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Vassilis-Javed Khan

Vassilis-Javed Khan
Sappi Europe · Digital Transformation

PhD

About

98
Publications
19,673
Reads
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542
Citations
Additional affiliations
October 2020 - present
Sappi
Position
  • UX
October 2015 - September 2020
Eindhoven University of Technology
Position
  • Professor (Assistant)
August 2010 - September 2015
Breda University of Applied Sciences
Position
  • Professor (Associate)
Education
November 2004 - November 2009
Eindhoven University of Technology
Field of study
  • Human Computer Interaction
September 2002 - September 2004
Eindhoven University of Technology
Field of study
  • Human Computer Interaction
September 1994 - October 2000
University of Patras
Field of study
  • Computer Engineering

Publications

Publications (98)
Conference Paper
Full-text available
In our evaluation of the B2B e-commerce site of a global manufacturing company we conducted a user test with employees and customers. We found statistically signifcant diferences in usability, user experience and NPS metrics between employees and customers, with the employees being more critical compared to the customers. We postulate and present s...
Article
Studies of identity and location-based social networks (LBSN) have tended to focus on the performative aspects associated with marking one's location. Yet these studies often present this practice as being an a priori aspect of locative media. What is missing from this research is a more granular understanding of how this process develops over time...
Chapter
Crowdsourcing platforms can be roughly divided into two kinds: the ones that offer simple, short, and unskilled work (microtasking) and those that offer complex, longer tasks, which are difficult to break down and usually involve creativity (macrotasking). Past research has mapped the landscape of microtask crowdsourcing. Little, however, is known...
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...
Conference Paper
Full-text available
Crowdsourcing is a new value creation business model. Annual revenue of the Chinese market alone is hundreds of millions of dollars, yet few studies have focused on the practices of the Chinese crowdsourcing workforce, and those that do mainly focus on solo crowdworkers. We have extended our study of solo crowdworker practices to include crowdfarms...
Preprint
Full-text available
As the volume and complexity of distributed online work increases, the collaboration among people who have never worked together in the past is becoming increasingly necessary. Recent research has proposed algorithms to maximize the performance of such teams by grouping workers according to a set of predefined decision criteria. This approach micro...
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...
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
Recent research highlights the potential of crowdsourcing in China. Yet very few studies explore the workplace context and experi- ences of Chinese crowdworkers. Those that do, focus mainly on the work experiences of solo crowdworkers but do not deal with issues pertaining to the substantial amount of people working in ‘crowdfarms’. This article ad...
Article
Full-text available
Intangible Cultural Heritage is at a continuous risk of extinction. Where historical artefacts engine the machinery of intercontinental mass-tourism, socio-technical changes are reshaping the anthropomorphic landscapes everywhere on the globe, at an unprecedented rate. There is an increasing urge to tap into the hidden semantics and the anecdotes s...
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...
Article
Full-text available
Expressions of territoriality have been positioned as one of the main reasons users alter their behaviors and perceptions of spatiality and sociality while engaging with location-based social networks (LBSN). Despite the potential for this interplay to further our understanding of LBSN usage in the context of identity, very little work has actually...
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...
Article
Full-text available
The IoT industry supplies a plethora of Internet connected devices and services supporting smart home automation. However, end-users having little knowledge of the features and possibilities of such technologies, face difficulties in conjuring up useful application scenarios combining such devices and services, thus missing out on potential applica...
Preprint
Full-text available
Despite the growing interest in crowdsourcing, this new labor model has recently received severe criticism. The most important point of this criticism is that crowdworkers are often underpaid and overworked. This severely affects job satisfaction and productivity. Although there is a growing body of evidence exploring the work experiences of crowdw...
Article
Full-text available
We present Crowd of Oz (CoZ) — a crowd-powered system to enable a real-time dialogue between Softbank’s Pepper robot and a user through a synchronous group of workers. We achieve this by: (1) providing media-rich interfaces and the underlying architecture to assist workers to contextualize the conversation; and (2) proposing and implementing the Pa...
Conference Paper
Full-text available
We report of a new crowdsourcing work paradigm that we came across while interviewing crowdworkers in China mid-May 2019 - that of companies that solely focus in undertaking and doing crowdsourcing tasks en masse. In addition, we discuss why such companies emerged recently, and how it affects the crowdsourcing landscape in China. With this work we...
Chapter
Even though Arduino has made creating products with electronics more accessible, a significant number of users still have difficulties with it. An online tool CircuitsMaster.com (CM), aiming make the design of electronics with Arduino faster and easier is presented in this paper. Three diverse needs of designers that wish to include electronics wit...
Conference Paper
New online stories and digital distribution methods have led to the development of alternative monetization models for video-games, such as free-to-play games with advertisements. Althoughthere are many games using these models, until now the effect on the player experience from such interruptions has not been studied. We report an experiment where...
Article
Trying to understand a player's characteristics with regards to a computer game is a major line of research known as player modeling. The purpose of player modeling is typically the adaptation of the game itself. We present two studies that extend player modeling into player profiling by trying to identify abstract personality traits, such as the n...
