangible and embodied systems are making the transition from the labs to everyday life, there is a growth in the applications related research and design work in this field. We argue that the potential of these technologies can be even further leveraged by enabling domain experts such as teachers, therapists and home owners to act as end-user de...
This paper presents a novel method for interactive playground design, based on traditional children's play. This method combines the rich interaction possibilities of computer games with the physical and open-ended aspects of traditional children's games. The method is explored by the development of a prototype interactive playground, which has bee...
Tangible and embodied interactive technology (TEIT) consists of tightly coupled physical devices and software, which is less the case with mainstream platforms like personal computers, smartphones, etc. Currently TEIT is manufactured by small-and medium-sized niche technology providers for whom application domain specific development can represent...
With the advent of AI in research and practice, the research community has started discussing how end-user development might be affected. This paper aims to outline a number of challenges that might arise when end-users aim to integrate AI in their software creations. It examines these issues for different stages of a design process (ideation, conc...
Pre-frail elderly people have to do physical exercises to reduce the risk of becoming frail but often lack motivation. Socially Assistive Robots could offer a solution because they have shown their effectiveness in achieving measurable progress with the elderly. This paper investigates how the addition of music and autonomy to choose it influences...
As people deal with cardiovascular disease (CVD), they are to self-monitor routinely and be aware of complications and the corresponding course of action. Engaging in these self-care behaviors is conducive to gaining knowledge of health status. Even so, knowledge of the self may be insufficient in making sense of chronic conditions. In constructing...
Background: To obtain a better understanding of the wearing habits and preferences of Adolescent Idiopathic Scoliosis (AIS) patients undergoing rigid brace treatment, we examine what factors contribute to patients’ perceived discomfort during the treatment. Methods: Seventeen AIS patients treated with a rigid brace were recruited. We asked them to...
There is a growing body of work reporting on experimental work on social robotics (SR) used for persuasive purposes. We report a comprehensive review on persuasive social robotics research with the aim to better inform their design, by summarizing literature on factors impacting their persuasiveness. From 54 papers, we extracted the SR’s design fea...
Background
Adolescent idiopathic Scoliosis (AIS) patients undergoing rigid brace treatment are experiencing both physical and psychological complaints, which reported resulting low compliance. According to the Comfort Theory, patients will engage with more attention to seek healthy behaviours if they are more comfortable, and treatment tends to ha...
This paper reflects on the experience of sample making to develop interactive materials. Sample making is a way to explore possibilities related to different materials techniques. In recent years design research has put an increasing emphasis on making as a mode of exploration, which in turn has made such exploration an increasingly popular and eff...
Purpose
This research paper examines how contouring of a wheelchair seating base can help prevent pressure sores by distributing pressure over the buttocks. Contouring wheelchair cushioning is already done to some extent and has proved to be beneficial for pressure distribution. We researched the effect of contouring the seating base, and whether c...
Purpose:To identify the life domains that are most frequently reported to be affected in scoliosis patients undergoing brace treatment.
Methods: A search within the PubMed database was conducted and a total of 60 publications were selected. We classified the studies based on the methods used to measure patients' quality of life (QoL) and categoriz...
This book constitutes the proceedings of the 8th International Conference on End-User Development, IS-EUD 2021, held in July 2021. Due to COVID-19 pandemic the conference was held virtually.
The paper track received 26 submissions, of which 11 full and 4 short papers were selected after a rigorous double-blind review process. The papers focus on “D...
Purpose: To identify the life domains that are most frequently reported to be affected in scoliosis patients undergoing brace treatment.
Methods: A search within the PubMed database was conducted and a total of 60 publications were selected. We classified the studies based on the methods used to measure patients’ quality of life (QoL) and categoriz...
Developments in social robotics raise the prospect of robots coaching and interacting with patient during rehabilitation training assuming a role of a trainer. This raises questions regarding the acceptance of robots in this role and more specifically, to what extent the robot should be anthropomorphic. This paper presents the results of an online...
The growing interest in wearable technologies has prompted the development of new techniques for integrating electronics into garments, and more specifically to overcome the challenges interfacing hard and soft components. In comparison to sensors and leads, the textile-based or integrated solutions for actuation remain underexplored. Approaching m...
In a traditional product lifecycle, the design of the product typically predates its use. Meta-design is a paradigm rooted in end-user development research that aims to address this issue, by proposing a shift from the traditional design-time vs. use-time separation, towards a model where designers meta-design open ended systems that allow for futu...
This paper presents a structured survey of 119 publications from the proceedings of the International Symposium on Wearable Computers (ISWC) from 2013 to 2017. This survey on research methods and purposes is based upon a classification schema used by many others in HCI research. An extra dimension was added to the classification of research methods...
Iris is an interactive reward and information system that aims to increase wellbeing amongst parents and children, by supporting treatment compliance in clubfoot patients. This paper discusses the design and a pilot test of Iris, exploring the role of interactive solutions in increasing compliance amongst clubfoot patients.
Outdoor and indoor pervasive games are an emerging concept in the entertainment field that seamlessly integrate novel technologies while keeping the playability aspects of traditional games. The characteristics of the technologies involved in this kind of games are quite different, but combined they can allow the creation of more complete games for...
