Koen Van TurnhoutHogeschool Utrecht · Digital Business & Media
Koen Van Turnhout
PhD
About
99
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Introduction
Koen van Turnhout currently works at Utrecht University of Applied Sciences (HU) as a professor of Human Experience and Media Design. Koen does research in User Experience, Data-Driven Design, Human-Computer Interaction, Design Research & Design Thinking.
Additional affiliations
August 2008 - September 2022
September 2002 - November 2007
Publications
Publications (99)
In this paper we discuss our experiences with the 1:10:100 approach for organizing requirements elicitation in open innovation projects. 1:10:100 was originally developed to tackle the complexity of 'wicked' design problems, but also turns out to be a helpful means to organize requirements oriented pro ject conversations with heterogeneous groups o...
In this paper we discuss mixed-method research in HCI. We report on an empirical literature study of the NordiCHI 2012 proceedings which aimed to uncover and describe common mixed-method approaches, and to identify good practices for mixed-methods research in HCI. We present our results as mixed-method research design patterns, which can be used to...
In this paper we report on the evaluation of our research education across a range of professional design and engineering majors. Through inspection of educational materials, interviews with teams and a questionnaire among our students we examined to what extent our approach to teaching research was effective for increasing inquisitiveness. Of part...
The varied forms and uses of theory in HCI, cause difficulties in valuating theories in our field, in particular for novice researchers. In response, this paper offers a synthesis of existing meta-theory in HCI into a systematic taxonomy of theory functions. To substantiate the taxonomy, we applied it to 18 well-known theories in our field. Based o...
The user experience of our daily interactions is increasingly shaped with the aid of AI, mostly as the output of recommendation engines. However, it is less common to present users with possibilities to navigate or adapt such output. In this paper we argue that adding such algorithmic controls can be a potent strategy to create explainable AI and t...
InPraktijk is an educational game developed for first year physical therapy students. The game aims to use playful learning to optimize students' interest in interacting with course content. This project is a first step in achieving a versatile educational game platform optimized for engaging, playful learning that can be applied across multiple ed...
Many design schools struggle with questions of how recent AI advancements should be integrated into their curriculum. This is especially challenging for curricula with a substantial digital design component, such as media design or interaction design. Undoubtedly, curricula must include the aspect of designing 'with' AI, teaching students how to re...
This exploratory study investigates the rationale behind categorizing algorithmic controls, or algorithmic affordances, in the graphical user interfaces (GUIs) of recommender systems. Seven professionals from industry and aca-demia took part in an open card sorting activity to analyze 45 cards with examples of algorithmic affordances in recommender...
Algorithmic affordances are defined as user interaction mechanisms that allow users tangible control over AI algorithms, such as recommender systems. Designing such algorithmic affordances, including assessing their impact, is not straightforward and practitioners state that they lack resources to design adequately for interfaces of AI systems. Thi...
In this paper, we argue that the creation of Responsible AI over the past four decades has predominantly relied on two approaches: contextual and technical. While both are indispensable, we contend that a third equally vital approach , focusing on human-AI interaction design, has been relatively neglected, despite the ongoing efforts of pioneers in...
In this paper, we explore the design of web-based advice robots to enhance users' confidence in acting upon the provided advice. Drawing from research on algorithm acceptance and explainable AI, we hypothesise four design principles that may encourage interactivity and exploration, thus fostering users' confidence to act. Through a value-oriented p...
The user's experience with a recommender system is significantly shaped by the dynamics of user-algorithm interactions. These interactions are often evaluated using interaction qualities, such as controllability, trust, and autonomy , to gauge their impact. As part of our effort to systematically categorize these evaluations, we explored the suitab...
Design academics struggle in effectively reaching out to design practice, while design practitioners have difficulties in appropriating academic output. In their turn, design practitioners create new local knowledge that may not be recognised (as such) by design academics. This situation is seen as suboptimal and problematised as the research-pract...
