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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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at sciencedirect
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
ACM Digital Library Link
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
ACM Digital Library Link
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
Link to Article at sciencedirect
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
ACM Digital Library Link
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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
Link to Digital Content at Springer
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.
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