Jean Vanderdonckt

Jean Vanderdonckt
Université Catholique de Louvain - UCLouvain | UCLouvain · Louvain Research Institute in Management and Organizations

MSc Mathematics, Agreg., M Com Sci, PhD Comp Sc

About

564
Publications
148,792
Reads
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9,869
Citations
Citations since 2016
113 Research Items
2606 Citations
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20162017201820192020202120220100200300400
20162017201820192020202120220100200300400
20162017201820192020202120220100200300400
Additional affiliations
September 2013 - August 2014
University of Namur
Position
  • Invited Professor
December 2011 - September 2015
Université Catholique de Louvain - UCLouvain
Position
  • President of Louvain School of Management Research Institute
January 2000 - July 2000
Stanford University
Position
  • Visiting Associate Professor
Description
  • In particular, for course on Model-based user interfaces design (CS 377D)
Education
September 1989 - July 1997
University of Namur
Field of study
  • Sciences, option "computer science"

Publications

Publications (564)
Article
This paper presents theoretical and empirical results about user-defined gesture preferences for squeezable objects by focusing on a particular object: a deformable cushion. We start with a theoretical analysis of potential gestures for this squeezable object by defining a multi-dimension taxonomy of squeeze gestures composed of 82 gesture classes....
Article
Full-text available
To support radiologists in their decision-making regarding women breast cancer diagnosis based on mammographies, this paper addresses three challenges posed by a clinical decision support system for breast cancer screening, diagnosis, and reporting: multimodality (via textual, graphical, and two-dimensional gestural interaction), usability (via hum...
Article
Retailers develop personalized websites with the aim of improving customer experience. However, we still have limited knowledge about the effect of personalization on customer experience and the underlying processes. With a lab experiment, this research specifically examines the effect of actual personalization and perceived personalization on play...
Conference Paper
On large displays, using keyboard and mouse input is challenging because small mouse movements do not scale well with the size of the display and individual elements on screen. We present “Large User Interface”(LUI), which coordinates gestural and vocal interaction to increase the range of dynamic surface area of interactions possible on large disp...
Article
This paper presents SnappView, an open-source software development kit that facilitates end-user review of graphical user interfaces for mobile applications and streamlines their input into a continuous design life cycle. SnappView structures this user interface review process into four cumulative stages: (1) a developer creates a mobile applicatio...
Article
Finger-based gesture input becomes a major interaction modality for surface computing. Due to the low precision of the finger and the variation in gesture production, multistroke gestures are still challenging to recognize in various setups. In this paper, we present µV, a multistroke gesture recognizer that addresses the properties of articulation...
Article
Eye movement analysis is a popular method to evaluate whether a user interface meets the users' requirements and abilities. However, with current tools, setting up a usability evaluation with an eye-tracker is resource-consuming, since the areas of interest are defined manually, exhaustively and redefined each time the user interface changes. This...
Article
Full-text available
Despite the tremendous progress made for recognizing gestures acquired by various devices, such as the Leap Motion Controller, developing a gestural user interface based on such devices still induces a significant programming and software engineering effort before obtaining a running interactive application. To facilitate this development, we prese...
Article
The "Software as a Service" (SaaS) model of cloud computing popularized online multiuser collaborative software. Two famous examples of this class of software are Office 365 from Microsoft and Google Workspace. Cloud technology removes the need to install and update the software on end users' computers and provides the necessary underlying infrastr...
Conference Paper
Nowadays, creating a positive experience is a key source of competitive advantage. A good experience makes a person five times more likely to recommend a company and more likely to purchase in the future. Besides, gesture interaction technology appears as a promising way to provide individuals a global richer experience than with classical user int...
Article
Full-text available
Arm-and-hand tracking by technological means allows gathering data that can be elaborated for determining gesture meaning. To this aim, machine learning (ML) algorithms have been mostly investigated looking for a balance between the highest recognition rate and the lowest recognition time. However, this balance comes mainly from statistical models,...
