The Bicycle Barometer: Design and Evaluation of Cyclist-Specific Interaction
for a Public Display
Large Display Interaction
/
Claes, Sandy
/
Slegers, Karin
/
Moere, Andrew Vande
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.5824-5835
© Copyright 2016 ACM
Summary: As cycling is increasingly promoted as an environment-friendly, cheap and
even fast alternative, there exists an increasing need to civically involve the
potentially engaged and opinionated user group of cyclists. Therefore, we
designed and evaluated Bicycle Barometer, an interactive bicycle count display
that gathers the opinions from cyclists and conveys real-time,
multi-dimensional data to them regarding cycling behavior. Our user-centered
design process focused on optimizing the user experience by comparing several
alternative cyclist-specific interaction designs, which resulted in the
combination of a pressure sensitive floor mat, push button and low-resolution
LED display. An in-the-wild evaluation study resulted in a set of design
recommendations for cyclist-specific interaction, providing concrete insights
into how a specifically targeted interaction method for public display is able
to afford engagement and enthusiasm from a particular target audience.
Designing for Others, and the Trap of HCI Methods & Practices
alt.chi: Confronting Power in HCI
/
Vandenberghe, Bert
/
Slegers, Karin
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.512-524
© Copyright 2016 ACM
Summary: HCI research often (cl)aims to do good for others, but does it actually? We
discuss two cases that exemplify how designing for others can in fact be
harmful: the Games Against Health paper by Linehan et al. and the Uninvited
Guests video by Superflux. We feel that user-centered methods are often
considered as a safe-conduct, simply because the end-user is involved one
cannot do wrong. We plead for explicit transparency about the origin of
research projects and technology designs to put a critical reflection about
underlying values of the work into practice.
Sharing Methods for Involving People with Impairments in Design: Exploring
the Method Story Approach
Workshop Summaries
/
Slegers, Karin
/
Hendriks, Niels
/
Duysburgh, Pieter
/
Branco, Rita Maldonado
/
Vandenberghe, Bert
/
Brandt, Eva
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3331-3338
© Copyright 2016 ACM
Summary: The concept of method stories was proposed as an approach to document how
design research methods are made to work in practice. Sharing the creation
process of methods is especially valuable when working with people with
impairments, as participation (on equal footing) is often challenged by the
impairment. In addition, it is necessary to continuously adapt the design
approach to the setting and characteristics of individual participants. The aim
of this workshop is to bring together researchers and designers who have
involved people with cognitive or sensory impairments in design and to explore
how the creation and adaptation process of their methods could be documented
and shared through method stories.
Game-based HCI Methods: Workshop on Playfully Engaging Users in Design
Workshop Summaries
/
Slegers, Karin
/
Maurer, Bernhard
/
Bleumers, Lizzy
/
Krischkowsky, Alina
/
Duysburgh, Pieter
/
Blythe, Mark
Extended Abstracts of the ACM CHI'16 Conference on Human Factors in
Computing Systems
2016-05-07
v.2
p.3484-3491
© Copyright 2016 ACM
Summary: The idea of using game elements outside of the domains of game and play is
not new. Similar to the approach of participatory design games, more and more
HCI researchers are adopting game design elements in their research methods,
e.g. to create a safe and comfortable setting for their participants, to
improve group dynamics during research, or to stimulate future thinking. This
workshop aims to further experiment with using game design elements to improve
HCI research, and to explore how such elements can become part of the different
phases of design.
