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Designing for the Other 'Hereafter': When Older Adults Remember about Forgetting Older Adult Support / Ramos, Laura / van den Hoven, Elise / Miller, Laurie Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.721-732
ACM Digital Library Link
Summary: Designing to support memory for older individuals is a complex challenge in human-computer interaction (HCI) research. Past literature on human memory has mapped processes for recalling past experiences, learning new things, remembering to carry out future intentions and the importance of attention. However, the understanding of how older adults perceive forgetting in daily life remains limited. This paper narrows this gap through a study with older persons (n=18) living independently using self-reporting and semi-structured focus groups to explore what they forget, how they react, and what mechanisms they put in place to recover from and avoid forgetting. Findings include occurrences of prospective and retrospective memory lapses, conflicting negative and neutral perceptions, and techniques to manage forgetting. Participant responses indicate that an awareness of forgetting fosters internal tensions among older adults, thereby creating opportunities for further design research, e.g., to defuse and normalise these reactions.

Interactive Jewellery: a design exploration Share, Show and Tell / Versteeg, Maarten / van den Hoven, Elise / Hummels, Caroline Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.44-52
ACM Digital Library Link
Summary: Many current wearables have a technology-driven background: the focus is primarily on functionality, while their possible personal and social-cultural value is underappreciated. We think that developing wearables from a jewellery perspective can compensate for this. The personal and social cultural values embodied by traditional jewellery are often tightly connected to their function as memento. In this paper we reflect from a jewellery perspective, a memory-studies perspective and a TEI-perspective on three design proposals for interactive jewellery. We identify 1) drawing inspiration from interaction with traditional jewellery, 2) using relatively simple technology with high experiential qualities, 3) abstract and poetic data representation and 4) storing data uniquely on the digital jewel as possible design directions.

Technologies for Everyday Life Reflection: Illustrating a Design Space Share, Show and Tell / Mols, Ine / van den Hoven, Elise / Eggen, Berry Proceedings of the 2016 International Conference on Tangible and Embedded Interaction 2016-02-14 p.53-61
ACM Digital Library Link
Summary: Reflection gives insight, supports action and can improve wellbeing. People might want to reflect more often for these benefits, but find it difficult to do so in everyday life. Research in HCI has shown the potential of systems to support reflection in different contexts. In this paper we present a design space for supporting everyday life reflection. We produced a workbook with a selection of conceptual design proposals, which show how systems can take different roles in the process of reflection: triggering, supporting and capturing. We describe a design space with two dimensions by combining these roles with strategies found in literature. We contribute to the extensive body of work on reflection by outlining how design for everyday life reflection requires a focus on more holistic reflection, design with openness and integration in everyday life.

From Materialising to Memories: Design research to support personal remembering Keynotes / van den Hoven, Elise Proceedings of CHINZ'15, the ACM SIGCHI New Zealand Chapter's International Conference on Computer-Human Interaction 2015-09-03 p.83
ACM Digital Library Link
Summary: Perhaps the term computer 'memory' has led people to believe that human memory has to be perfect and infallible. Many people worry when they realise they forget and some turn to recording and collecting as much as they can, e.g. photos or videos through life logging or personal data as seen in the quantified-self trend. Some people assume that by collecting they can avoid forgetting or at least have access to the information anytime later. And that is where they are wrong. First of all, recordings are not equivalent to memories, and memories 'can not be stored'. Secondly it has already been shown that people collect too much and organize too little for them to be able to find information later [1]. Thirdly, human memory works best when we forget... a lot.
    What I want to talk about is my vision [2] that we can use design research to support human remembering by supporting our memory's functions [3], which include a directive function (using the past to guide present and future thoughts and behaviours, e.g. solving problems), a self-representative function (creating a sense of self over time) and a social function (developing and nurturing relationships, through sharing of personal experiences). It is important to realise that in order to support these functions there is no need to improve our remembering capabilities, however it could benefit from the right type of support. Since remembering is a reconstructive process, individual memories are subject to change, continuously, and what someone experiences as a memory does not have to be the same as what happened or what other people remember from the experience.
    Bits of information from the original experience can be used to stimulate and facilitate the reconstruction process. These so-called memory cues [4], which can be anything: from a photo, a song to a person or a location, are at the core of our research. We use a people-centred approach to study memory cues in everyday life, which informs the design of interactive systems that present these memory cues. Since these cues are often digital, while people prefer material objects [e.g. 5], we combine material and digital in our studies and designs.

