Dries De Roeck's research while affiliated with KU Leuven and other places
What is this page?
This page lists the scientific contributions of an author, who either does not have a ResearchGate profile, or has not yet added these contributions to their profile.
It was automatically created by ResearchGate to create a record of this author's body of work. We create such pages to advance our goal of creating and maintaining the most comprehensive scientific repository possible. In doing so, we process publicly available (personal) data relating to the author as a member of the scientific community.
If you're a ResearchGate member, you can follow this page to keep up with this author's work.
If you are this author, and you don't want us to display this page anymore, please let us know.
It was automatically created by ResearchGate to create a record of this author's body of work. We create such pages to advance our goal of creating and maintaining the most comprehensive scientific repository possible. In doing so, we process publicly available (personal) data relating to the author as a member of the scientific community.
If you're a ResearchGate member, you can follow this page to keep up with this author's work.
If you are this author, and you don't want us to display this page anymore, please let us know.
Publications (20)
In this workshop, we will venture into the current state of co-design for imagining and creating smart objects and services within the context of “the home”. Together with a diverse group of workshop participants, we will conduct two rounds of co-designing which gives each of the participants the opportunity to explore two of the following three to...
The dramatic acceleration of digital technologies and their integration into physical products is transforming everyday objects. Our domestic appliances, furniture, clothing, are growing in intelligence. Smart objects are increasingly capable of interacting with humans in a purposeful manner with intentionality. This collection of essays, descripti...
This paper presents a first glance at the IOT Design Kit, a modular set of design tools that was assembled to help creative teams in the early phases of internet-of-things product design and development. The IoT Design Kit focuses on the practitioner's point of view and can support teams in defining, exploring, crystallising and selecting network-c...
Stories on the home materialize in many different ways. Simple design scenarios of more efficient smart homes exist alongside more articulated design fictions narrating complex domestic futures. IoT toolkits can be used in co-design to narrate design stories together with people. However, there is little attention on the stories captured in the co-...
When physical products become increasingly digitally connected, the traditional design space of an industrial designer becomes a blend of physical and digital elements. As a consequence of this evolution, products become a network of tangible artifacts and intangible services. While this opens a lot of design opportunities, it becomes challenging t...
This paper presents a manifesto directed at developers and designers of internet-of-things creation platforms. Currently, most existing creation platforms are tailored to specific types of end-users, mostly people with a substantial background in or affinity with technology. The thirteen items presented in the manifesto however, resulted from sever...
Although multi-touch applications and user interfaces have become increasingly common in the last few years, there is no agreed-upon multi-touch user interface language yet. In order to gain a deeper understanding of the design of multi-touch user interfaces, this paper presents semiotic analysis of multi-touch applications as an interesting approa...
In this chapter we discuss the wide range of challenges in user-generated Internet of Things applications, as being worked
on among the large consortium of the DiY Smart Experiences (DiYSE) project (DiYSE, ITEA2 08005). The chapter starts with a discussion on the context of ‘DiY’ as a phenomenon to be
leveraged, and eco-awareness as an example appl...
As technology advances and becomes more pervasive, the DiY (Do-it-Yourself) paradigm that emerged on the furniture & home decoration market in the 70's is now experiencing a second birth in the digital realm. Continuing from the prosumer paradigm, where people are allowed not only to surf a network obtaining content and information, but also (co-)c...
In (industrial) design projects, digital and non-digital aspects are often seen as two separate design 'tracks'. Due to advances in our social and technological context, the hard boundary between the digital and the non-digital is fading. This is a challenge for the designer since he needs to be creative with digital technology without necessarily...
This paper describes a comparative study between the usage of low-fidelity and a high-fidelity prototyping for the creation of multi-user multi-touch interfaces. The multi-touch interface presented in this paper allows users to collaboratively search for existing multimedia content, create new compositions with this content, and finally integrate i...
In educational settings, current digital technologies often work counter-productively because people using them with separation
and isolation. This paper describes a set of multi-touch multimedia interaction applications that were especially designed
to enhance collaboration between users. We present the underlying framework for creating such appli...
In this paper the creative design process of a collaborative content creation application on a multi-touch surface is presented. Based on a series of three low fidelity tests sessions using different techniques, the design of a high fidelity application prototype was informed. The research is approached from the designer's point of view and present...
The focus of this paper is on the use of the Experience Clip method for evaluating mobile applications. In this method one participant uses the to-be-evaluated mobile application while the other participant films whatever happens during the field test. Afterwards, participants are interviewed by the researcher(s) to clarify the recorded situations....
The workshop “Touch Affordances” addresses a concept relevant to human computer interactions based on touch. The main topic
is the challenge of applying the notion of affordances to domains related to touch interactions (e.g. (multi)touch screens,
RFID & NFC, ubiquitous interfaces). The goals of this workshop are to launch a community of researcher...
The workshop "Touch Affordances" addresses a concept relevant to human computer interactions based on touch. The main topic is the challenge of applying the notion of affordances to domains related to touch interactions (e.g. (multi)touch screens, RFID & NFC, ubiquitous interfaces). The goals of this workshop are to launch a community of researcher...