Reciprocity in Rapid Ethnography
Evaluation Methods/Usability Evaluation
/
Duysburgh, Pieter
/
Slegers, Karin
Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II
2015-09-14
v.2
p.292-299
Keywords: Ethnography; Rapid ethnography; Reciprocity
© Copyright 2015 Springer International Publishing Switzerland
Summary: This paper responds to the discussion of a possible lack of reciprocity in
applying ethnography in HCI research, sometimes referred to as 'rapid
ethnography'. It contributes to the discussion by describing examples of how
reciprocity can be achieved when applying rapid forms of ethnography. The paper
suggests five approaches for HCI researchers to aim for reciprocity while doing
research: (1) making participation fun for informants, (2) giving informants a
voice, (3) allowing informants to exhibit their skills or strengths, (4)
offering practical help and (5) providing self-knowledge. Each of these
approaches comes with some risks, which are also explained in the paper.
Reciprocity should be taken into consideration from the initial start of the
research projects.
Controlling In-the-Wild Evaluation Studies of Public Displays
Rethinking Evaluation for Today's HCI
/
Claes, Sandy
/
Wouters, Niels
/
Slegers, Karin
/
Moere, Andrew Vande
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.81-84
© Copyright 2015 ACM
Summary: In this paper, we investigate the potential of controlled in-the-wild
studies as an evaluation methodology that merges the benefits of lab-based and
in-the-wild studies. Our exploratory investigation builds upon a comparative,
between subject experiment benchmarking different interaction features of a
custom public installation that visualized a series of urban datasets. In order
to evaluate the usefulness of the in-the-wild versus the controlled in-the-wild
methodologies, we compared the resulting findings in terms of participant
engagement, insight generation, and social interaction. We propose that a
controlled in-the-wild study offers a viable alternative when evaluating more
complex interaction methods in public space, hereby potentially reducing the
practical efforts of in-the-wild studies to involve participants.
Using Game Principles in UX Research: A Board Game for Eliciting Future User
Needs
Supporting Creativity through UX Design
/
Slegers, Karin
/
Ruelens, Sanne
/
Vissers, Jorick
/
Duysburgh, Pieter
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.1225-1228
© Copyright 2015 ACM
Summary: This paper presents a board game approach as a UX research technique to
assess potential user experiences regarding a future product. It discusses how
the use of a board game may provide a) a safe research environment in which
participants feel comfortable to share their thoughts and experiences in a
group setting, and b) a tool to facilitate users to think about their needs
regarding a future product. The use of the board game approach is illustrated
by a case study in the context of developing a new train information system.
The design of the board game that was used is described in detail, as well as
how the game was used to elicit potential future experiences. A survey amongst
the participants showed that the board game was appreciated as a surprising,
pleasant and "safe" research method.
Multimodal Analysis in Participatory Design with Children: A Primary School
Case Study
Kids Social, Emotional & Special Needs
/
Derboven, Jan
/
Van Mechelen, Maarten
/
Slegers, Karin
Proceedings of the ACM CHI'15 Conference on Human Factors in Computing
Systems
2015-04-18
v.1
p.2825-2828
© Copyright 2015 ACM
Summary: We describe a multimodal method for the analysis of co-design outcomes in
participatory design (PD) with children. The multimodal approach we take allows
researchers to treat both verbal (notes, writings) and tangible material
out-comes as complementary ways of communicating design ideas. We argue that an
integrated approach in which both PD outcomes are compared and contrasted can
result in a richer analysis, in which underlying values can be identified more
clearly. To illustrate the method, we describe a PD process with primary school
children.
Playful Sounds From The Classroom: What Can Designers of Digital Music Games
Learn From Formal Educators?
WIP Theme: Learning
/
Duysburgh, Pieter
/
Slegers, Karin
/
Mouws, Karen
/
Nouwen, Marije
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1467-1472
© Copyright 2015 ACM
Summary: In this paper, formal music education is seen as a starting point to
understand how digital music games can further innovate to heighten their
educational potential. In the paper, seven opportunities for innovation of
digital music games are presented. These are the result of observations of
music lessons, and interviews and stimulated recall sessions with music
educators. During the data analysis, the researchers looked at the strategies
used by the educators and compared these to an overview of digital music games
they had made, in order to formulate the suggestions for innovation for digital
music games.
