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Query: Wensveen_S* Results: 22 Sorted by: Date  Comments?
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[1] Tactile Dialogues: Personalization of Vibrotactile Behavior to Trigger Interpersonal Communication Work-in-Progress: Poster/Demo Presentations / Schelle, Kimberly Johanna / Naranjo, Carolina Gomez / Bhömer, Martijn ten / Tomico, Oscar / Wensveen, Stephan Proceedings of the 2015 International Conference on Tangible and Embedded Interaction 2015-01-15 p.637-642
ACM Digital Library Link
Summary: This article describes tests that have been conducted with Tactile Dialogues, a textile pillow that can react to touch with vibrotactile stimuli and haptic sensations. Tactile Dialogues is designed to stimulate movement and interpersonal contact for patients in the late stages of dementia, their family members and their caregivers. The most recent prototype of the pillow has been tested during 15 separate visits of family members or caregivers with patients. The aim of these tests is to find out whether personalization of the vibrotactile stimuli is appreciated over a mirroring vibrotactile behavior. We propose a three-scale measurement to help family members and caregivers examine the responses of the patient: muscular relaxation, physical movement and interpersonal contact. Through the semi-structured interviews we identified that family members and caregivers do appreciate the opportunity to personalize the vibrotactile behavior and that the pillow mainly functions as a way to establish communication with the patient.

[2] Wearable Senses, Department of Industrial Design, TU Eindhoven Day in the lab / Tomico, Oscar / Wensveen, Stephan / Kuusk, Kristi / Bhömer, Martijn ten / Ahn, René / Toeters, Marina / Versteeg, Maarten interactions 2014-07 v.21 n.4 p.16-19
ACM Digital Library Link
Summary: As told by Oscar Tomico, Stephan Wensveen, Kristi Kuusk, Martijn ten Bhömer, René Ahn, Marina Toeters, and Maarten Versteeg

[3] Growth plan for an inspirational test-bed of smart textile services Pictorials I / Wensveen, Stephan / Tomico, Oscar / Bhömer, Martijn ten / Kuusk, Kristi Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.141-150
ACM Digital Library Link
Summary: In this pictorial we visualize the growth plan for an inspirational test-bed of smart textile product service systems. The goal of the test-bed is to inspire and inform the Dutch creative industries of textile, interaction and service design to combine their strengths and share opportunities. The pictures exemplify the characteristic tools, approaches and prototypes for three phases of growth: Incubation, Nursery and Adoption.

[4] Designing for perceptual crossing: designing and comparing three behaviors Papers: embodied interaction 2 / Deckers, Eva / Wensveen, Stephan / Levy, Pierre / Ahn, Rene Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.1901-1910
ACM Digital Library Link
Summary: Perceptual crossing is the reciprocal interplay of perceiving while being perceived. In this paper we discuss the last iteration of our ongoing research project on designing for perceptive qualities in systems of interactive products. We describe the design of explorative behavior in an artifact to enable the artifact and a person to engage in perceptual crossing. The explorative behavior is compared to the following and active behavior, the results of two earlier iterations. Through the iterations we formulated, applied and evaluated design relevant knowledge in the form of seven design notions. These notions inform design-researchers and design-practitioners on how to design for perceptive qualities in systems of interactive products. Here we specifically focus on how the artifact detects active perceptive behavior of a person, and how the artifact becomes aware of bygone perception and anticipates on future perception. An experiment shows how participants preferred the resulting explorative behavior that is closest to our theoretical framework based on phenomenology.

[5] How to design for transformation of behavior through interactive materiality Design practice / Stienstra, Jelle / Alonso, Miguel Bruns / Wensveen, Stephan / Kuenen, Stoffel Proceedings of the 7th Nordic Conference on Human-Computer Interaction 2012-10-14 p.21-30
ACM Digital Library Link
Summary: This paper presents a design approach tackling the transformation of behavior through 'interactive materiality' from a phenomenological perspective. It builds upon the Interaction Frogger framework that couples action to reaction for intuitive mapping in intelligent product interaction. Through the discussion of two research-through-design cases, the augmented speed-skate experience and affective pen, it highlights the opportunities for design of an action-perception loop. Consequently, an approach is suggested that defines three steps to be incorporated in the design process: affirming and appreciating current behavior; designing continuous mapping for transformation; and fine-tuning sensitivities in the interactive materiality. Thereby, it discusses how behavior transformation through interactive materiality derived from a theoretical level, can contribute to design knowledge on the implementation level. The aim of this paper is to inspire design-thinking to shift from the cognitive approach of persuasion, to a meaningful and embodied mechanism respecting all human skills, by providing practical insights for designers.