Article
Full-text available
Adapting the user interface of a software system to the requirements of the context of use continues to be a major challenge, particularly when users become more demanding in terms of adaptation quality. A considerable number of methods have, over the past three decades, provided some form of modelling with which to support user interface adaptatio...
Chapter
Full-text available
This workshop aims at identifying, examining, structuring and sharing educational resources and approaches to support the process of teaching/learning Human-Computer Interaction (HCI) Engineering. The broadening of the range of available interaction technologies and their applications, many times in safety and mission critical areas, to novel and l...
Article
The expansion of touch-sensitive technologies, ranging from smartwatches to wall screens, triggered a wider use of gesture-based user interfaces and encouraged researchers to invent recognizers that are fast and accurate for end-users while being simple enough for practitioners. Since the pioneering work on two-dimensional (2D) stroke gesture recog...
Article
Intra-platform plasticity regularly assumes that the display of a computing platform remains fixed and rigid during interactions with the platform in contrast to reconfigurable displays, which can change form depending on the context of use. In this paper, we present a model-based approach for designing and deploying graphical user interfaces that...
Article
With the continuously increasing number and variety of devices, the study of visual design of their Graphical User Interfaces grows in importance and scope, particularly for new devices, including smartphones, tablets, and large screens. Conducting a visual design experiment typically requires defining and building a GUI dataset with different reso...
Article
We introduce “4E,” a new design approach of reconfigurable displays that can change their form factors by capitalizing on four quality properties inspired by applied material: extensibility, extendability, expandability, and extractability. This approach is applicable to both fixed and portable displays. We define and exemplify each property, highl...
Article
Full-text available
Cloud computing is being adopted by commercial and governmental organizations driven by the need to reduce the operational cost of their information technology resources and search for a scalable and flexible way to provide and release their software services. In this computing model, the Quality of Services (QoS) is agreed between service provider...
Article
Full-text available
Generation of Graphical User Interfaces (GUIs) from Business Process Model Notation (BPMN) models is a step manually performed by an analyst in any information system development. By analyzing twelve BPMN projects and comparing them with their associated GUIs, a set of rules for mapping BPMN models expressed in terms of BPMN patterns to GUIs has be...
Conference Paper
Full-text available
The notion of experience has gained in popularity both in management and in computer science. To assess the quality of an information system, specialists in human-computer interaction are now referring to the user experience. On the marketing side, the concept of experience has also become key to describe the relationship between an individual and...
Article
Full-text available
Presently, miniaturized sensors can be embedded in any small-size wearable to recognize movements on some parts of the human body. For example, an electrooculography-based sensor in smart glasses recognizes finger movements on the nose. To explore the interaction capabilities, this paper conducts a gesture elicitation study as a between-subjects ex...
Article
Full-text available
Whilst new patents and announcements advertise the technical availability of foldable displays, which are capable to be folded to some extent, there is still a lack of fundamental and applied understanding of how to model, to design, and to prototype graphical user interfaces for these devices before actually implementing them. Without waiting for...
Article
While end users can acquire full 3D gestures with many input devices, they often capture only 3D trajectories, which are 3D uni-path, uni-stroke single-point gestures performed in thin air. Such trajectories with their $(x,y,z)$ coordinates could be interpreted as three 2D stroke gestures projected on three planes,\ie, $XY$, $YZ$, and $ZX$, thus ma...
Article
Adapting the user interface (UI) to the changing context of use is intended to support the interaction effectiveness and sustain UI usability. However, designing and/or processing UIs adaptation at design time does not encompass real situation requirements. Adaptation should have a cross-cutting and low-cost impact on software patterning and appear...
Chapter
Full-text available