Design Implications of Casual Health Visualization on Tangible Displays
WIP Theme: Search and Infoviz
/
Claes, Sandy
/
Coenen, Jorgos
/
Slegers, Karin
/
Moere, Andrew Vande
Extended Abstracts of the ACM CHI'15 Conference on Human Factors in
Computing Systems
2015-04-18
v.2
p.1839-1844
© Copyright 2015 ACM
Summary: This paper reports on a case study that investigated the potential of
tangible displays as a means to communicate data-driven facts to lay people. We
developed an interactive application that communicated health-related
correlations on a set of Sifteo displays, and compared it to a traditional
screen-based graphical interface conveying identical information. Our user
experience and insight analysis study showed that the tangible interface
allowed for more personal, reflective insights, whereas the graphical user
interface was considered more efficient in time. These findings were confirmed
during an in-the-wild observation study in a hospital waiting room. We
therefore formulated a set of design implications for the future interaction
design of casual, tangible visualizations on small screens.
Challenges in doing participatory design with people with dementia
Short papers: Citizenship and the commons II
/
Hendriks, Niels
/
Huybrechts, Liesbeth
/
Wilkinson, Andrea
/
Slegers, Karin
Proceedings of the 13th Participatory Design Conference. Volume 2: Short
Papers, Industry Cases, Workshop Descriptions, Doctoral Consortium Papers, and
Keynote Abstracts
2014-10-06
v.2
p.33-36
© Copyright 2014 ACM
Summary: This paper critically looks at the role of people with dementia (and their
network) when involved in a participatory design (PD) process and the role of
designers when involving a person with dementia (and their network). Two
participatory projects (ATOM and Dementia Lab) were analyzed and challenges in
doing PD together with people with dementia are defined.
Applying the CHECk tool to participatory design sessions with children
Wednesday short papers
/
Van Mechelen, Maarten
/
Sim, Gavin
/
Zaman, Bieke
/
Gregory, Peggy
/
Slegers, Karin
/
Horton, Matthew
Proceedings of ACM IDC'14: Interaction Design and Children
2014-06-17
p.253-256
© Copyright 2014 ACM
Summary: To encourage ethical practices in participatory design with children the
CHECk tool was created. This paper reports on an expert review of the CHECk
tool and a validating case study. Four main challenges to the CHECk tool are
identified: (1) how to inform children on the research and their role herein,
(2) distinguishing between project values and designer or researcher's personal
values, (3) accounting for the dynamic nature and social constructedness of
values in design, and (4) the emergence of values in all stakeholders including
child design partners. We advocate complementing CHECk with interactive
storytelling and show how this narrative can be used to not only inform
participation and achieve ethical symmetry, but also to negotiate values with
child design partners.
Participatory design with people living with cognitive or sensory
impairments
Workshop summaries
/
Slegers, Karin
/
Duysburgh, Pieter
/
Hendriks, Niels
Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems
2014-04-26
v.2
p.49-52
© Copyright 2014 ACM
Summary: This workshop aims to exchange experiences with participatory design
techniques that were designed for, or adapted to, people with impairments. More
specifically, the first aim is to identify commonalities and differences in
current practices. Second, based on the results of two previous workshops and
on the experiences of the participants of this workshop, general guidelines and
recommendations will be formulated for involving users with impairments
affecting cognitive and sensory abilities in the design process.
Active collaboration in healthcare design: participatory design to develop a
dementia care app
Health
/
Slegers, Karin
/
Wilkinson, Andrea
/
Hendriks, Niels
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.475-480
© Copyright 2013 ACM
Summary: This paper describes a research project aimed at developing a mealtime data
registration tool for people with dementia. As to actively involve all
stakeholders in this healthcare design project and to generate empathy and
involvement, methods from participatory design were used. For each of the three
research phases (ethnography, ideation & conceptualization and prototyping)
we describe our approach towards stakeholder involvement and active
collaboration. We discuss lessons learned in terms of good practices and the
issues we struggle with.
