Stéphanie Buisine

Stéphanie Buisine
Groupe Cesi · LINEACT CESI

PhD HDR

About

101
Publications
74,827
Reads
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1,795
Citations
Citations since 2017
32 Research Items
832 Citations
2017201820192020202120222023050100150
2017201820192020202120222023050100150
2017201820192020202120222023050100150
2017201820192020202120222023050100150
Additional affiliations
September 2014 - present
CESI
Position
  • Managing Director
September 2004 - August 2014
Ecole Nationale Supérieure d'Arts et Métiers
Position
  • Research Associate

Publications

Publications (101)
Article
Full-text available
During the first lockdown due to Covid-19 pandemic, project-based learning (PBL) had to be implemented remotely. To gain knowledge on this learning context, we monitored motivation (in Self-Determination Theory framework), flow, social identification and self-rated performance during a 10-day project conducted with 281 engineering students. Final g...
Article
This paper explores the recent advances in research concerning the impact of immersive virtual environments affordances on the expression of users' creativity at individual and team levels. While the top virtual reality (VR) application areas are entertainment and gaming, simulation and training for professionals, research in the domain of the psyc...
Article
Full-text available
This paper provides a description of IdeAM Running Quiz, a learning game aiming at enhancing Additive Manufacturing (AM) opportunities learning. Firstly, a review of the literature on the Design and Additive Manufacturing methodologies and the educational effectiveness of learning games is presented. Then, the steps involved in the design of IdeAM...
Conference Paper
In this paper, we present a new original method to generate user requirements, Persona Logical Thinking (PLT). Because this method combines several ways of reasoning (empathetic thinking and logical thinking), we hypothesized that it would be particularly efficient for multidisciplinary design teams. To test this assumption, we compared PLT to an e...
Article
Full-text available
Gamification can be seen as the intentional use of game design elements in non-game tasks, in order to produce psychological outcomes likely to influence behaviour and/or performance. In this respect, we hypothesize that gamification would produce measurable effects on user performance, that this positive impact would be mediated by specific motiva...
Article
Additive manufacturing (AM) brings new design potential compared with traditional manufacturing. Nevertheless, traditional manufacturing knowledge remains embedded in the minds of designers and is a real cognitive barrier to design in AM. Design for Additive Manufacturing (DfAM) provides tools, techniques, and guidelines to optimize design with the...
Chapter
Full-text available
Need-seeker approach, which orients new product development towards the satisfaction of future needs, has been recognized as one of the most efficient innovation strategies to date. But finding future needs to address remains a challenge for companies, entrepreneurs and practitioners, as they lack a methodological framework to structure their appro...
Article
The goal of this research is to design a tool to assess intuitiveness of products. Existing scales such as INTUI (Diefenbach and Ullrich 2015 Diefenbach, S., and D. Ullrich. 2015. “An Experience Perspective on Intuitive Interaction: Central Components and the Special Effect of Domain Transfer Distance.” Interacting with Computers 27 (3): 210–234. d...
Article
Full-text available
Several experimental studies in recent years have shown an effect of the appearance of embodied avatars in a digital environment on subsequent behaviors in unrelated context. However, such studies often focus exclusively on the appearance of avatars, and do not consider the nature of the behavior carried out in-game. This article presents an experi...
Article
Full-text available
Pictograms are used in all domains of our daily life, in orientation maps in particular. They can be depicted visually or tactually for blind people. The problem is that these existing pictograms are not standardized. The aim of this study was to develop a range of visuotactile orientation pictograms, which would be understandable by adults, childr...
Article
Full-text available
The shift from sequential to concurrent engineering has led to changes in the way design projects are managed. In order to assist designers, many effective tools have been developed to support collaborative engineering. Nowadays, industrial scenarios encourage companies to adopt product lifecycle management solutions, even if they may not be able t...
Article
Full-text available
This study presents a user test in order to ascertain the advantages and disadvantages of three different text input methods in immersive virtual environment: individual Speech-to-Text, collective Speech-to-Text and a virtual keyboard named Drum-Like Keyboard. We measured participants' user experience, especially related to usability and utility, i...
Chapter
Full-text available
The industry has quickly realized the importance of bringing creativity into product design. The industrial context requires robust and efficient methods and tools to access untapped sources of ideas.
Conference Paper
Cette étude présente un test utilisateur afin de déterminer quels sont les avantages et inconvénients de différents modes de saisie de texte en environnement virtuel immersif : la reconnaissance vocale individuelle, la reconnaissance vocale collective et le clavier virtuel surnommé Drum-Like Keyboard. Nous avons mesuré l’expérience utilisateur des...
