Wolmet Barendregt

Wolmet Barendregt
Eindhoven University of Technology | TUE · Department of Industrial Engineering and Innovation Sciences

PhD

About

93
Publications
32,782
Reads
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1,362
Citations
Introduction
I have worked on children's use of and involvement in the design of technologies, such as (educational) games and social robots. I am involved in several research projects in this area: iREAD (Personalised Reading apps for primary school children), START (Student Tutor and Robot Tutee), and I have been involved in EMOTE, FlexiMath, and Touch-AT. I currently focus on values in design and sustainability, especially related to how technology relates to and influences (consumer) behaviour.
Additional affiliations
February 2012 - June 2012
Institutionen för pedagogik, kommunikation och lärande (IPKL)
Position
  • Gränsöverskridande onlinespel (GRO)
January 2010 - January 2015
LinCS
Position
  • Conditions and tools for developing of arithmetic competency
November 2007 - present
University of Gothenburg
Position
  • Professor (Associate)
Education
February 2002 - February 2006
Eindhoven University of Technology
Field of study
  • User Centered Engineering/Industrial Design
August 1990 - March 1995
Radboud University
Field of study
  • Informatics

Publications

Publications (93)
Preprint
Full-text available
Ecological footprint calculators are digital tools that help individuals calculate their environmental or climate impact, with the aim of stimulating pro-environmental behaviour change. These footprint calculators typically take an information-provision approach, but this strategy assumes that increased levels of knowledge result in increased level...
Article
Full-text available
The present study aims to understand Swedish primary school teachers’; views on a prospective system for children’s personalised reading skill development in the English classroom. This study was performed within the context of a larger EU funded project called iRead. This project aims to develop personalised learning technologies for reading. Unde...
Article
Full-text available
With global greenhouse gas (GHG) emissions ever increasing, we are currently seeing a renewed interest in carbon footprint calculators (or carbon calculators for short). While carbon calculators have traditionally calculated emissions based on user input about e.g., food, heating, and traveling, a new development in this area is the use of transact...
Article
This paper contributes to the existing body of knowledge on the co-design of novel technologies with children. As part of a three year research project aiming to design and develop a robot tutee for use in mathematics education, we present the initial phases of our design approach with children, in which we draw on principles of Participatory Desig...
Conference Paper
This paper presents the initial design of an educational setup where a humanoid robot is used as a game companion to a child while they play an educational arithmetic game together. Drawing on the learning-by-teaching paradigm, the robot’s purpose is to act as the child’s tutee and ask questions related to gameplay and the arithmetic content of the...
Conference Paper
Full-text available
In the domain of robotic tutors, personalised tutoring has started to receive scientists' attention, but is still relatively underexplored. Previous work using reinforcement learning (RL) has addressed personalised tutoring from the perspective of affective policy learning. In this paper we build on previous work on affective policy learning that u...
Conference Paper
Learning games that address targeted curriculum areas are widely used in schools. Within games, productive learning episodes can result from breakdowns when followed by a breakthrough, yet their role in children's learning has not been investigated. This paper examines the role of game and instructional design during and after breakdowns. We observ...
Conference Paper
This paper explores teachers' expected and perceived gains from classroom participation in design projects. The results indicate that teachers hope the experience will be fun for the children, and that it will increase both children's and their own knowledge about technology. Although they consider learning goals important, these do not necessarily...
Article
The Interactions website (interactions.acm.org) hosts a stable of bloggers who share insights and observations on HCI, often challenging current practices. Each issue we'll publish selected posts from some of the leading and emerging voices in the field.
Article
Full-text available
As increasingly more research efforts are geared towards creating robots that can teach and interact with children in educational contexts, it has been speculated that endowing robots with artificial empathy may facilitate learning. In this paper, we provide a background to the concept of empathy, and how it factors into learning. We then present o...
Conference Paper
In recent years, we have witnessed a rise in voices advocating more human-centered and holistic approaches to research on robot technology. Towards this end, the adoption of broader perspectives and the exploration of critical questions related to the design and study of these technologies in everyday life have become increasingly pressing. In this...
Conference Paper
Full-text available
In this paper we focus on the relational work when doing PD with children in special education as a hybrid practice, meaning that the designer aims to perform design activities with children in their own environment. Based on the experiences of a three-year project in a special education school, we first present a two-dimensional model for 'who par...