Understanding Persuasion and Motivation in Interactive Stroke Rehabilitation Understanding Individuals / Pickrell, Michelle / Bongers, Bert / van den Hoven, Elise Proceedings of the 2015 International Conference on Persuasive Technology 2015-06-03 p.15-26
Keywords: Rehabilitation; Stroke; Healthcare; Feedback; Design research
Link to Digital Content at Springer
Summary: For the research reported in this paper ethnographic research methodologies were used to explore patient motivation, feedback and the use of interactive technologies in the ward. We have conducted in-depth interviews with physiotherapists, who work closely with stroke patients to help them regain movement and function. From this research, a set of design guidelines have been developed which can be applied in the design of interactive rehabilitation equipment.

Things That Make Us Reminisce: Everyday Memory Cues as Opportunities for Interaction Design Digital Collections, Practice & Legacy / van Gennip, Doménique / van den Hoven, Elise / Markopoulos, Panos Proceedings of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.1 p.3443-3452
ACM Digital Library Link
Summary: Interactive devices can support personal remembering to benefit well-being. These designs require insight into what brings the past to mind, and how people relate to such cues. Prior work focused on mementos in the home; instead, this paper presents a diary and interview study of involuntary memory cueing in everyday life. Data was collected from fifteen adult individuals, using sentence completion diaries, combined with debriefing interviews. Qualitative analysis of the data showed that these participants were relying on everyday physical objects like food items for cueing memories during everyday life, locations and (repeated) activities, while digital items and photos were shown to be less frequent stimulants. Meaningful relations to memory cues can be partially explained from a memory cueing perspective. We discuss how design for remembering can benefit from our insights, through careful trade-offs in timing, exposure to cues, and supporting a process of personal attachment with items invoking memories.

Tangible Meets Gestural: Comparing and Blending Post-WIMP Interaction Paradigms Student Design Challenge / Angelini, Leonardo / Lalanne, Denis / van den Hoven, Elise / Mazalek, Ali / Khaled, Omar Abou / Mugellini, Elena Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.473-476
ACM Digital Library Link
Summary: More and more objects of our everyday environment are becoming smart and connected, offering us new interaction possibilities. Tangible interaction and gestural interaction are promising communication means with these objects in this post-WIMP interaction era. Although based on different principles, they both exploit our body awareness and our skills to provide a richer and more intuitive interaction. Occasionally, when user gestures involve physical artifacts, tangible interaction and gestural interaction can blend into a new paradigm, i.e., tangible gesture interaction [5]. This workshop fosters the comparison among these different interaction paradigms and offers a unique opportunity to discuss their analogies and differences, as well as the definitions, boundaries, strengths, application domains and perspectives of tangible gesture interaction. Participants from different backgrounds are invited.

Making memories: a cultural probe study into the remembering of everyday life / Mols, Ine / van den Hoven, Elise / Eggen, Berry Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.256-265
ACM Digital Library Link
Summary: For a long time people have collected mementos; items kept as reminder of a person, place or event. Practices of memento creation are constantly changing; for instance through the accessibility of digital photography. Still, we most often create mementos of special occasions such as weddings or holidays. However, besides these milestones, we cherish certain experiences from our everyday life. This paper describes a cultural probe study exploring which memories of everyday life become valuable. Our findings confirm that seemingly mundane experiences can become valuable. More specifically, a memory was seen as valuable if it: was regularly repeated, had social value, continued in the present, influenced life, was exemplary of character or showed a contrast. The moment memories become valuable is difficult to recognize and often few media were created of everyday life experiences. We discuss the implications of these findings for designing systems for creating mementos of everyday life.