Article
Full-text available
Following the growing body of scientific literature dedicated to the effects of virtual tools and environments on creative processes, we were interested in examining how professional creativity facilitators perceive these technologies and the extent to which they might support their dissemination. To this end, we conducted a workshop with 19 profes...
Article
Full-text available
Avatars are known to influence behaviour through their individual identity cues (Proteus effect) and through their shared identity cues (Social identity effect). The aim of this study was to investigate these two processes in a crossed design, in order to examine their interaction in the context of a brainstorming task. To activate the Proteus effe...
Chapter
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Chapter 2 is about the technologies associated to Industry 4.0 and their industrial usecases Chapter 3 is about the impact of Industry 4.0 on professions Chapter 4 is about specific pedagogies
Chapter
Full-text available
In an organization, the innovation culture is rooted first and foremost in discovery skills. An analysis of the literature shows that the innovation culture has specific characteristics in five dimensions. These dimensions include the presence of innovative leaders and managers, the presence of innovative teams, the presence of innovative individua...
Chapter
Full-text available
This chapter reports on three pedagogical experiments related to training engineering students to be creative and innovative. After briefly introducing epistemological and business foundations, basic methodological blocks of innovation engineering are reviewed. Observations reported in Study 1 suggest that a constructivist process with a strong foc...
Article
Full-text available
Flow is a well-known concept in the fields of positive and applied psychology. Examination of a large body of flow literature suggests there is a need for a conceptual model rooted in a cognitive approach to explain how this psychological phenomenon works. In this paper, we propose the Flow Engine Framework, a theoretical model explaining dynamic i...
Article
Full-text available
Several reasons for the use of multidisciplinary teams composed of individuals with natural science and engineering background in problem‐solving processes exist. The most important are the integration of science‐based technologies into products and processes, and benefits for the problem‐solving process thanks to new knowledge and new perspectives...
Chapter
Full-text available
This chapter presents ongoing research dedicated to augmenting creativity through innovative technologies. Our hypotheses draw on the pros and cons of the brainstorming paradigm to strengthen the former and overcome the latter. The main efficiency factors we are trying to support are Cognitive stimulation, Social comparison, and Group facilitation,...
Article
This research draws on the social identity approach to investigate group performance in face-to-face and virtual brainstorming settings. In particular, we display Social Identity Cues (SIC) on participants or on avatars to foster group membership. We compare four conditions in a factorial design: Brainstorming in Face-to-face or Virtual setting, Wi...
Article
Full-text available
Résumé Cet article présente la méthode de l’utilisateur extraordinaire, dont le but est de stimuler l’innovation radicale en permettant aux concepteurs de redécouvrir les besoins fonctionnels liés à l’usage des produits. Cette méthode s’inspire des approches centrées utilisateurs, tout en cherchant à éviter le phénomène de Dilemme de l’innovateur,...
Conference Paper
Cet article présente les différents environnements d’apprentissage expérimentés sur le centre CESI de Nanterre pour la pédagogie par projets : salles Scale-Up, Créative Labs, Table A2P2, Table interactive. De premiers éléments d’évaluation comparée de ces environnements sont également présentés.
Article
Full-text available
To be more successful, innovation projects need a multidisciplinary team to cross and challenge several knowledge fields and viewpoints. However, defining methods to be used by multidisciplinary design teams is not straightforward since a single method has to match different skills and personality types. Our main objective is to provide a new metho...
Article
Full-text available
À travers l’analyse des conceptions récentes et des théories classiques en psychologie, cette revue de question vise à fournir des éléments permettant de mieux comprendre l’influence que les personnages virtuels peuvent exercer sur les comportements et les attitudes des utilisateurs dans les environnements virtuels. Pour ce faire, cet article abord...
Article
As creativity has become a requisite skill for engineers and a part of their basic training, one of the challenges in engineering education is to supply students with a good understanding of creativity and development tools. The aim of this study was to assess the effectiveness of these tools during a conceptual product design challenge. Students w...
Article
An important challenge today is to support creativity while enabling geographically distant people to work together. In line with the componential theory of creativity, self-perception theory and recent research on the Proteus Effect, we investigate how avatars, which are virtual representations of the self, may be a medium for stimulating creativi...
Article
Full-text available
To face innovation challenges of the twenty-first century, companies should learn from proven successful strategies and draw on technological evolutions as well. Our proposal consists in aligning ideation to innovation strategies through the use of avatars in a virtual world. On the basis of the Persona method and the Proteus effect, we design avat...