[6] There is more in a single touch: mapping the continuous to the discrete Facing complexity / Stienstra, Jelle / Overbeeke, Kees / Wensveen, Stephan Proceedings of CHItaly '11: ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction 2011-09-13 p.27-32
ACM Digital Library Link
Summary: In this paper, we present the Sensible Alternative, a concept that enables smart-phone users to navigate between applications by accessing action-possibility-depending and personalized-associated applications. A single added touch-sensitive spot on the back-side of the smart-phone provides an alternative layer of interaction between human and machine, on top of hierarchical system architectures. We designed and prototyped this interaction layer that exploits the advantage of the continuous and the discrete powers of man and machine. In our case study, we explore several consequences of a phenomenological approach for designing complex systems, products and related services. Here we present the research-through-design case and our reflections based on qualitative expert confrontations on the heuristics and experience of the use case, the Sensible Alternative. With this work we hope to inspire design thinking to shift from hierarchical, procedural and structured design mechanisms to embodied mechanisms when addressing complexity.

[7] Embodying complexity through movement sonification: case study on empowering the speed-skater Emotion and experience / Stienstra, Jelle / Overbeeke, Kees / Wensveen, Stephan Proceedings of CHItaly '11: ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction 2011-09-13 p.39-44
ACM Digital Library Link
Summary: In this paper, we describe the Augmented Speed-skate Experience (ASE), a case of movement sonification in professional speed-skating. We designed and developed a system that provides feedback on technique to a professional speed-skater through an extra sense-modality, i.e. sound. Complexity is incorporated directly by the athlete and not through an external system that would feedback representational judgments of improving speed-skating technique. This research-through-design case explores the conditions for mapping information directly to the body. This is done by an evaluation on several sets of continuous parameter mappings in a field-lab setup. Results from this qualitative evaluations show that the movement sonification mappings cause inter-modal convergence, resulting in actual improvement. We designed a movement sonification mapping of speed-skating technique that is informative, motivating, non-coercive, robust and easy to apply. Feedback designed according to existing natural acoustic conventions inherently coupled to the speed-skaters actions, allows for complex information to be assessed and embodied by the athlete thus improving his skating technique.

[8] An experimental research project: wearable technology for embodiment of emotions Aesthetics of interaction models / Ugur, Seçil / Mangiarotti, Raffaella / Bordegoni, Monica / Carulli, Marina / Wensveen, S. A. G. / Duncker, I. Laura Proceedings of the 2011 Conference Designing Pleasurable Products and Interfaces 2011-06-22 p.32
ACM Digital Library Link
Summary: Clothing is the most intimate artefact that interacts with both body and society. Over the past quarter century, with the introduction of new technologies, people are experiencing unprevented changes in their behaviours and way of living. Technology is becoming a large part of daily life and its unchecked influence has many emotional consequences, many of which are overlooked. The aim of this research is integrating textiles with new technologies to create garments that provide new social interactions and avenues for emotional expression. The experimental project has been done to explore new possible interaction scenarios through wearable technologies by turning an intangible phenomenon, emotion, to a tangible artefact. The paper refers to the research question: 'How can an intangible fact, which is known as existing but doesn't have a physical matter, emotion, be embodied and transmitted through technology?' by means of a theoretical study on wearable technologies and its role in emotional communication, following with an experimental project carried out as both virtual and real prototypes. This paper not only focuses on the prototyping process, but also addresses the user experience during the interaction by various user perception tests.