This study examines completion rate for a self-assessment survey designed to assess employees' digital skills levels in the workplace. The aim is to improve data quality by investigating completion of the survey. The study reviews the theoretical background related to self-assessment surveys and completion rate, and explores the influence of survey...
Brian Shackel Award winner for most outstanding contribution with international impact in the field of human interaction with, and human use of, computers and information technology
Reviewers' Choice winner
The design of recommender systems’ graphical user interfaces (GUIs) is critical for a user's experience with these systems. However, most re...
Recommenders play a significant role in our daily lives, making decisions for users on a regular basis. Their widespread adoption necessitates a thorough examination of how users interact with recommenders and the algorithms that drive them. An important form of interaction in these systems are algorithmic affordances: means that provide users with...
As AI systems become increasingly prevalent in our daily lives and work, it is essential to contemplate their social role and how they interact with us. While functionality and increasingly explainability and trustworthiness are often the primary focus in designing AI systems, little consideration is given to their social role and the effects on hu...
Design and development practitioners such as those in game development often have difficulty comprehending and adhering to the European General Data Protection Regulation (GDPR), especially when designing in a private sensitive way. Inadequate understanding of how to apply the GDPR in the game development process can lead to one of two consequences...
One of the promises of digitalization of data-intensive services is the ability to deliver personalized services that lead to personal customer experiences, catering to the unique needs, preferences, and situations of individual consumers. The expectation is that such personalized services will result in enhanced customer experiences and yield bett...
Inleidend hoofdstuk van het nieuwe Handboek Ontwerpgericht Wetenschappelijk Onderzoek, waarin ontwerpgericht onderzoek vergeleken wordt met andere vormen van praktijkgericht onderzoek.
Hoofdstuk 2 van het Handboek Ontwerpgericht Wetenschappelijk Onderzoek waarin we ingaan op de vraag hoe ontwerpen en onderzoeken combineren in ontwerpgericht onderzoek
Hoofdstuk 3 van het Handboek Ontwerpgericht Wetenschappelijk Onderzoek waar ik in ga op verschillende opvattingen van ontwerp en de gevolgen voor de inrichting van het ontwerpproces.
In dit vierde hoofdstuk van het handboek gaan we in de wetenschappelijke studie naar het denken en werken van ontwerpers (de ontwerpcognitie). We bespreken de belangrijkste inzichten uit dit vakgebied en de implicaties ervan voor ontwerpgericht onderzoek.
Het zesde hoofdstuk van het Handboek Ontwerpgericht Wetenschappelijk Onderzoek gaat in op op ontwerpgericht onderzoek in verschillende disciplines. Verschillen en overeenkomsten tussen verschillende benaderingen van ontwerpgericht onderzoek worden besproken in de hoop die disciplines op weg te helpen meer van elkaar te leren.
Hoofdstuk 7 van het Handboek Ontwerpgericht Wetenschappelijk Onderzoek waarin we bespreken hoe een ontwerpgericht onderzoek gestructureerd kan worden aan de hand van het drieprocessenmodel.
Hoofdstuk 11 van het Handboek Ontwerpgericht Wetenschappelijk Onderzoek gaat in op het ontwerpen van de onderzoeksaanpak. Aan de hand van het DOT-Framework, kan een op ontwerpgericht onderzoek toegesneden methodenmix samengesteld worden. We bespreken hoe dat kan en illustreren een aantal veelgekozen methodenmixen.
Hoofdstuk 13 van het Handboek Ontwerpgericht Wetenschappelijk Onderzoek, gaat over iteratie. We bespreken op welke manieren iteratie gepland kan worden en hoe omgegaan kan worden met spontane iteraties in ontwerpgericht onderzoek.
In dit hoofdstuk gaan we in op soorten kennis in ontwerp en ontwerpgericht onderzoek. Uitgaande van de functies die kennis voor ontwerpers kunnen vervullen: beschrijven, verklaren, inbeelden, waarderen, voorspellen en voorschrijven, definiëren we drie soorten kennis die van belang zijn in ontwerp en ontwerpgericht onderzoek: diagnosekennis, doelken...