Conference Paper
Full-text available
As part of the law enforcement of 11 February 2005, all the Public-Access Buildings shall provide access to information to all visitors including the visually impaired ones. However there is no standardized design rules for referral plans. In this article, we will present a serie of recommendations drawing on good practices collected from experts o...
Article
Full-text available
Nous présentons dans cet article deux expérimentations visant à tester l'impact des technologies collaboratives sur l'efficacité de la méthode des Personas. Dans une première expérimentation, 24 concepteurs ont utilisé la méthode des Personas pour anticiper les besoins utilisateurs relatifs à la conception d'un objet communicant. Ces participants é...
Article
Full-text available
Les troubles de la déambulation et de la manipulation incessante d’objets sont un phénomène fréquent chez les malades à un stade avancé de la maladie d’Alzheimer. Leur prise en charge est très complexe pour les institutions et peu de solutions satisfaisantes ont jusqu’à présent été proposées. Tableau interactif pour patients atteints de troubles sé...
Article
Full-text available
This article investigates the ways in which players of massively multiplayer online role-playing games (MMORPGs) internalize being a player into their self-concept. In accordance with the social identity framework, we assume that being a player and being a member of a guild within the game can both shape the social identity of members. In two studi...
Article
Full-text available
This paper aims at formalizing an innovation process well suited for small- and medium-sized enterprises (SMEs) specialized in retail. The design research consisted in analyzing conceptual models of innovation process from the literature and adapting it to the specific context. Indeed, the research issue deals with encouraging innovation activity i...
Conference Paper
Full-text available
A challenge today is to create favorable conditions for creativity while enabling geographically distant people to work together. In this context, we study the virtual and digital self representation (i.e., avatar) as a medium for stimulating creativity, in line with the Proteus effect. This paper proposes a methodology for designing, evaluating an...
Article
Full-text available
Brain imaging and product design: towards new evaluation methods This paper presents a literature review about the use of brain imaging for non-medical applications. Indeed, new scientific fields have been appearing for a few years around brain activity and have been developed using brain imaging: neuroergonomics, neuromarketing and neuroaesthetics...
Article
Full-text available
This paper presents a literature review about the use of brain imaging for non-medical applications. Indeed, new scientific fields have been appearing for a few years around brain activity and have been developed using brain imaging: neuro-ergonomics, neuromarketing and neuroaesthetics. The literature distinguishes two fields of research: - The rep...
Conference Paper
Full-text available
RESUME Nous nous intéressons dans cet article à la possibilité d'améliorer le processus de conception innovante grâce au caractère ludique des méthodes et outils utilisés par l'équipe projet. Pour cela, nous avons testé dans le cadre d'un projet industriel l'utilisation d'une méthode reconnue comme ludique, la méthode des Personas, sur un support t...
Conference Paper
Full-text available
The goal of this article is propose solutions for ergonomists in order to synthesize user experience, use analysis and product / system specifications more efficiently. This synthesis would enable the design team to take better account of ergonomic considerations by designers (product designers and engineers) in the design process. After a short pr...
Chapter
Full-text available
In this paper, we present a new original method to generate user requirements, Persona Logical Thinking (PLT). Because this method combines several ways of reasoning (empathetic thinking and logical thinking), we hypothesized that it would be particularly efficient for multidisciplinary design teams. To test this assumption, we compared PLT to an e...
Article
Full-text available
Prospective ergonomics is concerned with the anticipation of future needs and activities to assist the early stages of user-centered innovation design projects. Few studies have proposed methodologies to assist prospective ergonomics, although this is a key to better integrating user-centered design in innovation projects. Indeed, classical methods...
Article
Full-text available
In this article the role of different categories of postures in the detection, recognition, and interpretation of emotion in contextually rich scenarios, including ironic items, is investigated. Animated scenarios are designed with 3D virtual agents in order to test 3 conditions: In the “still” condition, the narrative content was accompanied by em...
Article
L'invention TIPATSMA (Tableau Interactif pour Patients atteints de Troubles Sévères de la Maladie d'Alzheimer) se rapporte à un tableau interactif destiné aux patients atteints de la maladie d'Alzheimer.
Article
Full-text available
According to the Search for Ideas in Associative Memory theory, ideas in a brainstorming session do not come one by one but rather in “trains of thought,” which are rapid accumulations of semantically related ideas. In order to visualize these trains of thought, we developed a brainwriting tabletop interface enabling users to link successive ideas...