Chapter
More than 800 users from a cross-section of ages and gender were asked about the games they play and what motivates them to play these. The answers were cross-matched with game features. Based on this match and subjective answers of those surveyed, a pattern emerges for the essential ingredients of addictive games across these demographics, as well...
Conference Paper
More than 800 users from a cross-section of ages and gender were asked about the games they play and what motivates them to play these. The answers were cross-matched with game features. Based on this match and subjective answers of those surveyed, a pattern emerges for the essential ingredients of addictive games across these demographics, as well...
Article
Full-text available
Some citizen science projects use “games with a purpose” (GWAPs) to integrate what humans and computers, respectively, can do well. One of these projects is Foldit, which invites talented players to predict three-dimensional (3D) models of proteins from their amino acid composition. Using Goodwin’s notion of professional vision, which refers to a s...
Article
Some citizen science projects use “games with a purpose” (GWAPs) to integrate what humans and computers, respectively, can do well. One of these projects is Foldit, which invites talented players to predict three-dimensional (3D) models of proteins from their amino acid composition. This study investigated players’ professional vision and interpret...
Article
Full-text available
Oftentimes, technologies are not used in the ways designers had initially envisioned. Instead, people adapt technologies to their own needs, a phenomenon called ‘appropriation’. Appropriation is an important aspect of User Experience design, related to the situatedness and dynamics of the design, recognizing not only that initial needs and requirem...
Conference Paper
In this workshop, we invite researchers to jointly explore how the Child-Computer Interaction (CCI) field can establish intermediate-level knowledge, being a kind of design knowledge that resides in the realm between the design of particular artifacts and theories. In this full day workshop we want to invite (1) researchers and designers who positi...
Article
In this workshop, we invite researchers to jointly explore how the Child-Computer Interaction (CCI) field can establish intermediate-level knowledge, being a kind of design knowledge that resides in the realm between the design of particular artifacts and theories. In this full day workshop we want to invite (1) researchers and designers who positi...
Article
Full-text available
Including children in the design of technologies that will have an impact on their daily lives is one of the pillars of user-centered design. Educational robots are an example of such a technology where children’s involvement is important. However, the form in which this involvement should take place is still unclear. Children do not have a lot of...
Conference Paper
Full-text available
Learning games now play a role in both formal and informal learning, including foundational skills such as literacy. While feedback is recognised as a key pedagogical dimension of these games, particularly in early learning, there has been no research on how commercial games available to schools and parents reify learning theory into feedback. Usin...
Article
Full-text available
Robots are increasingly being studied for use in education. It is expected that robots will have the potential to facilitate children’s learning and function autonomously within real classrooms in the near future. Previous research has raised the importance of designing acceptable robots for different practices. In parallel, scholars have raised et...
Conference Paper
In this paper, we present an exploratory study of the use of tangible implicit probes to gauge the user’s social engagement with a robot. Our results show that users’ paying attention to the robot’s implicit probes is related to higher social engagement, but also that introducing implicit probes can lead to a more positive interaction with a robot....
Conference Paper
Full-text available
In this paper, we present the forced collaborative interaction game StringForce. StringForce is developed for a special education context to support training of collaboration skills, using readily available technologies and avoiding the creation of a "mobile bubble". In order to play StringForce two or four physically collocated tablets are require...
Conference Paper
Based on an analysis of all papers at IDC from 2003 to 2016 this paper urges the Child-Computer Interaction (CCI) field to start formulating intermediate-level knowledge, in the form of e.g. strong concepts. Our analysis showed that 40% of all papers at the Interaction Design and Children conference presents the design of an artefact accompanied by...
Preprint
The main purpose of this study is to investigate players’ professional vision and interpret their use of recipes during their gameplay. The main research question is: What do players observe and do when they use recipes in their gameplay? To address this question, we examined the choices made by players solving two different kinds of puzzles, a beg...
Conference Paper
Full-text available
Science fiction media has had a long lasting influence on the progression of interactive technology, however recently contradictions are emerging in the development of the two disciplines. Therefore, in this exploratory position paper we report on the insights attained through a day long workshop amongst scientists and researchers on how the collab...
Conference Paper
Science fiction media has had a long lasting influence on the progression of interactive technology, however recently contradictions are emerging in the development of the two disciplines. Therefore, in this exploratory position paper we report on the insights attained through a day long workshop amongst scientists and researchers on how the collab...