The 'Relay Ideation' Technique: Moving from Problem Understanding to Problem
Solving in the Design Process
Interactive Posters
/
Slegers, Karin
/
Duysburgh, Pieter
/
Jacobs, An
Proceedings of IFIP INTERACT'13: Human-Computer Interaction-4
2013
v.4
p.651-658
Keywords: Ideation; techniques; conceptualization; design team
© Copyright 2013 IFIP
Summary: When describing the design process in product innovation, many authors
identify phases that can be described as 'problem analysis' and 'generating
ideas'. Several techniques are available to support design teams in each of
these phases, but it remains a challenge to move from understanding a problem
to coming up with ideas for concepts that might solve the problem. In addition,
some of these techniques have counterproductive social side effects, which in
fact may impede creativity in a design team. In this paper we describe a new
technique for product idea generation called the 'relay ideation' technique.
This technique was developed to help design teams move from understanding a
problem to thinking creatively and concretely about the problem in order to
generate concepts for innovative products or services. The technique is
illustrated with a case study about IT applications for hearing-impaired
children.
I would DiYSE for it!: a manifesto for do-it-yourself internet-of-things
creation
Creating and engaging
/
De Roeck, Dries
/
Slegers, Karin
/
Criel, Johan
/
Godon, Marc
/
Claeys, Laurence
/
Kilpi, Katriina
/
Jacobs, An
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.170-179
© Copyright 2012 ACM
Summary: 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 several user studies
including non-technical users, and highlight aspects that should be taken into
account in order to open up internet-of-things creation to a wider audience. To
reach out and involve more people in internet-of-things creation, a relation is
made to the social phenomenon of do-it-yourself, which provides valuable
insights into how society can be encouraged to get involved in creation
activities. Most importantly, the manifesto aims at providing a framework for
do-it-yourself systems enabling non-technical users to create
internet-of-things applications.
Using correspondence analysis to monitor the persona segmentation process
Images of users
/
Laporte, Lieve
/
Slegers, Karin
/
De Grooff, Dirk
Proceedings of the 7th Nordic Conference on Human-Computer Interaction
2012-10-14
p.265-274
© Copyright 2012 ACM
Summary: Persona segmentation is the first phase of the persona method. It can be
defined as the process of creating representative groups of similar users.
Since the origin of the persona technique, both qualitative and quantitative
methods have been used to create persona segments. While the qualitative
approach has been criticized because of its lack of accuracy in creating
persona segments, application of quantitative methods seems to be suffering
from the same problem, due to inconsiderate application of statistical
techniques. In this paper, we present Correspondence Analysis, an exploratory
data technique, as an alternative quantitative persona segmentation method. We
demonstrate that this method is appropriate to create useful persona profiles,
and, additionally, it can aid in carefully monitoring the segmentation process.
The impact of paper prototyping on card sorting: A case study
/
Slegers, Karin
/
Donoso, Verónica
Interacting with Computers
2012-09
v.24
n.5
p.351-357
Keywords: Card sorting
Keywords: Methodology
Keywords: Paper prototyping
Keywords: Near Field Communication
Keywords: User-centered design
Keywords: User interfaces
© Copyright 2012 British Informatics Society Ltd.
Summary: Combining the techniques of paper prototyping and card sorting into a single
session has the benefits of helping users to understand a new technology on the
one hand, and of gaining insight into the users' mental models of that
technology on the other hand. However, acquainting users with a new technology
via a paper prototype might affect their mental models, as assessed with the
card sorting technique. The aim of this paper was to explore the possibility of
combining the two techniques in a single research session. Thirty-seven users
participated in a study concerning a payment system based on Near Field
Communication (NFC). Eight group sessions were organized, including both a
paper prototyping exercise and a card sorting exercise. The order of the
exercises was alternated. The findings of this case study seem to suggest that
the paper prototyping exercise resulted into deeper insights into the
participants' mental models resulting from the card sorting exercise. At the
same time, paper prototyping seemed to prevent participants to come up with new
names for their card sorting categories.