Our digital and physical worlds are becoming increasingly interconnected. Digital services reduce the need to physically move hence to have to face physical accessibility barriers, but it becomes then more critical to make sure they are not replaced by digital accessibility barriers. In order to assess the interplay of both worlds from the accessib...
Conference Paper
Online customer experience comprises all subjective responses consumers may have when interacting with a website (Rose et al. 2012). Companies have long recognized that providing optimal customer experience has become a key challenge (Ho and Bodoff 2014; Lemon and Verhoef 2016). To address this challenge, worldwide companies have developed personal...
Article
Touch-surface multi-stroke gestures, as well as freehand drawings, are typically acquired by devices and sensors as a suite of timestamped points on a plane. This Cartesian coordinate system, although useful for computation like complexity analysis, gesture classification and recognition, becomes complex and inefficient when gestures need to be vis...
Article
The area of Engineering Interactive Computing Systems (EICS) is defined as the intersection between Software Engineering (SE) and Human-Computer Interaction (HCI). In this paper, we provide an overview of what EICS is and how it is positioned with respect to other venues in HCI, such as CHI, UIST, and IUI, highlighting its legacy and paying homage...
Article
A gesture elicitation study consists of a popular method for eliciting a sample of end-users to propose ges- tures for executing functions in a certain context of use, spec- ified by its users and their functions, the device or the plat- form used, and the physical environment in which they are working. Gestures proposed in such a study needs to be...
Chapter
Human-Computer Interaction (HCI) and Artificial Intelligence (AI) are two disciplines that followed parallel trajectories for about four decades. They also both complement each other and overlap in various problem-rich domains. This chapter is far from being exhaustive, but provides a representative story of how HCI and AI cross-fertilise each othe...
Chapter
Full-text available
We propose a process reference model for UX (UXPRM), which includes a description of the primary UX lifecycle processes within a UX lifecycle and a set of supporting UX methods. The primary UX lifecycle processes are refined into objectives, outcomes and base practices. The supporting UX methods are refined into related techniques, specific objecti...
Article
Full-text available
Radar sensing technologies now offer new opportunities for gesturally interacting with a smart environment by capturing microgestures via a chip that is embedded in a wearable device, such as a smartwatch, a finger or a ring. Such microgestures are issued at a very small distance from the device, regardless of whether they are contact-based, such a...
Article
Full-text available
This paper introduces, motivates, defines, and exemplifies CROSSIDE, a design space for representing capabilities of a software for collaborative sketching in a crosssurface setting, i.e., when stakeholders are interacting with and across multiple interaction surfaces, ranging from low end devices such as smartwatches, mobile phones to high-end dev...
Chapter
Assessing human bodies’ postures and positions enables to design new interaction techniques, to understand users’ performances and to evaluate ergonomics of devices. In addition to the applications for improving Human-Computer Interaction, human movement analysis is at the heart of other types of usages including sports, rehabilitation, gesture rec...
Article
Graphical Adaptive Menus are Graphical User Interface menus whose predicted items of immediate use can be automatically rendered in a prediction window. Rendering this prediction window is a key question for adaptivity to enable the end-user to efficiently differentiate predicted items from normal ones and to consequently select appropriate items....
Article
Full-text available
In recent years, the software applications for medical assistance, including the telerehabilitation, have known a high and a continuous presence in the medical area. ePHoRt is a Web-Based Platform for the remote home monitoring rehabilitation exercises in patients after hip replacement surgery. It involves a learning phase and a serious game scheme...
Chapter
This paper presents empirical results about user-defined gestures for head and shoulders by analyzing 308 gestures elicited from 22 participants for 14 referents materializing 14 different types of tasks in IoT context of use. We report an overall medium consensus but with medium variance (mean: .263, min: .138, max: .390 on the unit scale) between...
Conference Paper
Full-text available
Promotion and demotion are a typical adaptive navigation technique making a page or a link easier to select by emphasizing it or de-emphasizing it depending on its popularity. This technique, which was successfully applied to adaptive web sites, is now generalized to mainstream graphical user interfaces by introducing bimotion user interfaces, whic...