Conference Paper
Full-text available
Amongst the variety of (multi-modal) interaction techniques that are being developed and explored, the Motion Matching paradigm provides a novel approach to selection and control. In motion matching, users interact by rhythmically moving their bodies to track the continuous movements of different interface targets. This paper builds upon the curren...
Article
Full-text available
Ambulatory assessment (AA) is a research method that aims to collect longitudinal biopsychosocial data in groups of individuals. AA studies are commonly conducted via mobile devices such as smartphones. Researchers tend to communicate their AA protocols to the community in natural language by describing step-by-step procedures operating on a set of...
Conference Paper
Two-dimensional1 arrays of bi-component structures made of cobalt and permalloy elliptical dots with thickness of 25 nm, length 1 μm and width of 225 nm, have been prepared by a self-aligned shadow deposition technique. Brillouin light scattering has been exploited to study the frequency dependence.
Article
Research studies and recruitment processes often rely on psychometric instruments to profile respondents with regards to their ethical orientation. Completing such questionnaires can be tedious and is prone to self-presentation bias. Noting how video games often expose players to complex plots, filled with dilemmas and morally dubious options, the...
Article
Researchers who perform Ecological Momentary Assessment (EMA) studies tend to rely on informatics experts to set up and administer their data collection protocols with digital media. Contrary to standard surveys and questionnaires that are supported by widely available tools, setting up an EMA protocol is a substantial programming task. Apart from...
Poster
Full-text available
Internet of Things (IoT) is recently attracting vendors that have already brought to the market a plethora of IoT devices. However, according to recent studies; • End-users face difficulties in conjuring up meaningful use scenarios that combine IoT devices • Information provided by IoT vendors on their websites does not help consumers to translate...
Article
Crowdsourcing is growing rapidly in both industry and academia, introducing new ways of conducting work and improving our understanding of how to utilize the potential of crowds. Related research has emphasized on how to improve crowdsourcing platforms and related practices to foster collaboration, motivation, trust, quality and creativity. However...
Conference Paper
Full-text available
Internet of Things (IoT) is recently attracting vendors like Google, Homey, and Samsung that have already brought to the market a plethora of devices and services supporting smart home automation. However, recent studies have shown that end-users having little knowledge of the features and possibilities of IoT devices, face difficulties in conjurin...
Chapter
Current design and development practices for technologies in museums are costly and difficult to scale. We present a case study that shows that paid crowdsourcing is a viable approach for the design of a Museum app from concept to the development of a working prototype, and the creation of scalable content for over 80 museums worldwide. The concept...
Conference Paper
The Internet has profoundly changed the nature of ads by making them interactive. We are currently observing an evolution to the Internet of Things (IoT) and it is inevitable that interaction designers will utilize IoT for creating a new ilk of interactive ads. In this paper, we present evidence that the attitude towards a TV ad interacting with a...
Conference Paper
Full-text available
This paper presents a prototype of a smart home control system operated through motion matching input. In motion matching, targets move continuously in a singular and pre-defined path; users interact with these targets by tracking their movement for a short period of time. Our prototype captures user input through the motion sensors embedded in off...
Research
Full-text available
Crowdsourcing is growing in both industry and academia, providing new ways to conduct work. However, these online working environments show similarities with the industrial revolution, where workers have few to no rights. Although crowdsourcing is a new phenomenon, online communities have quite some history. We find a resource in the literature on...
Conference Paper
Full-text available
Self-identity in mobile location-based social networks (LBSN) is a relatively underexplored topic. In this paper, we present our initial understandings on the role that LBSN play in the self-identity of its users and introduce a relationship between self-identity and expressions of territoriality in LBSN. Our work presented in this paper is based o...
Conference Paper
Full-text available
Motion matching input, following continuously moving targets by performing bodily movements, offers new interaction possibilities in multiple domains. Unlike optical motion matching input systems, our technique utilizes a smartwatch to record motion data from the users' wrists, providing robust input regardless of lighting conditions or momentary o...
Conference Paper
Full-text available
In this paper, we detail a software platform that enables game developers to expose aspects of their games to researchers who are not necessarily familiar with game development, providing them the possibility to customize game content for behavioral user research, and more specifically to embed survey items in a game context. With this platform we...
Conference Paper
Full-text available
We present WaveTrace, a novel interaction technique based on selection by motion matching. In motion matching systems, targets move continuously in a singular and pre-defined path -- users interact with these by performing a synchronous bodily movement that matches the movement of one of the targets. Unlike previous work which tracks user input thr...
Conference Paper
Full-text available
With the increasing popularity of mobile video games, game designers and developers are starting to integrate geolocation information into such games. Although popular location-based games (LBGs) such as Ingress and Pokémon Go have millions of users, research still needs to be carried out to fully understand the ways in which such games impact upon...
Article