Citations
... It is further criticized for neglecting insight into the existing and newly created relations between devices, humans and their environment (Desjardins & Wakkary, 2016;Wakkary et al., 2017). Therefore, in an attempt to address a wider range of perspectives on these interactions, various design considerations such as human engagement in IoT interactions as advocated through understanding human qualities with IoT toolkits (Berger et al., 2019), the social implication of IoT devices (Worthy et al., 2016) and other human-centred approaches (De Roeck et al., 2012;Lingel, 2016) have been suggested. These design considerations go further by advocating for a thing-centred perspective to gain better insight into "the complex and ambiguous relations" between devices and humans (Wakkary et al., 2017). ...
Reference: Experiencing interactive ecologies
... The analytic approach is discussed as there is a lack of concept generation methods from data (Kim et al., 2016), effective design approach for smart PSS service innovation (Zheng et al., 2018) and accordingly, the conceptual frameworks of informatics-based idea generation are proposed (Kim et al., 2016;Lim et al., 2018;Zheng et al., 2018). On the other hand, tools to encourage an intuitive approach are proposed due to the designers' challenges working with data (Lim et al., 2021) or difficulties applying the existing ideation tools for IoT development (de Roeck et al., 2019). Both ways of generating product and service design ideas can be complemented. ...
... Over the past few decades, products, services and systems have become increasingly digitally connected, and as a result of that, the design space that designers engage with becomes a blend of the physical and the digital [11]. Digital design tools, rapid prototyping machinery and physical computing developments have become integral parts of the design process [3]. ...
... Any technology has both positive and negative features to some extent. On the one hand, research Massachusetts Institute of Technology (MIT) showed that companies using methods of analysis of large data, were able to improve profitability by an average of 5-6% (Betts, 2016). ...
... x x x [62] [63] x x [64] x x [65] x [66] x x x x [67] x x x x x x x x x x [68] x x [69] x [70] x x x x x x x x x [71] x [72] x x x x x x x x [73] x x x x [74] x x x x [75] x x x x x x x Ref. a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai aj ak [76] x x [77] x [78] x x x x Table 8 al am an ao ap aq ar as at au av aw ax ay az ba bb bc bd be bf bg bh bi [ Only 14.06% of analyses were performed qualitatively, valuing the subjectivity of the answers. Economou et al. [44] analysed the experiment recording, where they extracted subjective information about aspects defined by them, such as the user's focus. ...
... Due to the increasing technological development in the areas of embedded systems and the Internet of things (IoT), microcontroller-based devices are increasingly applied in various areas of knowledge such as motor control, security systems, elevator control systems [4], power generation monitoring [5] and in applied scientific research [6]. Therefore, teaching embedded systems, microcontrollers, and IoT topics becomes more and more relevant in Science and Engineering courses. ...
... that we will collectively refer to as design stories. We then compare three deliberately diverse IoT toolkits through the design stories they helped to elicit: the IoT Un-Kit Experience [1], a collection of seemingly uncompleted set of sensors and actuators, and media elements with no predetermined purpose of connection; Loaded Dice [5,38,39] a set of two bespoke interactive cubes, embodying IoT sensors and actuators in a ready-to-use way; IoT Ideation Cards [18][19][20] a card based toolkit to co-speculate on future IoT. Three dimensions with two properties each emerge from this inquiry: complexity of design stories, explicated through resolution and scope; likeliness of design stories described through conceivability and feasibility; and implications of design stories detailed as acceptability and consequentiality. ...
... The Do-It-Yourself (DIY) paradigm is increasing, and the reason for which people make things themselves is well explained in [4], where the authors also present a holistic view of how DIY creations are often based on the Internet of Things (IoT) paradigm, a web of things that are always connected to a communication-enabled network [5]. In [4], the close connection between DIY and IoT is clear. ...
... Usability testing was reported by Zink et al. as the least common singular purpose for prototyping though it is often combined with other purposes [44]. User interface design can be validated through prototyping [11,18,44] and uncover various usability issues [26]. When prototyping for usability testing, Hakim et al. recommends ensuring that metrics such as task completion time, can be captured and considering the protocol for use (e.g. ...
... To-date, research in relation to an LSSDS has related to the development of participatory activities in various educational contexts. Researchers (Antle, Bevans, Tanenbaum, Seaborn, & Wang, 2011;Higgins, Mercier, Burd, & Hatch, 2011;Martinez, Collins, Kay, & Yacef, 2011;Piper & Hollan, 2009;Piper, O'Brien, Morris, & Winograd, 2006;Rick et al., 2009;Schneider et al., 2010;Sluis et al., 2004) have focused on the design of various applications on an LSSDS in the area of education to enhance collaborative learning experiences. Two early papers that are considered significant in the area of multi-touch are centred on Sluis et al. (2004) and Piper, O'Brien, Morris, and Winograd (2006) research. ...