[9] Designing for perceptual crossing to improve user involvement Storytelling & perceptual crossing / Deckers, Eva / Wensveen, Stephan / Ahn, Rene / Overbeeke, Kees Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.1 p.1929-1938
ACM Digital Library Link
Summary: In this paper we describe our research on how to design for perceptive activity in artifacts in order for perceptual crossing between subject and artifact to happen. We base our research on the phenomenology of perception [19] and on ecological psychology [10]. Perceptual crossing is believed to be essential to share perception and thereby to feel involved in the situation [5,15]. We propose a theoretical model in which perceptive connections between user, artifact and event are presented. We designed an artifact to function as physical hypotheses [9] and show the design relevance of the model. In an experiment we investigate how the user's feeling of involvement is influenced in relation to differentiations of the proposed theoretical model. The results of our experiment show that indeed perceptual crossing between user and artifact influences the user's feeling of involvement with the artifact in their common space. We conclude with describing several design notions important for designing for perceptive activity in artifacts.

[10] PeR: designing for perceptive qualities Video night presentations / Deckers, Eva / Wensveen, Stephan / Overbeeke, Kees Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.491
ACM Digital Library Link
Summary: In this video we show PeR, short for 'Perception Rug'. The design is created as part of our research on how to design for perceptive qualities in objects. This research is conducted around the educational and research theme 'Wearable Senses' and has a theoretical departure in the 'phenomenology of perception' and 'ecological psychology'. The integration of conductive and optic fibers, respectively enable PeR to sense the touch of a person and to let a body of light behave within the surface of the rug. The design can be used as a platform for the exploration of perceptive behavior. Different design characteristics, like the size of the light body, the speed by which the body moves, its shape, focus and direction, can be adjusted in order to design behavior.

[11] Quality control: a panel on the critique and criticism of design research Panel / Forlizzi, Jodi / DiSalvo, Carl / Bardzell, Jeffrey / Koskinen, Ilpo / Wensveen, Stephan Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.823-826
ACM Digital Library Link
Summary: Design research is an emerging area in design that has increasing relevance to the field of HCI. While we have made advances in integrating design research methods, approaches, and outcomes in HCI, we still have a way to go. This is due to fundamental differences in the development of design knowledge as compared to scientific knowledge and knowledge about human theories of behavior. We call together this panel at CHI 2011, comprised of leading HCIdesign researchers, to explore ways to develop and refine critical discussions of design research within the HCI community.

[12] Do knobs have character?: exploring diversity in users' inferences Works in progress / Karapanos, Evangelos / Wensveen, Stephan / Friederichs, Bart / Martens, Jean-Bernard Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems 2008-04-05 v.2 p.2907-2912
ACM Digital Library Link
Summary: Physical controls are now ubiquitous in everyday interactions. Empirical studies of physical interactions have traditionally been exploring instrumental aspects such as error rate and experienced workload. Recently, affective aspects of physical interaction have attracted an increased interest. In this paper we further argue that physical controls might have a character. We describe an exploratory study that aimed at understanding whether individuals form character judgments of physical controls based on haptic information, and explored the diversity across individuals' inference processes.

[13] Designing tangible artefacts for playful interactions and dialogues Aesthetic interaction 1 -- play and pleasure / Feltham, Frank / Vetere, Frank / Wensveen, Stephan Proceedings of the 2007 Conference Designing Pleasurable Products and Interfaces 2007-08-22 p.61-75
Keywords: design, interaction design, intergenerational communication, ludic activity, phatic technologies, playful interaction
ACM Digital Library Link
Summary: This paper reports on the design process and iterative development of two tangible artefacts that aim to encourage and explore playful interactions and dialogues between grandchildren and grandparents living at separate locations. These designed prototypes respond to the Magic Box which is a cultural probe specifically created to explore playful activity at-a-distance in a non-electronic way. This paper reports on the process of project definition, technical design requirements, scenario creation and iterative prototype development. We interpret the ethnographic data from the Magic Box research; we develop activity scenarios to describe potential activities; and we design and develop working interaction prototypes to be tested in the field in future studies.

