Panos Markopoulos

Panos Markopoulos
Eindhoven University of Technology | TUE · Department of Industrial Design

PhD
Vice-dean department of Industrial Design Professor Design for Behaviour Change

About

428
Publications
125,399
Reads
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6,505
Citations
Introduction
Panos Markopoulos currently works at the Department of Industrial Design, Technische Universiteit Eindhoven. Panos does research in Human-computer Interaction and Interaction Design. Current projects are 'Materialising Memories', "i2Cort", "HealthBed" and "Com n' Play"
Additional affiliations
August 1998 - December 1999
Philips
Position
  • Researcher
October 1991 - August 1998
Queen Mary, University of London
Position
  • Research Assistant
October 1990 - July 1998
Queen Mary, University of London
Position
  • Research Associate

Publications

Publications (428)
Article
Full-text available
Child–computer interaction (CCI)¹ is a multidisciplinary field of research that concerns the phenomena surrounding the interaction between children and computational and communication technologies. During the last two decades, several endeavors and contributions have significantly furthered CCI research. The pace of children-relevant technological...
Article
Full-text available
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...
Preprint
Full-text available
In music education, staying motivated has alwaysbeen a crucial goal, especially for children. Earlier research hasdemonstrated how social robots could help improve motivationand increase the performance of children practicing musicpieces. As important stakeholders, the attitudes and expec-tations of parents and music teachers are important factorst...
Article
In this paper, we examine how experts in digital transformation of healthcare envision the application of digital twins (DTs). The concept of a DT refers to a digital replica of potential and actual physical assets, processes, people, places, systems and devices that can be used for various purposes including scientific experiments, simulations and...
Conference Paper
Full-text available
Design-based Learning (DBL) and Maker Education (ME) are educational approaches that aim to equip students with 21st century skills. As they are not yet widely adopted in the Netherlands, Dutch teachers often develop their own teaching materials. However, these teachers might be unfamiliar with the intricacies of DBL and ME, and they may have troub...
Article
Full-text available
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...
Article
Full-text available
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...
Article
Full-text available
Educational settings are emotional places where students experience diverse emotions in relation to academic activities and their outcomes. Emotions, in turn, greatly influence students’ learning process and engagement. Research on emotions in Design-Based Learning (DBL) has so far been coarse-grained examining how students evaluate their overall f...
Conference Paper
In this paper we examine how experts in digital transformation of healthcare envision the application of Digital Twins. The concept of a Digital Twin refers to a digital replica of potential and actual physical assets, processes, people, places, systems and devices that can be used for various purposes including scientific experiments, simulations...
Article
Full-text available
Despite a wealth of behavior change theories and techniques available, designers often struggle to apply theory in the design of behavior change technologies. We present the Behavior Change Design (BCD) cards, a design support tool that makes behavioral science theory accessible to interaction designers during design meetings. Grounded on two theor...
Chapter
Full-text available
Digital Game-Based Learning (DGBL) has been attracting increasing attention from researchers and educators, especially as related studies suggest it can enhance learning and positively affect students’ motivation, attitude, self-efficacy, and intention to play similar games. However, research into DGBL is not explicit about the role of fun in DGBL....
Article
Full-text available
The Experience Sampling Method (ESM) is gaining ground for collecting self-reported data from human participants during daily routines. An important methodological challenge is to sustain sufficient response rates, especially when studies last longer than a few days. An obvious strategy is to deliver the experiential questions on a device that stud...
Article
Full-text available
Learning to play a musical instrument involves skill learning and requires long-term practicing to reach expert levels. Research has already proven that the assistance of a robot can improve children’s motivation and performance during practice. In an earlier study, we showed that the specific role (evaluative role versus nonevaluative role) the ro...
Article
Full-text available
Child-Computer Interaction (CCI) is a steadily growing field that focuses on children as a prominent and emergent user group. For more than twenty years, the Interaction Design for Children (IDC) community has developed, extended, and advanced research and design methods for children’s involvement in designing and evaluating interactive technologie...
Article
Full-text available
Applications using Artificial Intelligence (AI) have become commonplace and embedded in our daily lives. Much of our communication has transitioned from human–human interaction to human–technology or technology-mediated interaction. As technology is handed over control and streamlines choices and decision-making in different contexts, people are in...
Chapter
This chapter focuses on children aged around 5-11 insofar as this is the population most able to extract value from digital content while also being intrinsically different from older children in terms of their design needs. The need for technology designers to understand their intended users is well established in the fields of human-computer inte...
Article
Full-text available
Research into the role of emotions in Design-Based Learning (DBL) is growing, but little attention has been paid to the regulation of students’ emotional resources to support their DBL experiences. Here we investigate the social sharing of emotions in the DBL context and explore how such behavior affects students’ DBL experiences that might help em...
Chapter
Design fiction (DF) is gaining ground as an approach that helps designers to explore possible futures. As a method founded upon critical attitudes and creative thinking, DF may be challenging for design students. In this study, we explore how design students use DF during creative design activities. Students engaged in an individual digital brainst...
Chapter
We consider definitions that End-User Development and related fields offer for end-user developers, and identify the persistence of viewing end-user development as antithetical to professional development across the years, even as focus has shifted from the identity and then to the role of the developer, and later to the intent of the development e...
Article
Executable HTML is a collection of custom HTML elements that offer document authors the ability to write and execute procedural logic in HTML5. We discuss the motivation of this approach, which lies in the composition of formal Ambulatory Assessment protocols for clinical psychology research, and provide an overview of the software’s inner workings...
Article
