Jo Vermeulen's research while affiliated with Autodesk and other places
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Publications (83)
Text-to-image AI systems are capable of generating novel images for inspiration, but their applications for 3D design workflows and how designers can build 3D models using AI-provided inspiration is less understood. To investigate this, we integrated DALL-E, GPT-3, and CLIP within a CAD software in 3DALL-E, a plugin that allows users to construct t...
User modeling is crucial to understanding user behavior and essential for improving user experience and personalized recommendations. When users interact with software, vast amounts of command sequences are generated through logging and analytics systems. These command sequences contain clues to the users' goals and intents. However, these data mod...
Situated visualization is an emerging concept within visualization, in which data is visualized in situ, where it is relevant to people. The concept has gained interest from multiple research communities, including visualization, human-computer interaction (HCI) and augmented reality. This has led to a range of explorations and applications of the...
People’s physical movement and body language implicitly convey what they think and feel, are doing or are about to do. In contrast, current smart speakers miss out on this richness of body language, primarily relying on voice commands only. We present QUBI, a dynamic smart speaker that leverages expressive physical motion – stretching, nodding, tur...
Cross-device interactions enable ad hoc sharing of content and control in co-located collaboration. Cross-device research often draws from proxemics theory for designing interactions based on detection of spatial relations such as distance and orientation between people and devices. However, detection of human-human or human-device proximity also c...
Data visualizations are often represented in public discourse as objective proof of facts. However, a visualization is only a single translation of reality, just like any other media, representation devices, or modes of representation. If we wish to encourage thoughtful, informed, and literate consumption of data visualizations, it is crucial that...
Constructive approaches to visualization authoring have been shown to offer advantages such as providing options for flexible outputs, scaffolding and ideation of new data mappings, personalized exploration of data, as well as supporting data understanding and literacy. However, visualization authoring tools based on a constructive approach do not...
Astral is a prototyping tool for authoring mobile and smart object interactive behaviours. It mirrors selected display contents of desktop applications onto mobile devices (smartphones and smartwatches), and streams/remaps mobile sensor data to desktop input events (mouse or keyboard) to manipulate selected desktop contents. This allows designers t...
We report on findings from seven design workshops that used ideation and sketching activities to prototype new situated visualizations - representations of data that are displayed in proximity to the physical referents (such as people, objects, and locations) to which the data is related. Designing situated visualizations requires a fine-grained un...
The popularity of voice-controlled smart speakers with intelligent personal assistants (IPAs) like the Amazon Echo and their increasing use as an interface for other Internet of Things (IoT) technologies in the home provides opportunities to study smart speakers as an emerging and ubiquitous IoT device. Prior research has studied how smart speaker...
One potential method of improving the efficiency of human-computer interaction is to display information subliminally. Such information cannot be recalled consciously, but has some impact on the perceiver. However, it is not yet clear whether people can extract meaning from subliminal presentation of information in mobile contexts. We therefore exp...
Digital behaviour change interventions, particularly those using pervasive computing technology, hold great promise in supporting users to change their behaviour. However, most interventions fail to take habitual behaviour into account, limiting their potential impact. This failure is partly driven by a plethora of overlapping behaviour change theo...
Because gesture design for augmented reality (AR) remains idiosyncratic, people cannot necessarily use gestures learned in one AR application in another. To design discoverable gestures, we need to understand what gestures people expect to use. We explore how the scale of AR affects the gestures people expect to use to interact with 3D holograms. U...
Toolkit research plays an important role in the field of HCI, as it can heavily influence both the design and implementation of interactive systems. For publication, the HCI community typically expects toolkit research to include an evaluation component. The problem is that toolkit evaluation is challenging, as it is often unclear what 'evaluating'...
Advances in artificial intelligence, sensors and big data management have far-reaching societal impacts. As these systems augment our everyday lives, it becomes increasing-ly important for people to understand them and remain in control. We investigate how HCI researchers can help to develop accountable systems by performing a literature analysis o...
For this demo, we will show two interactive visualizations: Energy Futures and Pipeline Incidents. We designed and developed these visualizations as part of an open data initiative that aims to create interactive data visualizations to help make Canada's energy data publicly accessible, transparent, and understandable. This work was conducted in co...
We investigate how people discover the functionality of an interactive visualization that was designed for the general public. While interactive visualizations are increasingly available for public use, we still know little about how the general public discovers what they can do with these visualizations and what interactions are available. Develop...
Subliminal priming has the potential to influence people's attitudes and behaviour, making them prefer certain choices over others. Yet little research has explored its feasibility on smartphones, even though the global popularity and increasing use of smartphones has spurred interest in mobile behaviour change interventions. This paper addresses t...