Hoofdstuk 19 van het Handboek Ontwerpgericht Wetenschappelijk Onderzoek gaat over scenario's. Een scenario is een concrete en begrijpelijke voorstelling van een mogelijke toekomst. In het hoofdstuk gaan we zowel in op het instrumentele gebruik van scenario's in een ontwerpgericht onderzoek als op scenarios als uitkomst van een ontwerpgericht onderz...
Hoofdstuk 22 van het Handboek Ontwerpgericht Wetenschappelijk Onderzoek gaat over de kwaliteit van het onderzoek. Het bespreekt criteria voor de wetenschappelijke bijdrage, de bruikbaarheid, de doorwerking in de praktijk en aanpak van het onderzoek. Het hoofdstuk kan gezien worden als een uitwerking van het rapport van de commissie Pijlman over de...
Hoofdstuk 21 van het Handboek Ontwerpgericht Wetenschappelik Onderzoek gaat over ontwerpen en onderzoeken in het onderwijs. De vraag òf en op welke manier ontwerpgericht onderzoek een plek in het onderwijs verdient staat centraal. We beargumenteren dat onderzoekend vermogen zoveel mogelijk in authentieke beroepstaken moet worden ondergebracht. Dat...
Radio Dabanga is a radio station that makes programs for Sudan. However, the station's editorial office is located in Amsterdam, because of Sudan's long history of repression of the free press. This means that the radio station's journalists must provide reliable information to the 43 million inhabitants of Dabanga while being almost 7000 kilometer...
Radio Dabanga is een radiostation dat programma’s maakt
voor Soedan. Hun redactie zit echter in Amsterdam, vanwege
Soedans lange geschiedenis van onderdrukking van de vrije
pers. Dat betekent dat de journalisten van Dabanga 43 miljoen
inwoners van Dabanga van betrouwbare informatie moeten
voorzien, terwijl ze bijna 7000 kilometer verderop zitten. H...
Onderzoekers bestuderen de wereld zoals die is. Ontwerpers willen de wereld veranderen. Applied design research is een vorm van praktijkgericht onderzoek waarin beide benaderingen worden geïntegreerd, om nieuwe kennis op te doen én om praktische oplossingen te ontwikkelen. Maar hoe doe je dat, aangezien ontwerpen en onderzoeken sterk verschillen en...
In this paper, we argue that design ‘solutions’ such as iconic designs, archetypes and design patterns, ought to be recognized as crucial forms of design knowledge. There is an abundance of literature suggesting solutions play a crucial role in design cognition: they can act as a gateway to understand the design situation better, as a stepping-ston...
Chatbots are increasingly popular, but state-of-the-art chatbots still struggle to meet user expectations, limiting their application in many domains. The factors affecting use have been studied extensively in laboratory contexts, resulting in context-independent requirements. However, user expectations and experiences of chat interfaces are affect...
This paper argues online privacy controls are based on a transactional model of privacy, leading to a collective myth of consensual data practices. It proposes an alternative based on the notion of privacy coordination as an alternative vision and realizing this vision as a grand challenge in Ethical UX
Students and young professionals in engineering need to know a number of research methodologies to reach high quality results. This is particularly important when engineers from multiple engineering disciplines work together. However, it is not self-evident for students to use tools to determine which research methods are meaningful. This paper add...
The datafication and digital transformation of society change design professions on a profound level. With data and machine intelligence being the design material of the future, the Master program Data-Driven Design, developed at HU Utrecht University of Applied Sciences, prepares the next generation of designers to handle the challenges and opport...
Big Data, Artificial Intelligence, Quantum Computing, Blockchain, and the Internet of Things, have become salient topics across different news media outlets around the globe. This potentially shapes how broader media audiences perceive these technologies and relevant actors. While private companies that drive technology developments operate on a gl...
To improve retention rate of factual knowledge for health students we set out to design a game which challenges students to continue testing themselves during their studies. Since we wanted them to play this game for a period of two years, we had two major challenges to overcome. Firstly, how can students be motivated to play for two years, and sec...