We investigate the effect of location-congruent mobile messages on perceived intrusiveness, value, and relevance through a field experiment using the Experience Sampling Method (ESM). We developed a mobile application for undergraduate students, featuring campus news and information concerning class schedules. This application also included daily a...
Conference Paper
The Internet has profoundly changed the nature of ads by making them interactive. We are currently observing an evolution to the Internet of Things (IoT) and it is inevitable that interaction designers will utilize IoT for creating a new ilk of interactive ads. In this paper, we present evidence that the attitude towards a TV ad interacting with a...
Conference Paper
Viewers more frequently watch television content whenever they want, using devices they prefer, which stimulated "Binge-watching" (consecutive viewing of television programs). Although binge-watching and health concerns have been studied before, the context in which binge-watching takes place and possibilities to use context to optimize binge-watch...
Research
Full-text available
Empathy induced altruism is believed to motivate people in a crowdsourcing environment to produce better quality work. However, there hasn't been any considerable investigation regarding how empathy can be effectively conveyed through user interfaces (UI). We conducted a study to find the effects of introducing empathy in task descriptions, and inv...
Chapter
Crowdsourcing can be defined as a task, which is usually performed by an employee, that is given out as an open call to a crowd of users to be completed. Although crowdsourcing has been growing in recent years, its application to design research and education has only scratched the surface of its potential. In this chapter we first introduce the di...
Conference Paper
Recently, companies and academia have turned to crowdsourcing to stimulate creativity and innovation. Although children's creative nature has been well documented in the design process in co-creation for new products and/or services, this has not yet extended to crowdsourcing. With this paper, we investigate — through crowdsourcing — the gap betwee...
Research
Full-text available
Current research efforts that intersect with game designer and developers following a point-solution approach: one specific game is developed to address one specific research need. Although researchers have proposed frameworks to generalize characteristics of serious games and in that way support the development of those, there is no platform that...
Research
Full-text available
Current design and development practices for technologies in museums are costly and difficult to scale. We present a study that shows paid crowdsourcing is a viable approach for the design of a museum app from concept to the development of a working prototype, and the creation of scalable content of over 80 museums worldwide.
Article
Full-text available
Children are increasingly being engaged in product development, but they have yet to be introduced to the concept of crowdsourcing. Several opportunities and threats when designing a crowdsourcing platform specifically for children are proposed as topics for further discussion.
Article
Full-text available
Virtual environments are becoming more popular for a variety of applications. One application we expect to see in the near future is virtual supermarkets. Although there is a lot of research in real supermarkets that gives us a better understanding of how people behave and what to expect of them as customers, there is little research, as yet, to co...
Article
Full-text available
When designing a new user interaction (UI) technology or applying UI modalities to a product or system, the designer can select from many methods and tools to assist them with evaluating the UI’s function and appeal with end users. Testing early in a design process is highly desirable since any issues found can be resolved more easily and often at...
Conference Paper
Player behavior during game play can be used to construct player models that help adapt the game and make it more fun for the player involved. Similarly in-game behavior could help model personality traits that describe people’s attitudes in a fashion that can be stable over time and over different domains, e.g., to support health coaching, or othe...
Article
Full-text available
Advertising professionals have great expectations of Location-Based Advertising (LBA). The present study therefore set out to investigate whether ads that are tailored to consumers' location are indeed more effective than ads that are not. In addition it was investigated whether LBA is particularly likely to be effective when the ad is not only loc...
Conference Paper
Prolonged unemployment can lead to depression and a loss of self-esteem. Gamification is a strategy that engages and motivates groups of people by implementing game mechanics and dynamics in an existing non-gaming system. This paper studies the possibility of using gamification to motivate job seekers. To test the effectiveness of the ideas propose...
Conference Paper
Lighting in video games is used to set moods and atmosphere, or can serve as a gameplay tool. This paper examines the effects lighting concepts can have on a virtual game environment on the players’ navigation within the game. Previously known lighting concepts were tested in a virtual environment to determine if they have a similar effect on the p...
Conference Paper
Full-text available
Player Modeling is a research field that studies player characteristics by analyzing in-game behavior. We aim to develop independent models, which are transferable and useful beyond a game’s context. We shall demonstrate the feasibility of this approach by applying player models to crowdsourcing to predict workers’ task completion effectiveness. Sp...
Conference Paper
Full-text available
In this paper a new graphical password scheme is presented using a dynamic layered combination of graphical elements. It has unique capabilities in terms of low memory burden due to a story based approach, while at the same time being very resistant to shoulder surfing threats. The results of a security evaluation confirm shoulder surfing resistanc...
Chapter
The Experience Sampling and Reconstruction Method (ESRM) is a research method suitable for user studies conducted in situ that is needed for the design and evaluation of ambient intelligence technologies. ESRM is a diary method supported by a distributed application, Reconexp, which runs on a mobile device and a website, enabling surveying user att...