This issue of the Proceedings of the ACM on Human-Computer Interaction features contributions in the intersection of human-computer interaction and software engineering, with further disciplines blending into a rich set of scientific works. 2021 is the first time the annual conference on Engineering Interactive Computing Systems (EICS) is hosted in...
Conference Paper
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...
Article
Full-text available
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...
Article
Full-text available
Researchers and practitioners in learning sciences, educational technology and child-computer interaction often argue that fun is an essential element of learning. Therefore, researchers in the above fields aim to explore how learning activities could be made more enjoyable in order to facilitate engagement in the learning process and to improve th...
Article
Full-text available
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...
Article
Full-text available
There are growing efforts amongst educators and especially researchers in gamification and maker spaces to ensure that learning environments are fun and enjoyable. Accordingly, efforts to evaluate whether students enjoyed a certain learning activity are often an important aspect of innovations. However, the role of fun in learning in the aforementi...
Book
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...
Conference Paper
Full-text available
This Research Full Paper presents a case study where university students (N=13) use a paper diary called EmoForm to self-track their emotions over a ten-week-long design-based learning course. Design-Based Learning (DBL) is a learning approach that enables students to learn through a sequence of design activities in a project-based learning or prob...
Article
Full-text available
In this inaugural editorial as the new and the past editors-in-chief of the International Journal of Child-Computer Interaction (IJCCI), we take stock of the journal's progress in its first 8 years of existence, and we describe our views and plans to support the journal maintain its positive trajectory as the premier journal in the multidisciplinar...
Article
Full-text available
BACKGROUND: There is strong evidence that cognitive skills and executive functions are skills that children need in order to successfully learn in school. Although executive function disorders are not considered a learning disability, weaknesses in executive functioning are often observed in students with learning disabilities or ADHD. Cognitive ga...
Article
Full-text available
In the last years, there have been rapid developments in social robotics, which bring about the prospect of their application as persuasive robots to support behavior change. In order to guide related developments and pave the way for their adoption, it is important to understand the factors that influence the acceptance of social robots as persuas...
Article
Full-text available
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...
Article
The 25th Congress of the European Sleep Research Society, 22‐24 September 2020, Virtual Congress https://doi.org/10.1111/jsr.13181
Article
Full-text available
Neck pain is common among computer workers who may spend too much time in a static posture facing their display. Regular breaks and variety in one’s posture can help to prevent discomfort and pain. In order to understand how to support computer workers to do so regularly, we surveyed a convenience sample of computer workers (N = 130) regarding thei...
Article
Full-text available
Herein, we introduce SONIS, a wearable system to support gait rehabilitation training after a lower extremity trauma, which combines a sensing sock with a smartphone application. SONIS provides interactive, corrective, real-time feedback combining visual and auditory cues. We report the design of SONIS and its evaluation by patients and therapists,...
Preprint
Full-text available
On-demand emotional support is an expensive and elusive societal need that is exacerbated in difficult times-as witnessed during the COVID-19 pandemic. Prior work in affective crowdsourcing has examined ways to overcome technical challenges for providing on-demand emotional support to end users. This can be achieved by training crowd workers to pro...
Article
Full-text available
Design-based learning (DBL) is gaining increasing acceptance as a motivating and practical approach that can be used to prepare young people for the challenges of the twenty-first century. Emotions are known to influence a student’s academic performance in traditional learning, which raises the question as to what role emotions can play in DBL. Thi...
Article
Full-text available
The integration of actuators into wearables to support haptic output and shape change provides an alternative to overused modalities like audio and video that allows a tighter coupling of feedback to body parts. Adopting a research-through-design approach, we report on six design explorations on how actuated clothing can support users to learn a mo...
Chapter
Full-text available
In this paper we look at the notion of a Digital Twin and what it could entail for an aging population. A Digital Twin refers to a digital replica of potential and actual physical assets (physical twin), processes, people, places, systems and devices that can be used for various purposes. Today’s evolution of smart devices, mobile application used...
Chapter
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...
Conference Paper
Full-text available
There is a growing interest in, Design-Based Learning (DBL), a constructivist learning approach where students learn through design activities. Past research has examined extensively how this theoretically motivated learning approach can be implemented in practice. Earlier empirical studies have examined the effectiveness of DBL and have surveyed t...
Poster
We present Crowd of Oz (CoZ)-a crowd powered system to enable real time dialogue between a Pepper robot and a user. CoZ includes media rich interfaces and advanced architecture to swiftly elicit crowd responses for the Pepper robot. We have empirically demonstrated that users can be engaged in a beneficial discussion with the crowd-powered robot, t...
Poster
Full-text available
The aim of this study is to understand users' experience and their perceived privacy, while interacting with a crowd-operated social robot. We conducted a between-subjects user study, wherein the robot broadcasts both audio and video to crowd workers in one condition, as opposed to broadcasting only the participants' audio cues in the other conditi...
Conference Paper
The application of social robots has recently been explored in various types of educational settings including music learning. Earlier research presented evidence that simply the presence of a robot can influence a person’s task performance, confirming social facilitation theory and findings in human-robot interaction. Confirming the evaluation app...
Article
Full-text available
This paper employs hierarchical clustering, strategic diagrams, and network analysis to construct an intellectual map of the Child–Computer Interaction research field (CCI) and to visualize the thematic landscape of this field using co-word analysis. This approach assumes that an article’s keywords constitute an adequate description of its content...
Article
Full-text available
Coping with stress is crucial for a healthy lifestyle. In the past, a great deal of research has been conducted to use socially assistive robots as a therapy to alleviate stress and anxiety related problems. However, building a fully autonomous social robot which can deliver psycho-therapeutic solutions is a very challenging endeavor due to limitat...