We extend the popular brushing and linking technique by incorporating personal agency in the interaction. We map existing research related to brushing and linking into a design space that deconstructs the interaction technique into three components: source (what is being brushed), link (the expression of relationship between source and target), and...
People are increasingly using multiple computing devices in their daily lives as portals into a shared online information space. We can select devices based on their form factor and affordances to match our task and context of use. Moreover, we are often using multiple devices at once, for example when sharing content, playing games, controlling ot...
We provide an integrated view of patients' and clinicians' perspectives on the communication challenges faced when patients present their medical issues to the clinicians. By combining the results of a literature review from both the HCI and medical literature with the results of clinician interviews explicitly about in-clinic communication issues,...
Mobile interaction is shifting from a single device to simultaneous interaction with ensembles of devices such as phones, tablets, or watches. Spatially-aware cross-device interaction between mobile devices typically requires a fixed tracking infrastructure, which limits mobility. In this paper, we present SenseBelt -- a sensing belt that enhances...
In this workshop, we will review and discuss open issues , technical challenges and conceptual models for multi-device spatial or proxemic interaction. We aim to bring together researchers, students and practitioners working on technical infrastructures, studies and designs of spatial interfaces, or domain specific multi-device applications that us...
The Aurora Borealis or Northern Lights is a phenomenon that has fascinated people throughout history. The AuroraMAX outreach initiative provides a collection of time-lapse videos of the night sky captured by a camera at Yellowknife in Canada. We present an interactive visualization of this AuroraMAX image data on a large touch display. Our visualiz...
Implementation intentions, 'if-then' plans where 'if's are contextual cues and 'then's are specific goal-related behaviours, hold much promise as an effective behaviour change technique to support habit formation. Nevertheless, they have been underused in digital behaviour change interventions. To address this gap, we outline a novel design of an i...
An increasing share of our daily interactions with others is mediated through mobile communication technologies. People communicate via text, emoticons, emojis and rich media such as video. We explore the design of Heartefacts, short video clips composed of highlights determined by heart rate changes while watching videos. Our survey investigated v...
Notifications are extremely beneficial to users, but they often demand their attention at inappropriate moments. In this paper we present an in-situ study of mobile interruptibility focusing on the effect of cognitive and physical factors on the response time and the disruption perceived from a notification. Through a mixed method of automated smar...
In this workshop, we will review and discuss challenges and opportunities for HCI in relation to cross-surface interaction in the wild based on the bring-your-own-device (BYOD) practice. We aim to bring together researchers and practitioners working on technical infra-structures for cross-surface computing, studies of cross-surface computing in par...
Proxemic interaction is a vision of computing that employs proxemic relationships to mediate interaction between people and ensembles of various digital devices. In this chapter, we focus on aspects of peripheral interaction in proxemic interactions. We illustrate how to facilitate transitions between interaction outside the attentional field, the...
In this workshop, we reviewed and discussed challenges and opportunities for Human-Computer Interaction in relation to cross-surface interaction in the wild based on the bring-your-own-device (BYOD) practice. We brought together researchers and practitioners working on technical infrastructures for cross-surface computing, studies of cross-surface...
In this workshop, we reviewed and discussed opportunities, technical challenges and problems with cross-device interactions in real world interactive multi-surface and multi-device ecologies. We aim to bring together researchers and practitioners currently working on novel techniques for cross-surface interactions, focusing both on technical as wel...
In this workshop, we reviewed and discussed open issues, technical challenges and conceptual models for multi-device spatial or proxemic interaction. We brought together researchers, students and practitioners working on technical infrastructures, studies and designs of spatial interfaces, or domain specific multi-device applications that use space...
In this workshop, we will review and discuss opportunities, technical challenges and problems with cross-device interactions in interactive multi-surface and multi-device ecologies. We aim to bring together researchers and practitioners currently working on novel techniques for cross-surface interactions, focusing both on technical as well as inter...
Interactive large surfaces have recently become commonplace for interactions in public settings. The fact that people can engage with them and the spectrum of possible interactions, however, often remain invisible and can be confusing or ambiguous to passersby. In this paper, we explore the design of dynamic peripheral floor visualizations for reve...
The mobile phone-based Experience Sampling Method (ESM) enables in situ recording of human behaviour and experience by querying users, via their smartphones, anywhere and anytime. Sampling can happen on a previously unimaginable scale, and across a diverse pool of participants. Therefore, mobile ESM is not limited to capturing users' manual respons...