Conference Paper
We describe the development and first evaluation of a robot design toolkit (Robo2Box) aimed at involving children in the design of classroom robots. We first describe the origins of the Robo2Box elements based on previous research with children and interaction designers drawing their preferred classroom robots. Then we describe a study in which 31...
Conference Paper
This paper explores children’s social engagement to a robotic tutor by analyzing their behavioral reactions to socially significant events initiated by the robot. Specific questions addressed in this paper are whether children express signs of social engagement as a reaction to such events, and if so, in what way. The second question is whether the...
Chapter
As robots are becoming increasingly common in society and education, it is expected that autonomous and socially adaptive classroom robots may eventually be given responsible roles in primary education. In this paper, we present the results of a questionnaire study carried out with students enrolled in compulsory education in three European countri...
Chapter
This chapter aims at describing research on Fingu, a virtual manipulative housed in a game environment, which is designed to support young children’s learning and development of number concepts and flexible arithmetic competence. More specifically Fingu targets the understanding and mastering of the basic numbers 1–10 as part-whole relations, which...
Conference Paper
Full-text available
When designing technologies for children, designers and researchers often implicitly or explicitly incorporate an interpretation of what a child is, how children learn, or how they play etc. in their design process. However, if these assumptions are not communicated explicitly, discussions among researchers and designers can become difficult becaus...
Conference Paper
Full-text available
Digital fabrication and making are increasingly being used in formal and informal learning environments. However, while many of these initiatives often start from a grassroots perspective, with little coordination on a national level, we now present a study on the first part of a large-scale national testbed for Makerspace in schools (Makerskola)....
Poster
Full-text available
In this paper we will focus on different perspectives on digital fabrication and making in special education. Firstly, we will bring up observations from field studies in a special education school. The observations concern the implications of different teaching styles based on whether the teacher is trained in design thinking or not. Secondly, fur...
Conference Paper
Full-text available
In this paper we examine the challenges of introducing learning goals in Participatory Design (PD) activities in a school context. In order to increase the transparency of mutual learning in accordance with traditional PD values, we argue that learning through design approaches can inspire us to actively formulate learning goals, stage activities a...
Conference Paper
Full-text available
In this paper we propose the Role Definition Matrix that helps authors to describe more precisely the involvement of children in the design process. Although the previously defined roles for children (user, tester, informant, and design partner) have had a positive impact on researchers’ and designers’ awareness of the different ways to involve chi...
Conference Paper
The aim of this workshop is to explore and exchange ideas on topics emerging from both science fiction and Human-Computer Interaction (HCI). In particular, the main aims are to discuss the contradictions between science fiction and HCI, explore and elaborate on various methodologies that can be used to evaluate fictional content, and how fiction ca...
Conference Paper
This paper discusses the design and implementation of an Empathic Robot Tutor, applied to topics in the school Geography curriculum, and using a multi-touch table. It explains the motivation and objectives, introduces the two application domains, Mapskills and Enercities2, and describes the technology that has been developed. It discusses a study u...
Conference Paper
Full-text available
Within any learning process, the formation of a socio-emotional relationship between learner and teacher is paramount to facilitating a good learning experience. The ability to form this relationship may come naturally to an attentive teacher; but how do we endow an unemotional robot with this ability? In this paper, we extend upon insights from th...
Conference Paper
Full-text available
This paper presents an exploratory study on children's contributions to the design of a robotic teaching assistant for use in the classroom. The study focuses on two main questions: 1) How do children's designs differ from interaction designers' ? 2) How are children's designs influenced by their knowledge of robotics (or lack thereof)? Using a cre...
Conference Paper
Full-text available
This paper presents an exploratory study on children’s contributions to the design of a robotic teaching assistant for use in the classroom. The study focuses on two main questions: 1) How do children’s designs differ from interaction designers’? 2) How are children’s designs influenced by their knowledge of robotics (or lack thereof)? Using a crea...
Research
Full-text available
This paper is an unpublished paper that extends the work presented in the paper about the point-and-click interaction style for children in this list.
Article
Revised guidelines for Swedish early childhood education that emphasize mathematics content and competencies in more detail than before raise the question of the status of pedagogical mathematical awareness among Swedish early childhood teachers. The purpose of this study is to give an overview of teachers’ current pedagogical mathematical awarenes...