[14] EDITED BOOK Funology: From Usability to Enjoyment Human-Computer Interaction Series 3 / Blythe, Mark A. / Overbeeke, Kees / Monk, Andrew F. / Wright, Peter C. 2005 n.28 p.281 Springer Netherlands
DOI: 10.1007/1-4020-2967-5
ISBN: 978-1-4020-2966-0 (print), 978-1-4020-2967-7 (online)
Link to Digital Content at Springer
== Theories and Concepts ==
Introduction to Section 1 (3-5)
Let's Make Things Engaging (7-17)
	+ Overbeeke, Kees
	+ Djajadiningrat, Tom
	+ Hummels, Caroline
	+ Wensveen, Stephan
	+ Prens, Joep
The Engineering of Experience (19-29)
	+ Sengers, Phoebe
The Thing and I: Understanding the Relationship Between User and Product (31-42)
	+ Hassenzahl, Marc
Making Sense of Experience (43-53)
	+ Wright, Peter
	+ McCarthy, John
	+ Meekison, Lisa
Enjoyment: Lessons from Karasek (55-65)
	+ Brandtzæg, Petter Bae
	+ Følstad, Asbjørn
	+ Heim, Jan
Fun on the Phone: The Situated Experience of Recreational Telephone Conferences (67-79)
	+ Reed, Darren J.
The Enchantments of Technology (81-90)
	+ McCarthy, John C.
	+ Wright, Peter C.
The Semantics of Fun: Differentiating Enjoyable Eeperiences (91-100)
	+ Blythe, Mark
	+ Hassenzahl, Marc
== Methods and Techniques ==
User Empowerment and the Fun Factor (103-105)
	+ Nielsen, Jakob
Introduction to Section 2 (107-109)
Measuring Emotion: Development and Application of an Instrument to Measure Emotional Responses to Products (111-123)
	+ Desmet, Pieter
That's Entertainment! (125-136)
	+ Karat, John
	+ Karat, Clare-Marie
Designing for Fun: User-Testing Case Studies (137-150)
	+ Pagulayan, Randy J.
	+ Steury, Keith R.
	+ Fulton, Bill
	+ Romero, Ramon L.
Playing Games in the Emotional Space (151-163)
	+ Andersen, Kristina
	+ Jacobs, Margot
	+ Polazzi, Laura
Deconstructing Experience: Pulling Crackers Apart (165-178)
	+ Dix, Alan
Designing Engaging Experiences with Children and Artists (179-187)
	+ Hull, Richard
	+ Reid, Jo
Building Narrative Experiences for Children Through Real Time Media Manipulation: Pogo World (189-199)
	+ Rizzo, Antonio
	+ Marti, Patrizia
	+ Decortis, Françoise
	+ Rutgers, Job
	+ Thursfield, Paul
== Case Studies in Design ==
Introduction to Section 3 (203-204)
The Joy of Telephony: Designing Appealing Interactions (205-211)
	+ Hohl, Hubertus
	+ Wissmann, Klaus
	+ Burger, Manfred
From Usable to Enjoyable Information Displays (213-221)
	+ Ljungblad, Sara
	+ Skog, Tobias
	+ Holmquist, Lars Erik
Fun for All: Promoting Engagement and Paraticipation in Community Programming Projects (223-232)
	+ Rosson, Mary Beth
	+ Carroll, John M.
Storytelling & Conversation to Improve the Fun Factor in Software Applications (233-241)
	+ Braun, Norbert
Deconstructing Ghosts (243-248)
	+ Sykes, Jonathan
	+ Wiseman, Richard
Interfacing the Narrative Experience (249-256)
	+ Falk, Jennica
Whose Line is It Anyway? Enabling Creative Appropriation of Television (257-263)
	+ Blankinship, Erik
	+ Esara, Pilapa
The Interactive Installation ISH: In Search of Resonant Human Product Interaction (265-274)
	+ Hummels, Caroline
	+ Overbeeke, Kees
	+ Van Der Helm, Aadjan
Fun with Your Alarm Clock: Designing for Engaging Experiences Through Emotionally Rich Interaction (275-281)
	+ Wensveen, Stephan
	+ Overbeeke, Kees

[15] Interaction frogger: a design framework to couple action and function through feedback and feedforward Please touch tangible UIs / Wensveen, S. A. G. / Djajadiningrat, J. P. / Overbeeke, C. J. Proceedings of DIS'04: Designing Interactive Systems 2004-08-01 p.177-184
ACM Digital Library Link
Summary: In this paper we present a design framework to analyze person-product interaction. Its focus is on how the user's action and the product's function are coupled through different types of feedback and feedforward: inherent and augmented information. Instead of using the notion of 'coupling' in an abstract sense, our framework tries to give six practical characteristics for coupling action and information, i.e., time, location, direction, dynamics, modality and expression. Unifying action and information on each of these aspects makes the interaction intuitive. The framework invites and challenges designers to explore couplings leading towards embodied freedom of interaction.