We present a theoretical justification for and design of an experiment to explore the use of subliminal priming of nonconscious goals on smartphones to achieve behaviour change.
Modern cognitive psychology theories such as Dual Process Theory suggest that the source of much habitual behaviour is the nonconscious. Despite this, most behaviour change interventions using technology (BCITs) focus on conscious strategies to change people's behaviour. We propose an alternative avenue of research, which focuses on understanding h...
Smartwatches can facilitate several tasks that are performed on mobile devices. However, due to their limited size, touch interaction can be cumbersome. Although alternative input modalities such as speech input could be used, these can also introduce other issues regarding privacy or ease of use. Consequently, HCI researchers have been exploring n...
A considerable amount of research has been carried out towards making long-standing smart home visions technically feasible. The technologically augmented homes made possible by this work are starting to become reality, but thus far living in and interacting with such homes has introduced significant complexity while offering limited benefit. As th...
A considerable amount of research has been carried out towards making long-standing smart home visions technically feasible. The technologically augmented homes made possible by this work are starting to become reality, but thus far living in and interacting with such homes has introduced significant complexity while offering limited benefit. As th...
Proxemics theory explains peoples' use of interpersonal distances to mediate their social interactions with others. Within Ubicomp, proxemic interaction researchers argue that people have a similar social understanding of their spatial relations with nearby digital devices, which can be exploited to better facilitate seamless and natural interactio...
With this workshop, we seek to provide a forum for exchanging design principles, programming techniques, toolkits and insights derived from real world studies towards building intelligible and user-controllable pervaive computing systems. Drawing upon the state-of-the-art, our goal is to refine existing and identify new directions for research in i...
To be accepted and trusted by the public, proxemic sensing systems must respect people's conception of physical space, make it easy to opt in or out, and benefit users as well as advertisers and other vendors.
The misalignment between the timeframe of systems and that of their users can cause problems, especially when the
system relies on implicit interaction. It makes it hard for
users to understand what is happening and leaves them little
chance to intervene. This paper introduces the design
concept of slow-motion feedback, which can help to addres...
Proxemics theory explains peoples' use of interpersonal distances to mediate their social interactions with others. Within Ubicomp, proxemic interaction researchers argue that people have a similar social understanding of their spatial relations with nearby digital devices, which can be exploited to better facilitate seamless and natural interactio...
In office spaces, knowledge workers interact both with each other and with various analog and digital devices in the office. We think that the office environment opens up an interesting space to utilize smartwatches to support and digitally augment interactions. In this paper, we describe the design and development of a smartwatch application to di...
Proxemic interactions are one strategy for designing
Natural User Interfaces (NUI) that consider people’s
use and understanding of spatial relationships to other
people, objects, and devices. In this position paper, we
stipulate a number of challenges for proxemics-aware
installations that are used by large crowds of people.
We present a conceptual reference framework to make
informed decisions on designing mobile technology for
museum environments. Our framework strives for enhancing
the visitor experience, whilst not loosing sight
of the museum’s message and values. Four dimensions
of context have proven to be indispensable for conceiving
the most appropriate solutio...
Learning to play a musical instrument such as the piano requires a substantial amount of practice and perseverance in learning to read and play from sheet music. Our interactivity demo allows people to learn to play songs without requiring sheet music reading skills. We project a graphical notation on top of a piano that indicates what key(s) need...
Users often become frustrated when they are unable to
understand and control a ubicomp environment. Previous
work has suggested that ubicomp systems should be
intelligible to allow users to understand how the system
works and controllable to let users intervene when the
system makes a mistake. In this paper, we identify several
design consideration...
Modern knowledge work consists of both individual and highly collaborative activities that are typically composed of a number of configuration, coordination and articulation processes. The desktop interface today, however, provides very little support for these processes and rather forces knowledge workers to adapt to the technology. We introduce c...
Feedback and affordances are two of the most well-known principles in interaction design. Unfortunately, the related and equally important notion of feedforward has not been given as much consideration. Nevertheless, feedforward is a powerful design principle for bridging Norman's Gulf of Execution. We reframe feedforward by disambiguiting it from...
In contrast with design flaws that occur in user interfaces, design flaws in physical spaces have a much higher cost and impact. Software is in fact fairly easy to change and update in contrast with legacy physical constructions where updating their physical appearance is often not an option. We present the Feedforward Torch, a mobile projection sy...
Informing caregivers by providing them with contextual medical information can significantly improve the quality of patient care activities. However, information flow in hospitals is still tied to traditional manual or digitised lengthy patient record files that are often not accessible while caregivers are attending to patients. Leveraging the pro...