Internet of Things (IoT) is recently attracting vendors that have already brought to the market a plethora of IoT devices. However, according to recent studies; • End-users face difficulties in conjuring up meaningful use scenarios that combine IoT devices • Information provided by IoT vendors on their websites does not help consumers to translate...
Internet of Things (IoT) is recently attracting vendors like Google, Homey, and Samsung that have already brought to the market a plethora of devices and services supporting smart home automation. However, recent studies have shown that end-users having little knowledge of the features and possibilities of IoT devices, face difficulties in conjurin...
This chapter discusses methodological choices facing researchers wishing to evaluate end user development technologies. While laboratory evaluations or short term evaluations are often conducted as a way to validate an end user development technology, these do not provide sufficient guarantees regarding the adoption of end user development practice...
TagTrainer is an end-user adaptable technology for physical rehabilitation. Patients can perform training exercises that require the manipulation of physical objects on three interactive surfaces. Therapists can adapt, extend and create exercises to fit the needs of individual patients. The system addresses a range of important issues in physical r...
The authors discuss the feasibility of End-User Development (EUD) for non-information workers in the context of neurorehabilitation. The authors present a three-week long field deployment of TagTrainer, a system that enables therapists to create, share, and use exercises for arm-hand training with a tangible interactive tabletop application. The ex...
This thesis presents the design, development and deployment of an end-user extensible
physical rehabilitation technology: TagTrainer. It provides a socio-technical
perspective on the merits and issues related to the deployment of an end-user
development (EUD) system in the context of physical rehabilitation therapy.
First, it describes the user-cen...
Creative workshops are a key element of design and innovation processes. User research on workshop facilitation resulted in the notion that facilitators face the most problems related to engaging their workshop participants. Furthermore, it informed us that problems with engagement can be caused by many different reasons. Therefore, three different...
This article gives a structured overview of the field of End User Development, and its related fields of End User Programming, End User Software Engineering and meta-design. We have analyzed 93 papers from these fields that have been published between 2004 and 2013 in major and relevant journals and conference proceedings. The article discusses the...
Clinical researchers in rehabilitation technology have often called for exercise customization to address patient specific needs. Where such customization transcends simple parameter setting, the need for End-User Development (EUD) arises. EUD in this field can potentially tap on the expertise of highly skilled workers, but presents serious challen...
The paradigm of end-user development enables ordinary end-users of computer systems to engage in the modification, extension and even creation of software artifacts. Technology, organization and context are all important aspects that influence end-users’ decisions to engage in end-user development. With this workshop, we invite researchers and prac...
Feedback is known to play a key role for the effective rehabilitation of patients after stroke. Although general guidelines exist for UI design for people with physical and cognitive disabilities, and feedback systems have been evaluated with non-disabled persons, little is known about how best to design feedback for interactive technologies suppor...
The use of technology in stroke rehabilitation is increasingly common. An important aspect in stroke rehabilitation is feedback towards the patient, but research on how such feedback should be designed in stroke rehabilitation technology is scarce. Therefore, in this paper we describe an exploratory process on the design, implementation and evaluat...
Background
Rehabilitation technology for upper limb training can potentially increase the amount, duration, and quality of therapy offered to patients by targeting the needs of individual patients. Empirical evaluations of such technologies focus on clinical effectiveness; however, little is known regarding the implications of their implementation...
This chapter presents a novel method for interactive playground design, based on traditional children’s play. This method combines the rich interaction possibilities of computer games with the physical and open-ended aspects of traditional children’s games. The method is explored through the development of a prototype interactive playground that ha...
The authors discuss the feasibility of End-User Development (EUD) for non-information workers in the context of neurorehabilitation. The authors present a three-week long field deployment of TagTrainer, a system that enables therapists to create, share, and use exercises for arm-hand training with a tangible interactive tabletop application. The ex...
Together with the rising demand for healthcare, the need for assisting technology within the field of rehabilitation is increasing. However, this technology needs to be flexible and adjustable to address the variability and context dependency of therapy in daily practice. Current technology is hardly adjustable and therefore often fails in regular...
Preterm neonates often suffer from pain, distress and discomfort during the first weeks of their lives. While residing in special Neonatal Intensive Care Units (NICUs) that are designed for optimal care, they are subject to numerous interventions ranging from a simple diaper change to surgery. Although pharmacological pain treatment often is availa...
Children with Autistic Spectrum Disorder (ASD)have marked impairments in social interaction. Imitation is a basic social interaction behavior, and mimicking as an element of imitation can be a diagnostic marker for autism and thus a skill that can be targeted by behavioral training. In a comparative study between children with and without autism (n...
Ambient spaces are characterized by sensors, which allow detailed observation of visitors and inhabitants, and by displays and actuators that allow the system to react to the observed behavior. Starting from a general ambient space, we are working towards an interactive environment that invites and seduces people to interaction with each other and...
We propose a novel concept for navigation for bicyclists based on 3D-audio. The concept has been implemented in a prototype and evaluated in a small user test. The results indicate a hopeful future for audio-based navigation for bicyclists.
This paper presents a novel approach to music performance on touch tables. The chosen approach aims at improving the existing FeelSound system in such a way that pleasant music (as opposed to abstract sounds) can be produced. A small qualitative evaluation has shown that TouchSound delivers improved performance over FeelSound. Users are able to pro...