Article
Full-text available
Anticipation of future product use is a persistent issue in User-Centered Design. In this paper, we argue that one obstacle to early integration of use analysis in innovation design is overreliance on retrospective use analysis, i.e. that which is based on clear references to existing products or activities. In contrast, innovation design projects...
Article
Full-text available
Assistive Technologies are specialized products aiming to partly compensate for the loss of autonomy experienced by disabled people. Because they address special needs in a highly-segmented market, they are often considered as niche products. To improve their design and make them tend to Universality, we propose the EMFASIS framework (Extended Modu...
Article
We designed a tabletop brainwriting interface to examine the effects of time pressure and social pressure on the creative performance. After positioning this study with regard to creativity research and human activity in dynamic environments, we present our interface and experiment. Thirty-two participants collaborated (by groups of four) on the ta...
Article
Full-text available
This paper presents a methodological contribution to ergonomics in the early stages of innovative design projects, focused on the anticipation of future needs and activities. We examined the effect, on designer activity during simulated design meetings, of a toolset using tools from Creative Problem Solving and reliability engineering, to assist id...
Article
Full-text available
This paper presents a methodological contribution to ergonomics in the early stages of innovative design projects,focused on the anticipation of future needs and activities. We examined the effect, on designer activity during simulated design meetings, of a toolset using tools from Creative Problem Solving and reliability engineering, to assist ide...
Conference Paper
Un salon virtuel est une interface interactive qui reprend l’idée d’un salon d’exposition physique : faire se rencontrer exposants et visiteurs dans un lieu déterminé pour promouvoir des produits et des services. Dans ces salons virtuels, les visiteurs découvrent alors ce que proposent les exposants dans un univers entièrement en 3D, ils n’ont alor...
Article
Full-text available
The law of 11 February 2005 enables a change about the way we perceive disability. Alike for models and definitions development, the associations of People With Disabilities (PWD) keep fighting for accessibility for all of them. It's within this context that our researches claim the benefits of innovating design integrating the needs of these users...
Article
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Dans cet article nous étudions la possibilité d'intégrer des traces numériques d'usages recueillies à distance en conditions réelles dans le processus de conception. Nous positionnons nos travaux vis-à-vis des méthodes actuelles d'analyse de l'usage, et vis-à-vis des travaux sur l'analyse de traces informatiques d'interaction. La méthode proposée s...
Article
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Cet article rend compte d'une collaboration entre trois laboratoires de recherche publique et une Petite et Moyenne Entreprise, fabriquant de terminaux pour la télévision numérique 1 , appelée dans cet article l'entreprise « High Tech ». Positionnée sur un marché qui a connu un effondrement des prix avec l'arrivée des constructeurs Asiatiques, majo...
Article
Full-text available
RESUME La participation des ergonomes aux projets de conception de produits innovants a fait l'objet de plusieurs évolutions majeures au cours des dernières années. Il en résulte un changement de statut de l'ergonome qui, de diagnosticien de l'activité existante, est aujourd'hui amené à analyser de manière prospective les potentialités d'usage asso...
Article
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Behavior models implemented within Embodied Conversational Agents (ECAs) require nonverbal communication to be tightly coordinated with speech. In this paper we present an empirical study seeking to explore the influence of the temporal coordination between speech and facial expressions of emotions on the perception of these emotions by users (meas...
Conference Paper
Full-text available
Facial animation has reached a high level of photorealism. Skin is rendered with grain and translucency, wrinkles are accurate and dynamic. These recent visual improvements are not fully tested for their contribution to the perceived expressiveness of virtual characters. This paper presents a perceptual study assessing the impact of different rende...
Article
Designing safety systems for infants poses several methodological problems. One consequence of these is that existing systems fail to effectively prevent accidents in this specific population. In this paper, we present an approach to the design of such systems. Its main originality is that it made use of a task model to help guide team creativity i...
Conference Paper
Full-text available
The goal of this paper is to open discussion about industrial creativity as a potential application field for Embodied Conversational Agents. We introduce the domain of creativity and especially focus on a collective creativity tool, the brainstorming: we present the related research in Psychology which has identified several key cognitive and soci...
Conference Paper
Full-text available
The aim of this paper is to explore new metaphors for interaction design on tabletop system. Tabletop systems are shared horizontal surface for co-located collaboration, which leads to original problems when designing interactions. We propose two metaphors based on the paper: the peeling metaphor, and the slot metaphor, and then suggest a way of us...