Participatory design for users with impairments affecting cognitive
functions and communication skills
Workshops
/
Slegers, Karin
/
Duysburgh, Pieter
/
van Rijn, Helma
/
Hendriks, Niels
Proceedings of the 12th Participatory Design Conference. Volume 2:
Exploratory Papers, Workshop Descriptions, Industry Cases
2012-08-12
v.2
p.141-142
© Copyright 2012 ACM
Summary: Involving people with impairments in the design process is very challenging,
especially when impairments affect cognitive functions or communication. People
with such impairments may have substantial problems with thought processes and
communication, including understanding abstractions, sequencing thoughts and
actions, understanding symbols, and interpreting social cues. Many
participatory design techniques are based on these processes and are therefore
not usable, or need to be adjusted for people with impairments. This workshop
aims to exchange experiences with participatory design techniques that were
designed for, or adapted to people with impairments. Since many of these
techniques are highly focused on specific target groups, a further aim is to
extract general principles and to generate guidelines for involving users with
impairments in the design process.
Interactive applications for children with hearing impairments: a process of
inspiration, ideation, and conceptualization
Short papers
/
Duysburgh, Pieter
/
Slegers, Karin
/
Jacobs, An
Proceedings of ACM IDC'12: Interaction Design and Children
2012-06-12
p.240-243
© Copyright 2012 ACM
Summary: In this paper, we describe the research and conceptualization process in
which a design team aimed at creating a number of innovative concepts for
interactive applications for hearing impaired children, in order to improve
their quality of life. The design team experimented with various ways to
include hearing-impaired children and their parents and teachers in this
process. First, an inspiration phase was organized in which two field
researchers used various ethnographic methods to gain a better understanding of
hearing-impaired children. Next, the design team held two ideation sessions,
which resulted in 13 concepts. After thorough evaluation of these concepts with
all stakeholders involved, three concepts remained. One pedagogical concept was
chosen to elaborate further on with the target group and is currently under
development in a new research project. The paper ends with a series of
recommendations for design teams focusing on hearing-impaired children.
Computer use in older adults: Determinants and the relationship with
cognitive change over a 6 year episode
/
Slegers, Karin
/
van Boxtel, Martin P. J.
/
Jolles, Jelle
Computers in Human Behavior
2012-01
v.28
n.1
p.1-10
Keywords: Computer use
Keywords: Internet
Keywords: Elderly
Keywords: Cognitive aging
© Copyright 2012 Elsevier Ltd.
Summary: Cognitively challenging activities may support the mental abilities of older
adults. The use of computers and the Internet provides divergent cognitive
challenges to older persons, and in previous studies, positive effects of
computer and Internet use on the quality of life have been demonstrated. The
present study addresses two research aims regarding predictors of computer use
and the relationship between computer use and changes in cognitive abilities
over a 6-year period in both younger (24-49 years) and older adults (older than
50 years). Data were obtained from an ongoing study into cognitive aging: the
Maastricht Aging Study, involving 1823 normal aging adults who were followed
for 9 years. The results showed age-related differences in predictors of
computer use: the only predictor in younger participants was level of
education, while in older participants computer use was also predicted by age,
sex and feelings of loneliness. Protective effects of computer use were found
for measures of selective attention and memory, in both older and younger
participants. Effect sizes were small, which suggests that promotion of
computer activities in older adults to prevent cognitive decline may not be an
efficient strategy.
Research methods for involving hearing impaired children in IT innovation
Short papers
/
Slegers, Karin
/
Duysburgh, Pieter
/
Jacobs, An
Proceedings of the Sixth Nordic Conference on Human-Computer Interaction
2010-10-16
p.781-784
Keywords: children, hearing impairments, methods, user-centered design
© Copyright 2010 ACM
Summary: Involving hearing impaired children in research is not straightforward, as
these children often have deficiencies in spoken and written language.
