Rob Tieben

Rob Tieben
Idee Brouwerij

dr.ir.

About

19
Publications
19,837
Reads
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176
Citations
Additional affiliations
September 2010 - February 2015
Eindhoven University of Technology
Position
  • Design researcher / PhD candidate

Publications

Publications (19)
Thesis
Full-text available
Playing is beneficial to people of all ages: through playful activities, people can e.g. develop skills, engage in physical activity, or improve cooperation and social interaction. The valuable qualities of play are often inherent to the playful activity; people enjoy themselves, while inherently developing skills and being physically and socially...
Conference Paper
Full-text available
Three different design research topics are presented in this article: how to design social and active play for teenagers, how to design for open-ended and emergent play, and how to evaluate interactive playful installations in situ. The Wiggle the Eye installation, five interactive wiggle benches and a central lamp, was iteratively developed and ev...
Article
Full-text available
This article describes how to design for ambient playful interactions in public spaces, using interactive technology. Ten explorative design cases are presented, all interactive installations with the goal to elicit playful active behavior from teenagers. Following this, we derive three design values, based on literature, user research and the insi...
Conference Paper
Full-text available
The PlayFit project aims to design for a structural reduction in sedentary behavior throughout the day. The challenge is to engage teenagers by connecting to their mainly sedentary lifestyle by playful persuasion. Therefore we defined four design principles: (1) embedded in the context (2) trigger an intrinsic need to play, (3) adapt to a personal...
Conference Paper
In our design-research studies, we aim to persuade teenagers to engage in playful moments of casual activity. In this article, we present one explorative prototype: walk-of-fame, a multimedia installation that creates virtual avatars in a corridor, depending on the walking style of passers-by. We intend to create playful active moments throughout t...
Conference Paper
Full-text available
We explore the concepts of curiosity and interaction: how can we elicit curiosity in public spaces through interactive systems? We have developed a model consisting of five curiosity-evoking principles. In an iterative design research approach, we have explored the design implementations of these principles. Each principle has been evaluated in a s...
Chapter
Modern gaming has changed substantially through the use of speech, vision, and other modalities, which enhanced the more traditional input modalities like keyboard, mouse, joystick or other controllers. In addition, more actuators have become available to enrich the gaming experience, such as 3D visualization and tactile feedback. Last but not leas...
Conference Paper
Full-text available
In the PlayFit project, we aim to persuade teenagers to be physically active through playful actions with inherent physical activity. We envision small moments of casual active play throughout the day, matching the target group's interests and activities, and fitting into their daily life. Our research revealed four core interest and activity areas...
Article
Young people spend a large part of their day sedentary, both at school and at home. The aim of the PlayFit project is to persuade teenagers to lead a more active lifestyle by using digital as well as non-digital games and play. In this position paper, we describe in detail the three key principles of our vision concerning the design of game-based i...
Conference Paper
Full-text available
We present a series of design explorations for controlling autonomous robotic movement based on a metaphor of clothing and accessorizing. From working with various sketches, scenarios and prototypes we identify a number of particular features of this form of interaction, as well potential challenges for designers of other systems based on this desi...
Conference Paper
Robotic devices, such as the Roomba vacuum cleaner, are customised and personalised by their users, using for example signs, stickers and clothes. The actDresses project explores how these metaphors from fashion and comics can be used in novel interactions with robotic devices. This movie shows one explorative prototype, where clothes and accessori...
Conference Paper
Full-text available
Social interaction has a positive influence on older adults’ sense of wellbeing. Many new technologies exist to support social communication, such as telephone, skype and sms messaging. While previous studies have examined We conducted a case study to investigate the status quo of communication be- tween elderly and their separate living children,...
Conference Paper
Robotic devices, such as the Roomba vacuum cleaner, are customised and personalised by their users, using for example signs, stickers and clothes. The actDresses project explores how these metaphors from fashion and comics can be used in novel interactions with robotic devices. This movie shows one explorative prototype, where clothes and accessori...
Article
Full-text available
When meeting someone new, the first impression is often influenced by someone’s physical appearance and other types of prejudice. In this paper, we present TouchMeDare, an interactive canvas, which aims to provide an experience when meeting new people, while preventing visual prejudice and lowering potential thresholds. The focus of the designed ex...
Article
Full-text available
In this issue's Works in Progress department, we have 12 urban computing and mobile device entries that span a wide range of computing and social areas. The first entry examines how an urban environment could operate as a large-scale, real-time control system. One project focuses on annotating public spaces and sharing the tags with others. Two pro...

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Projects

Projects (3)
Archived project
It aims to create playful solutions that stimulate secondary school students to be more physically active. The main goal of the project is to explore whether and how teenagers can be activated by translating aspects of gaming into physical concepts. Others partners are Ranj (serious game design), E-fit zone, IT-wrks and NISB.
Archived project
Developing playful, digital media for the swimming pool. Swimming pools have trouble competing for the time of youth. Youths have trouble keeping up their swimming competency. Swim games aim to mitigate that.