Using a designerly approach in projects within a wide spectrum of disciplines is increasingly popular. This paper describes a case in where the 1:10:100 design approach is used in a social sciences project and explores the mutual learning that took place. It discusses the added value of using design artefacts (prototypes) in the process and to what...
Mixed reality applications can enrich museum exhibits and make them more attractive to an audience of adolescents. However, in the design of such applications, we face a myriad of possibilities and little guidance on how to choose between (early) alternatives. In this paper, we explore the notion of experience blend - which could act as an aestheti...
Using a designerly approach in projects within a wide spectrum of disciplines is increasingly popular. This paper describes a case in where the 1:10:100 design approach is used in a social sciences project and explores the mutual learning that took place. It discusses the added value of using design artefacts (prototypes) in the process and to what...
In this exploratory paper, we examine how students perceive metaphors for design research at first and subsequently assign more technical meanings to them throughout the programme. The use of metaphors can be a powerful didactic tool as metaphors can act as gateways, activating students' intuitions and existing knowledge, preparing the mental groun...
Het inzetten van ontwerpmethodieken in een breder spectrum aan vakgebieden dan alleen de ontwerpwereld gebeurt steeds vaker. Design Thinking (Dorst, 2007) is daar wellicht het bekendste voorbeeld van. Het actief betrekken van gebruikers en werken met prototypes en verschillende iteratierondes helpt de stakeholders om de échte vraag boven tafel te k...
Participatory design prescribes intensive stakeholder involvement in the design process. One challenge in such projects is to enable stakeholders to develop an open mind for novel solutions of the design problem at hand. When designing social technology, this is further complicated by prejudices about technology as being too blunt and inadequate to...
These are 2 paper templates that can be easily printed and assembled into physical models. The models are 3D representations of the Multiverse (see Pine II, B.J. & Korn, K.C. (2011) Infinite Possibility: creating customer value on the digital frontier). They are meant to be a tool for generative design; allowing to 'fold' a creative concept over di...
Museums are crucial elements of regional and local cultural offerings and can play a major role in tourism-related, educational, economical and urban-planning policies. To increase visitor numbers and thus further cultural exchange between regions and economical profit, we provide insight to a storytelling-based smart-city approach that routes user...
Within higher engineering education, students have to learn to close knowledge gaps that arise in professional assignments, such as capstone projects. These knowledge gaps can be closed through simple inquiry, but can also require more rigorous research. Since professionals work under tight constraints, they face constant trade-offs between quality...
These are 2 paper templates that can be easily printed and assembled into physical models. The models are 3D representations of the Multiverse (see Pine II, B.J. & Korn, K.C. (2011) Infinite Possibility: creating customer value on the digital frontier). They are meant to be a tool for generative design; allowing to 'fold' a creative concept over di...
Als we onderzoek willen toetsen grijpen we vaak naar het onderzoeksplan en onderzoeksrapport als middelen. Dat wringt, want veel ICT-ers in de beroepspraktijk gebruiken deze documenten helemaal niet, zelfs niet als ze heel innovatief werk doen. In deze bijdrage kijken we daarom naar alternatieven. We brengen de discussie rondom het onderzoeksrappor...
In the Rhine-Waal region of Germany and the Netherlands eight, museums would like to engage adolescents and youngsters in museum visits. Using digital media, visitors should be warmed up, thrilled and get involved in storytelling deeply connected to these museums. Therefore, the project partners of RheijnLand.Xperiences (RLX) are developing a frame...
In 2012 ontwikkelde de Hogeschool van Arnhem en Nijmegen een nieuwe aanpak om de onderzoeksleerlijn te ondersteunen: de zogeheten Methodenkaart Praktijkonderzoek. “We hebben in de afgelopen jaren gemerkt”, schrijven Koen van Turnhout en René Bakker, “dat andere opleidingen de waarde van een gemeenschappelijke taal sterk herkennen.” Inmiddels zijn e...