Therefore, researchers cannot rely on commonly used research methods that are
based on verbal communication. In this paper we describe a series of research
activities that were conducted to understand the world of experience of hearing
impaired children in order to generate ideas for innovative IT applications. A
user-centered design approach was followed, in which potential users and
stakeholders were involved as much as possible. The methods that were used to
understand the target group are discussed with respect to the experience of the
researchers. Successes and lessons learned are described and recommendations
for involving target groups with whom researchers and designers cannot
communicate as they are used to, are provided.
Dazed and Confused Considered Normal: An Approach to Create Interactive
Systems for People with Dementia
User-Aware Systems
/
Mahmud, Nasim
/
Vogt, Joël
/
Luyten, Kris
/
Slegers, Karin
/
Van den Bergh, Jan
/
Coninx, Karin
Proceedings of IFIP HCSE'10: Human-Centered Software Engineering
2010-10-14
p.119-134
© Copyright 2010 IFIP
Summary: In Western society, the elderly represent a rapidly growing demographic
group. For this group, dementia has become an important cause of dependencies
on others and causes difficulties with independent living. Typical symptoms of
the dementia syndrome are decreased location awareness and difficulties in
situating ones activities in time, thus hindering long term plans and
activities. We present our approach in creating an interactive system tailored
for the needs of the early phases of the dementia syndrome. Given the
increasing literacy with mobile technologies in this group, we propose an
approach that exploits mobile technology in combination with the physical and
social context to support prolonged independent living. Our system strengthens
the involvement of caregivers through the patient's social network. We show
that applications for people suffering from dementia can be created by
explicitly taking into account context in the design process. Context
dependencies that are defined in an early stage in the development process are
propagated as part of the runtime behavior of the interactive system.
Touch Affordances
Workshops
/
Slegers, Karin
/
De Roeck, Dries
/
Arnall, Timo
Proceedings of IFIP INTERACT'09: Human-Computer Interaction
2009-08-24
v.2
p.977-978
Keywords: Affordances; HCI; intuitive design; NFC; RFID; (multi)touch interface; touch
experience; ubiquitous interface
© Copyright 2009 IFIP
Summary: 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 researchers, designers, etc.
interested in this topic, to create a common understanding of the field of
touch affordances and to generate ideas for new research areas for intuitive
touch interactions. The workshop will be highly interactive and will have a
creative, generative character.
A UCD Approach towards the Design, Development and Assessment of Accessible
Applications in a Large Scale European Integrated Project
Interaction and Support for People with Sensory Impairments
/
Van Isacker, Karel
/
Slegers, Karin
/
Gemou, Maria
/
Bekiaris, Evangelos
UAHCI 2009: 5th International Conference on Universal Access in
Human-Computer Interaction, Part I: Addressing Diversity
2009-07-19
v.1
p.184-192
Keywords: accessible; mainstream ICT; Open Accessibility Framework; Holistic User
Centred Design; design; development; assessment; end-user groups; desktop; rich
web applications; Java-based mobile devices
Copyright © 2009 Springer-Verlag
Summary: ÆGIS (Open Accessibility Everywhere: Groundwork, Infrastructure,
Standards) is a user-centred project, involving several user groups (users with
visual, hearing, motion, speech and cognitive impairments as well as
application developers) throughout the design, development and assessment
phases. In this paper the holistic UCD (User Centred Design) approach of the
project is introduced. This approach ensures that the project's objectives to
determine whether 3rd generation access techniques will provide a more
accessible, more exploitable and deeply embeddable approach in mainstream ICT
applications (desktop, rich Internet and mobile applications) are met, with the
full support and involvement of a huge end-user group in every single step of
the design, development and deployment of accessible mainstream ICT.