Activity-Based Computing (ABC) has been proposed as an organisational structure for local desktop management and knowledge work. Knowledge work, however, typically occurs in partially overlapping subgroups and involves the use of multiple devices. We introduce co-Activity Manager, an ABC approach that (i) supports activity sharing for multiple coll...
An important challenge in deploying pervasive computing
environments is the di culty users have in understanding
their behaviour. It has been suggested that these environ-
ments should be made intelligible by informing users about
their understanding of the world. We propose the \Feed-
forward Torch", a technique that combines a mobile phone
with a...
This note offers a reflection on the design space for a situated glyph - a single, adaptive and multivariate graphical unit
that provides in-situ task information in demanding work environments. Rather than presenting a concrete solution, our objective
is to map out the broad design space to foster further exploration. The analysis of this design s...
Users often become frustrated when they are unable to understand and control a ubicomp environment. Previous work has suggested that ubicomp systems should be intelligible to allow users to understand how the system works and controllable to let users intervene when the system makes a mistake. In my thesis, I focus on novel user interfaces and inte...
Users often become frustrated when they are unable to understand and control a pervasive computing environment. Previous studies have shown that allowing users to pose why and why not questions about context-aware applications resulted in better understanding and stronger feelings of trust. Although why and why not questions have been used before t...
Ubicomp environments pose many challenges due to their reliance on implicit input and their tendency to take actions on the user's behalf. Avatars can assist users by explaining the behaviour of this kind of environment and by assisting users in intervening and controlling the environment's behaviour. In this work,
we intend to move beyond avatars...
The design ideal of the invisible computer, prevalent in the vision of ambient intelligence (AmI), has led to a number of interaction challenges. The complex
nature of AmI environments together with limited feedback and insufficient means to override the system can result in users
who feel frustrated and out of control. In this paper, we explore th...
Recent work demonstrates the potential for extracting patterns from users’ behavior as detected by sensors. Since there is
currently no generalized framework for reasoning about activity-aware applications, designers can only rely on the existing
systems for guidance. However, these systems often use a custom, domain-specific definition of activity...
The User Interface Markup Language (UIML) is a User Interface Description Language aimed at producing multiple user interfaces
from a single model for multiple contexts of use, in particular multiple computing platforms, thus addressing the need for
multichannel user interfaces. This chapter summarizes efforts devoted to the definition and usage of...
Users often find it hard to understand and control the behavior of a Ubicomp system. This gives rise to usability problems and can lead to loss of user trust, which may hamper the acceptance of these systems. We are extending an existing Ubicomp framework to allow users to pose why and why not questions about its behavior. Initial experiments sugge...
Nowadays, there is a growing demand to design user interfaces that run on many devices. However, existing multi-device design approaches are not suitable for domain experts, whose input can be invaluable to come to a suitable user interface for a specific domain. Existing techniques often require the manipulation of high-level models and transforma...
Designers still often create a specic user interface for ev- ery target platform they wish to support, which is time- consuming and error-prone. The need for a multi-platform user interface design approach that designers feel comfort- able with increases as people expect their applications and data to go where they go. We present Gummy, a multi- pl...
The link between corresponding physical and virtual worlds has been the subject of research for many years now. The instantiation of this link was often a complex task that in-volved special purpose techniques to identify and search for the virtual information that belongs to a selected physical object. It is since the conception of physical taggin...
Bringing together the physical and digital worlds has been the subject of research for some time now. In particular, a number of successful prototypes that link physical objects with digital information (often called smart object systems) have already been presented. How-ever, a generally accepted architecture to design such sys-tems has not yet em...
Semantic service descriptions have paved the way for flexible interaction with services in a mobile computing environment.
Services can be automatically discovered, invoked and even composed. On the contrary, the user interfaces for interacting
with these services are often still designed by hand. This approach poses a serious threat to the overall...
We present a rendering engine for displaying graphical user interfaces on multiple devices. The renderer interprets a standardized XML-based user interface description language: the User Interface Markup Lan- guage (UIML). A generic architecture for the renderer is defined so that deployment of the engine on dierent devices implies only little eort...
Methods to support the creation of multi-device user interfaces typically use some type of
abstraction of the user interface design. To retrieve the final user interface from the
abstraction a transformation will be applied that specializes the abstraction for a particular
target platform. The User Interface Markup Language (UIML) offers a way to c...