Eight very versatile museums in the Rhine-Waal region, four in The Netherlands and four in Germany, see the opportunity to 'connect' in order to increase their visitors by creating a better experience before, during and after the visit. This enhanced experience encompasses the museum itself, its location, its artworks and its visitors and will be a...
The absence of a shared language and set of values about research among teaching staff is a core
difficulty in teaching (applied) research in a multidisciplinary design and engineering context. In this
paper we argue for a ‘triangulation first approach’ in which the Development Oriented Triangulation
(DOT) framework is introduced as a lingua franca...
Although it is common for designers to base design decisions on own experiences, the specific utility, and legitimacy, validity of this first-person perspective in design is currently not sufficiently understood and recognized. In particular, wisely applying the first-person perspective in projects that require great sensitivity can be a major cont...
WijchenGezond wil van Wijchen de gezondste gemeente van Nederland maken. Daarom werken de HAN en WijchenGezond samen aan een virtueel leefstijlcentrum. We hebben samen een app ontworpen waarmee bewoners elkaar kunnen ondersteunen in het ontwikkelen en handhaven van een gezonde leefstijl. Dit werk is vernieuwend in het vakgebied van de verleidingste...
This chapter addresses the challenge to determine what constitutes a contribution to HCI’s multidisciplinary research program. To improve the field’s understanding of contributions in HCI we have (1) outlined the changing narratives about contributions to HCI in the past 30 years, (2) performed an empirical literature study on a substantial set of...
Er zijn grote verschillen in de innovatie-uitdagingen die bedrijven tegenkomen en de manier waarop ze die aanpakken. In dit artikel proberen we deze verschillen op een systematische en genuanceerde manier te duiden. We laten daarmee de breedte van praktijkonderzoek zien en willen een lans breken voor een beter begrip van de ‘kleinere’ vormen van pr...
The flipping classroom approach is directed at getting students well-prepared in class so that the valuable face-to-face time during the in-class meetings can be used more efficiently to support students' learning. This requires a radical change of the role of the lecturers, as they are not knowledge transmitters anymore but learning facilitators....
In this paper we describe pedagogical patterns for using MOOCs in a flipped classroom setting. These patterns are grounded on good practices in flipped classrooms.
In the course Mobile Application Development in our Bachelor computing programmes, students follow a MOOC of Stanford University. In this course, our students master key concepts and the...
This paper describes the design case of Wijchen Gezond. A participatory design project has been set up by a civil initiative which aspires Wijchen to become the 'healthiest' town of the Netherlands. We describe the design vision, design approach and first experiences designing in –and with-Wijchen. Moreover we reflect on the challenges we meet in a...
Self-care and self-orchestration are focal points for transformations in health care and well-being in the Netherlands. Citizens should live healthily, be active every day and manage their own health. In this context, we explore how persuasive information technology may support older people in developing and maintaining healthy behavior. In two cas...
In de HAN propedeuse van de ICT‐ en Mediaopleidingen laten we studenten kennis maken met praktijkonderzoek. We gebruiken de Methodenkaart Praktijkonderzoek (Van Turnhout et al. 2013) als introductie. Studenten kiezen onderwerpen, stellen daar vragen bij en beantwoorden deze met eigen onderzoek. Hierbij combineren ze verschillende soorten onderzoek....
In order to improve programming skills of students in computing at HAN University of Applied Sciences, we have flipped two courses of 300 students each since in 2012-2013. This was based on two previous years of experience in a 25 student course. Theory and instruction in these courses is now studied at home by our students and they submit homework...
This paper describes the design and field trial of the Dynamic Collage, a system which aims support extended family members to take part in the care for an elderly person in a light way manner by sending photos to a digital frame in the elderly home. We evaluated the dynamic collage in a field trial of 4-6 weeks with two families, yielding positive...
In this paper we present the design and field trial of the Dynamic Collage. The Dynamic Collage was designed to facilitate and to stimulate participation of family members in the informal care of an elderly person. The Dynamic Collage enabled relatives to update their current activity by sending a photo to a digital collage at the elderly person's...