Reflections on craft research for and through design / Golsteijn, Connie / van den Hoven, Elise / Frohlich, David / Sellen, Abigail Proceedings of the 8th Nordic Conference on Human-Computer Interaction 2014-10-26 p.421-430
ACM Digital Library Link
Summary: As design practice has become more integrated in HCI research, there are on-going discussions around the role of design in research. Design research may take different forms, among which 'Research for Design' and 'Research through Design'. While, by definition, these two differ in their focus and result -- the first informs the creation of a design artefact and the second aims for a contribution to knowledge -- this paper presents a case study of design research in which Research for and through Design were used iteratively to gain insight into hybrid craft -- an integrated physical-digital craft form. Based on our own reflections, this paper discusses what different roles these two strategies may play depending on the research topic under study; the phase in the design process; and the level of abstraction of the research activity and knowledge gained. It thus argues that using Research for and through Design together is a powerful strategy.

Peripheral interaction: shaping the research and design space Workshop summaries / Bakker, Saskia / Hausen, Doris / Selker, Ted / van den Hoven, Elise / Butz, Andreas / Eggen, Berry Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.2 p.99-102
ACM Digital Library Link
Summary: In everyday life, we are able to perform various activities simultaneously without consciously paying attention to them. For example, we can easily read a newspaper while drinking coffee. This latter activity takes place in our background or periphery of attention. Contrarily, interactions with computing technology usually require focused attention. With interactive technologies becoming increasingly present in the everyday environment, it is essential to explore how these technologies could be developed such that people can interact with them both in the focus and in the periphery of attention. This upcoming field of Peripheral Interaction aims to fluently embed interactive technology into everyday life. This workshop brings together researchers and practitioners from different disciplines to share research and design work and to further shape the field of Peripheral Interaction.

The slow floor: increasing creative agency while walking on an interactive surface Healthy moments / Feltham, Frank / Loke, Lian / van den Hoven, Elise / Hannam, Jeffrey / Bongers, Bert Proceedings of the 2014 International Conference on Tangible and Embedded Interaction 2014-02-16 p.105-112
ACM Digital Library Link
Summary: Walking is a physical activity that most people do on a daily basis. It is often characterized as a utilitarian means of locomotion; our basic, habitual mode of getting around from place to place. Walking can also be considered a creative and expressive act, with the potential for inspiring the design of interactive surfaces to support and mediate these aesthetic aspects. We draw on understandings of walking from a range of perspectives including biomechanics, ecological perception, anthropology and dance to inform the design and evaluation of an interactive surface. This surface, the Slow Floor, is intended to encourage a reflective engagement with the act of walking. We present the design and initial user evaluation of the Slow Floor, a pressure sensitive sound-generating surface, with a group of Butoh dancers performing a slow walk. The evaluation reveals a unique creative agency when walking on the Slow Floor compared to the internal focus on awareness when slow walking without the interactive surface. This creative agency provides new knowledge on the role interactive surfaces can play in developing awareness of movement and internal felt experience contributing to the discussion around somatics and HCI.

An analysis of input-output relations in interaction with smart tangible objects / van de Garde-Perik, Evelien / Offermans, Serge / van Boerdonk, Koen / Lenssen, Kars-Michiel / van den Hoven, Elise ACM Transactions on Interactive Intelligent Systems 2013-07 v.3 n.2 p.9
ACM Digital Library Link
Summary: This article focuses on the conceptual relation between the user's input and a system's output in interaction with smart tangible objects. Understanding this input-output relation (IO relation) is a prerequisite for the design of meaningful interaction. A meaningful IO relation allows the user to know what to do with a system to achieve a certain goal and to evaluate the outcome. The work discussed in this article followed a design research process in which four concepts were developed and prototyped. An evaluation was performed using these prototypes to investigate the effect of highly different IO relations on the user's understanding of the interaction. The evaluation revealed two types of IO relations differing in functionality and the number of mappings between the user and system actions. These two types of relations are described by two IO models that provide an overview of these mappings. Furthermore, they illustrate the role of the user and the influence of the system in the process of understanding the interaction. The analysis of the two types of IO models illustrates the value of understanding IO relations for the design of smart tangible objects.