Conference Paper
Full-text available
This paper presents the results of a systematic literature review of research papers on the involvement of developmentally diverse children in design. The review shows that there is a growing tendency to include developmentally diverse children in the design process. Compared to other groups of developmentally diverse children, children with high-f...
Conference Paper
Full-text available
This paper presents a study that compares a humanoid robotic tutor to a human tutor when instructing school children to build a LEGO house. A total of 27 students, between the ages of 11-15, divided into two groups, participated in the study and data were collected to investigate the participants' success rate, requests for help, engagement, and at...
Conference Paper
Full-text available
User’s attitudes and perceptions of robots are increasingly being explored using a variety of methods. Considering the views of key stakeholders, and allowing such views to shape technology, is a prerequisite for the future of robotics. Yet, eliciting such views in a situation where participants have no frame of reference is no easy task. In our fi...
Conference Paper
Full-text available
In this paper, we describe the results of an interview study conducted across several European countries on teachers' views on the use of empathic robotic tutors in the classroom. The main goals of the study were to elicit teachers' thoughts on the integration of the robotic tutors in the daily school practice, understanding the main roles that the...
Article
Full-text available
In this paper we address the challenge of teaching interaction design for children’s products especially pertaining to bridging the gap between child development theories and interaction design issues. We describe our experiences from developing a one-week course on interaction design and children, that is part of a competency based Masters program...
Conference Paper
Full-text available
This workshop aims to exchange experiences with issues surrounding Child-Robot Interaction. More specifically, the main aims are to discuss how social bonding between children and robots can be evaluated, how robots can be used to aid children in their learning process, but also what ethical issues arise when children learn from and bond with a rob...
Conference Paper
Full-text available
This paper describes the preliminary results of an exploratory study on the use of the Drawing Intervention method for both design and evaluation activities with young children (4-7). In this study we wanted to a) investigate how a variant of this method can be used to evaluate a game with younger children than the ones participating in previous st...
Article
Full-text available
This paper aims to present the digital fabrication approach driven by Gothenburg Working group for Interaction Design and Children – IDAC in Sweden. In addition to supporting local makerspace environments, educating teachers, school leaders and politicians, and conducting hacker clubs for children, we suggest including children in special education...
Conference Paper
Full-text available
Significant work has been devoted to the design of artificial tutors with human capabilities with the aim of helping increase the efficiency achieved with a human instructor. Yet, these systems still lack the personal, empathic and human elements that characterise a traditional teacher and fail to engage and motivate students in the same way a huma...
Poster
Full-text available
There is little question that empathic processes play an important role for learning in interpersonal environments, such as school contexts. Instructors must be sensitive to the emotional implications of the interaction of the child with the learning content and the social context. This is manifested by the performance in formal and informal tasks,...
Conference Paper
Building on existing work on artificial tutors with human-like capabilities, we describe the EMOTE project approach to harnessing benefits of an artificial embodied tutor in a shared physical space. Embodied in robotic platforms or through virtual agents, EMOTE aims to capture some of the empathic and human elements characterising a traditional tea...
Conference Paper
The design of serious games involves many different skills and designers of such games can come from many different backgrounds, such as education, computer science, or communication. In this paper, we present the structure, format, and outcomes from a new 8-week course called Interaction, Games, and Learning for master students in the Interaction...
Article
Full-text available
In this paper we discuss how the EMOTE project will design, develop and evaluate a new generation of artificial embodied tutors that have perceptive capabilities to engage in empathic interactions with learners in a shared physical space.
Conference Paper
Full-text available
In this paper we describe the methodological lessons that we learned from the evaluation of Fingu, an iPad game to help children between 4 and 7 years old to develop number sense through use of their fingers. We pay attention to the recruitment of the teachers and children, the selection of the measurement instruments, the distribution of the ga...
Conference Paper
Full-text available
We describe the design background of the mathematics game Fingu for iPad aimed at 4 to 8 year old children. We first describe how Fingu theoretically can support children's development of fundamental arithmetic skills, focusing on conceptual subitizing, the embodiment of numerosity, and finger gnosis. Then we present the results of an exploratory m...
Conference Paper
Full-text available
This paper reports on a study of how parents and children play several cooperative co-located games with different characteristics. The aim is to contribute to a deeper understanding of how specific game design elements structure the cooperative interaction between parents and children. The results show that the cooperative gameplay between parents...