Citations
... Pemilihan perangkat lunak desain generatif memainkan peran penting, dan perusahaan harus menilai kompatibilitas alat yang tersedia dengan kebutuhan desain dan manufaktur mereka. Mengintegrasikan desain generatif ke dalam alur kerja yang ada membutuhkan analisis proses yang menyeluruh, identifikasi titik integrasi, dan memastikan gangguan minimal pada operasi yang ada (Guillen-Salas et al., n.d.;Liu et al., 2023). Pelatihan yang memadai sangat penting, karena desain generatif sering kali membutuhkan keahlian baru. ...
... There are examples of successful and well-established initiatives and movements that support learning of digital skills (in addition to the approach of trial-and-error [8]), including the open-source communities such as GitHub (https://github.com/open-source) that have done immense work in democratizing access to software. ...
... For example, horizontal compression of time-series health data, such as heart rate data, may still allow for detecting trends and changes at a glance [77]. While significant kinds of health and wellbeing data can be visualised on a smartwatch, the short glances make interactions subject to information overload [38]. ...
... The concept of situated visualization has attracted growing research interest. Bressa et al. [13] contributed to the understanding of situated visualization by conducting a comprehensive literature survey and introducing five perspectives on situatedness (space, time, place, activity, and community), which expand the prevalent notion of situatedness and inform future research efforts. ...
... The limitation of doing mostly lab-studies, or evaluations based on video-simulations ] is that the usability and user experience of the interaction is rather hard to evaluate. Furthermore, long-term field studies in-situ are rarely seen in the field of SCI, and only with smaller sessions with users, ranging form 20 min [Avdic et al. 2021] to 60 min , and only very few extend beyond this [Menheere et al. 2021;Zhong et al. 2021Zhong et al. , 2020. In this work, we contribute to SCI in-situ studies by evaluating MoLux during a period of four days. ...
... Trust towards smart home ecologies is likely to be strengthened by limiting the 'black box' effect in interacting with the ecosystem and enabling the users to understand the logical links between user input, pervasive data, and system responses [64,89]. A large body of work explored this aspect in the context of smart speakers [6,9,78], the results of which can also benefit the larger ecologies. Further research is necessary to navigate optimal modalities and points of interaction for delivery of self-explainable interaction in the home. ...
... Such discrepancies can conceal important qualities of the data, such as how, when, and where they might be contingent, incorrect, inconsistent, inaccurate, incomplete, uncertain, relative, contextual, or situated (e.g., D'Ignazio & Klein, 2020; Dörk et al., 2013;Drucker, 2017;Kennedy et al., 2016;Kitchin, 2014;Kosminsky et al., 2019;Loukissas, 2019). These issues have been explored by previous studies, including those looking at sociological perspectives on visualization practices (e.g., Ricker et al., 2020;Simpson, 2020;Van Geenen & Wieringa, 2020), uncertainty visualization and the visualization of missingness (e.g., Fernstad, 2019;Kay et al., 2016;Kinkeldey et al., 2017;McCurdy et al., 2019;McNutt et al., 2020;Skeels et al., 2010;Song & Szafir, 2018), and by work that integrates local and material contexts in visualization practice (e.g., D'Ignazio, 2017;Loukissas, 2016;Offenhuber, 2019). ...
... Sumber : (Chulpongsatorn et al., 2020) Dalam artikelnya (Marquardt, 2013) memperkenalkan setidaknya ada lima dimensi kunci yang dapat menjadi pertimbangan dalam proxemic (jarak, orientasi, gerakan, identitas, dan lokasi). Namun untuk melengkapinya riset tentang hubungan kedekatan ruang dan lingkungan (Grønbaek et al., 2020) juga menyumbangkan tiga sensitivitas desain yang dapat dipertimbangkan dalam mendeteksi hubungan kedekatan tersebut. Pertama, dengan menggabungkan fitur lingkungan tetap dan setengah tetap dalam membatasi dan memungkinkan interaksi, Kedua, dengan mengaktifkan fleksibilitas jarak antar individu dan orientasi selama interaksi. ...
... Beyond usability evaluations, there are a variety of strategies that can be used to assess toolkit effectiveness [24]. Like many novel toolkits, PuppetJig requires time and effort to build familiarity and incorporate into a workflow, meaning such a tool would not typically be considered a good candidate for lab usability studies [13,25]. Instead, the focus of our user study was not on usability, but rather on understanding how incorporating physical elements as a first-class design material alters the design decisions taken by practitioners even during a first encounter. ...
... They could also explore and adapt their ideas in the VR scene (see Figure 3). The latter enabled situated sketching, which supports visualizing information in 3D contexts by considering its positioning, size, and e ect in dependence on the surroundings [14]. The workshop took about two hours and was audio recorded. ...