Crossing the bridge over norman's gulf of execution: revealing feedforward's true identity Papers: design research / Vermeulen, Jo / Luyten, Kris / van den Hoven, Elise / Coninx, Karin Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1931-1940
ACM Digital Library Link
Summary: 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 disambiguating it from related design principles such as feedback and perceived affordances, and identify new classes of feedforward. In addition, we present a reference framework that provides a means for designers to explore and recognize different opportunities for feedforward.

Social Stairs: Taking the Piano Staircase towards Long-Term Behavioral Change / Peeters, Michel / Megens, Carl / van den Hoven, Elise / Hummels, Caroline / Brombacher, Aarnout Proceedings of the 2013 International Conference on Persuasive Technology 2013-04-03 p.174-179
Link to Digital Content at Springer
Summary: This paper addresses the development of Social Stairs, an intelligent musical staircase to change people's behavior in the long-term to take the stairs in favor of the elevator. Through designing with the Experiential Design Landscape (EDL) method, a design opportunity was found that social engagement encouraged people to take the stairs at work in favor of the elevator. To encourage this social behavior, people who involved each other and worked together whilst using the Social Stairs were treated with more diverse orchestral chimes that echoed up the stairwell. In this paper we reflect on the differences between the persuasive system of the well-known Piano Staircase and the Social Stairs. We report on the deployment of the Social Stairs for a period of three weeks in the public space within the university community and identify opportunities for triggering intrinsic motivation, social engagement and how to keep people involved in the long-term.

FireFlies: physical peripheral interaction design for the everyday routine of primary school teachers Learning and education / Bakker, Saskia / van den Hoven, Elise / Eggen, Berry Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.57-64
ACM Digital Library Link
Summary: This paper presents a research-through-design study into interactive systems for a primary school setting to support teachers' everyday tasks. We developed an open-ended interactive system called FireFlies, which is intended to be interacted with in the periphery of the teacher's attention and thereby become an integral part of everyday routines. FireFlies uses light-objects and audio as a (background) information display. Furthermore, teachers can manipulate the light and audio through physical interaction. A working prototype of FireFlies was deployed in four different classrooms for six weeks. Qualitative results reveal that all teachers found a relevant way of working with FireFlies, which they applied every day of the evaluation. After the study had ended and the systems were removed from the schools, the teachers kept reaching for the devices and mentioned they missed FireFlies, which shows that it had become part of their everyday routine.

Physical games or digital games?: comparing support for mental projection in tangible and virtual representations of a problem-solving task Compare and contrast / Esteves, Augusto / van den Hoven, Elise / Oakley, Ian Proceedings of the 2013 International Conference on Tangible and Embedded Interaction 2013-02-10 2013-02-10 p.167-174
ACM Digital Library Link
Summary: This paper explores how different interfaces to a problem-solving task affect how users perform it. Specifically, it focuses on a customized version of the game of Four-in-a-row and compares play on a physical, tangible game board with that conducted in mouse and touch-screen driven virtual versions. This is achieved through a repeated measures study involving a total of 36 participants and which explicitly assesses aspects of cognitive work through measures of time task, subjective workload, the projection of mental constructs onto external structures and the occurrence of explanatory epistemic actions. The results highlight the relevance of projection and epistemic action to this problem-solving task and suggest that the different interface forms afford instantiation of these activities in different ways. The tangible version of the system supports the most rapid execution of these actions and future work on this topic should explore the unique advantages of tangible interfaces in supporting epistemic actions.

FireFlies: supporting primary school teachers through open-ended interaction design / Bakker, Saskia / van den Hoven, Elise / Eggen, Berry Proceedings of the 2012 Australian Computer-Human Interaction Conference 2012-11-26 p.26-29
ACM Digital Library Link
Summary: Primary school teachers usually perform several tasks simultaneously. Many secondary tasks, such as giving turns or encouraging children to work silently, could be supported by interactive systems, which may lighten the teacher's busy everyday routine. Such systems however, should afford being interacted with while performing another primary task. We call this type of design peripheral interaction design. In this paper we present FireFlies, an open-ended peripheral interaction design developed for primary schools. Preliminary results of a six week deployment of FireFlies in four classrooms, reveal that teachers used FireFlies to perform secondary tasks and saw it as a valuable addition to the classroom. Though different interactions with FireFlies required different levels of effort, teachers could successfully interact with FireFlies during or in between other tasks.

Towards a more cherishable digital object Engagement with digital artefacts / Golsteijn, Connie / van den Hoven, Elise / Frohlich, David / Sellen, Abigail Proceedings of DIS'12: Designing Interactive Systems 2012-06-11 p.655-664
ACM Digital Library Link
Summary: As we go about our everyday routines we encounter and interact with numerous physical (e.g. furniture or clothes) and digital objects (e.g. photos or e-mails). Some of these objects may be particular cherished, for example because of memories attached to them. As several studies into cherished objects have shown, we have more difficulties identifying cherished digital objects than physical ones. However, cherishing a small collection of digital objects can be beneficial; e.g. it can encourage active selection of digital objects to keep and discard. This paper presents a study that aimed to increase understanding of cherished physical and digital objects, and beyond that, of how we perceive physical and digital objects, and their advantages and disadvantages. We identified design opportunities for novel products and systems that support the creation of more cherishable digital objects by extrapolating the advantages of the physical to the digital, exploiting the reasons for cherishing digital objects, and aiming for meaningful integrations of physical and digital.

Hanging off a bar Interactivity presentations / Mueller, Florian / Toprak, Cagdas / Graether, Eberhard / Walmink, Wouter / Bongers, Bert / van den Hoven, Elise Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1055-1058
ACM Digital Library Link
Summary: Exertion Games involve physical effort and as a result can facilitate physical health benefits. We present Hanging off a Bar, an action hero-inspired Exertion Game in which players hang off an exercise bar over a virtual river for as long as possible. Initial observations from three events with audiences ranging from the general public to expert game designers suggest that Hanging off a Bar can be engaging for players and facilitate intense exertion within seconds. Furthermore, we collected suggestions for what game elements players believe could entice them to increase their physical effort investment. These suggestions, combined with Hanging off a Bar as research vehicle due to the easy measurement of exertion through hanging time, enable future explorations into the relationship between digital game elements and physical exertion, guiding designers on how to support exertion in digital games.

Acting by hand: Informing interaction design for the periphery of people's attention / Bakker, Saskia / van den Hoven, Elise / Eggen, Berry Interacting with Computers 2012-05 v.24 n.3 p.119-130
Keywords: Interaction design
Keywords: Periphery
Keywords: Attention
Keywords: User-centered design
Keywords: Tangible interaction
Keywords: Embodied interaction
Link to Article at sciencedirect
Summary: Interactions in and with the physical world have enabled us to perform everyday activities in the periphery of our attention. Even though digital technologies are becoming increasingly present in the everyday environment, interaction with these technologies usually requires people's focused attention. In the realm of the vision of calm technology, we think that designing interactions with the digital world inspired by our peripheral interaction with the physical world, will enable digital technologies to better blend into our everyday lives. However, for such interaction design to be effective, a detailed understanding of the everyday periphery is required. In this paper, we therefore present a qualitative study on everyday activities that may take place in the periphery of the attention. We provide a broad range of examples of such everyday activities and cluster them to present the conditions under which they may be performed peripherally. Furthermore, we discuss how our findings may be relevant for the design of peripheral interactions with digital technologies, and present two conceptual designs that are based on our findings.

Food for Talk: Phototalk in the Context of Sharing a Meal / O'Hara, Kenton / Helmes, John / Sellen, Abigail / Harper, Richard / Bhömer, Martijn ten / van den Hoven, Elise Human-Computer Interaction 2012-04-05 v.27 n.1/2 p.124-150
Link to Article at Taylor & Francis
Summary: Photographic mementos are important signifiers of our personal memories. Rather than simply passive representations of memories to "preserve" the past, these photos are actively displayed and consumed in the context of everyday behavior and social practices. Within the context of these settings, these mementos are invoked in particular ways to mobilize particular social relations in the present. Taking this perspective, we explore how photo mementos come to be used in the everyday social setting of sharing meal. Rather than a simple concern with nutritional consumption, the shared meal is a social event and important cultural site in the organization of family and social life with culturally specific rhythms, norms, rights, and responsibilities. We present a system -- 4 Photos -- that situates photo mementos within the social concerns of these settings. The system collates photo mementos from those attending the meal and displays them at the dining table to be interacted with by all. Through a real-world deployment of the system, we explore the social work performed by invoking these personal memory resources in the context of real-world settings of shared eating. We highlight particular features of the system that enable this social work to be achieved.

Demo hour Demo hour / Yosha, Omer / Bieling, Tom / Gollner, Ulrike / Joost, Gesche / Golsteijn, Connie / van den Hoven, Elise / Yunes, Nour Diab interactions 2012-03-01 v.19 n.2 p.8-9
ACM Digital Library Link

Exploring peripheral interaction design for primary school teachers School's out / Bakker, Saskia / van den Hoven, Elise / Eggen, Berry / Overbeeke, Kees Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012 v.9 p.245-252
ACM Digital Library Link
Summary: This paper explores the concept of peripheral interactions; interactions with technology that take place in the background or periphery of the attention. We present two designs for a classroom setting. CawClock makes selected time frames audible in order to provide teachers with awareness of time. NoteLet is designed to support the teacher in observing children's behavior, by enabling him or her to take pictures of the classroom through straightforward interactions on a bracelet. A qualitative, two-week exploration of both systems in a classroom revealed that the soundscapes of CawClock indeed shifted to the periphery of the attention and supported the teacher's time awareness. The actions with NoteLet did not shift to the periphery. However, the tangible aspects of NoteLet seemed to facilitate the interaction to be quick and simple, which may indicate that it could shift to the periphery with more practice. Tangible interaction therefore seems a promising interaction style for this purpose.

Connected sketchbook: linking digital files to physical pages Externalizations and sketches / Wijnen, Josje / van den Hoven, Elise Proceedings of the 2011 DESIRE Conference on Creativity and Innovation in Design 2011-10-19 p.43-46
ACM Digital Library Link
Summary: A lot of designers carry around sketchbooks, also called design journals, to record everyday inspirations. This paper describes a concept in which digital files are connected to specific pages of such a physical sketchbook. This way initial notes, drawings or other types of recordings can be united with their digital equivalents, related files or end results (like digital drawings and presentations). Our informal user evaluation points out that indicating file types is preferred over indicating number of files, since it helps users to recollect the digital files that are related to the work described on the physical pages.

Cueing the past: designing embodied interaction for everyday remembering Tangible interaction II / van Erve, Dirk / Vos, Gerrit-Willem / van den Hoven, Elise / Frohlich, David Proceedings of the 2011 DESIRE Conference on Creativity and Innovation in Design 2011-10-19 p.335-345
ACM Digital Library Link
Summary: Embodied interaction describes how meaning in interaction is created through engagement. With this approach as a source of inspiration for three exploratory design cases this paper explores the possibilities of embodied interaction in storing, retrieving and enriching everyday memories. Following the principles of designing for embodiment, all three design cases aim at cueing memories through visual modalities like photo and video. We discuss these case studies in light of the embodied interaction and memory theory. Our findings indicate that everyday remembering may be a suitable application area for combining it with embodied interaction, because of its abstract and personal nature.
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