[16] Beauty in Use / Overbeeke, Kees / Wensveen, Stephan Human-Computer Interaction 2004 v.19 n.4 p.367-369
www.leaonline.com/doi/abs/10.1207/s15327051hci1904_5

[17] Freedom of fun, freedom of interaction More funology: design / Wensveen, Stephan / Overbeeke, Kees / Djajadiningrat, Tom / Kyffin, Steven interactions 2004 v.11 n.5 p.59-61
ACM Digital Library Link

[18] From perception to experience, from affordances to irresistibles Reflection on pleasure / Overbeeke, Kees C. J. / Wensveen, Stephan S. A. G. Proceedings of the 2003 Conference Designing Pleasurable Products and Interfaces 2003-06-23 p.92-97
Keywords: author's kit, conference publications, guides, instructions
ACM Digital Library Link
Summary: What is design doing at universities, and organizing conferences on pleasurable products?

[19] But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback Section 06: objects in space / Djajadiningrat, Tom / Overbeeke, Kees / Wensveen, Stephan Proceedings of DIS'02: Designing Interactive Systems 2002-06-25 p.285-291
ACM Digital Library Link

[20] Push me, shove me and I show you how you feel: recognising mood from emotionally rich interaction Exhibits / Wensveen, Stephan / Overbeeke, Kees / Djajadiningrat, Tom Proceedings of DIS'02: Designing Interactive Systems 2002-06-25 p.335-340
ACM Digital Library Link
Summary: The mood or emotional state you are in colours the way you interact with people and systems. Future interactive systems need to recognise emotional aspects in order to be truly adaptive. We designed an alarm clock, which elicits rich expressive behaviour and demonstrated that it is able to read your mood from the way you set it. We validated film clips, used them to induce moods after which participants had to set the alarm clock. From the dynamic setting behaviour we inferred parameters from which we calculated equations to identify the mood. The results illustrate the importance of a tight coupling between action and appearance in interaction design, through freedom of interaction and matching inherent feedback.

[21] Touch Me, Hit Me and I Know How You Feel: A Design Approach to Emotionally Rich Interaction New Directions for Design / Wensveen, Stephan / Overbeeke, Kees / Djajadiningrat, Tom Proceedings of DIS'00: Designing Interactive Systems 2000-08-17 p.48-52
Keywords: Information Systems -Information Interfaces and Presentation - User Interfaces (H.5.2): Interaction styles; Computing Milieux -Management of Computing and Information Systems - Project and People Management (K.6.1): Systems analysis and design; Information Systems -Models and Principles - User/Machine Systems (H.1.2); emotion, product design, rich interaction, tangibility
Broken Link to ACM Digital Library
Summary: In this paper we propose a 3-step method for designing emotionally rich interactions, illustrated by the design of an alarm clock. By emotionally rich interaction we understand interaction that heavily relies on emotion expressed through action. The method addresses three questions: What are the relevant emotional aspects for a context for experience? How can a product recognise and express these aspects? How should the product adapt its behaviour to the user on the basis of this information? The essence of our approach is that a product not only elicits emotionally expressive actions, but that the feedback is inextricably linked to these actions. The feedback should be inherent to the design, and not gratuitously added.

[22] Augmenting fun and beauty: a pamphlet / Djajadiningrat, J. P. / Overbeeke, C. J. / Wensveen, S. A. G. Proceedings of DARE 2000 on Designing Augmented Reality Environments 2000-04-12 p.131-134
Keywords: aesthetics, augmented reality, emotion, perceptual-motor, usability
ACM Digital Library Link
Summary: In this article we describe how the augmented reality and product design communities, which share the common interest of combining the real and the virtual, might learn from each other. From our side, we would like to share with you some of our ideas about product design which we consider highly relevant for the augmented reality community. In a pamphlet we list 10 sloganesque points for action which challenge the status quo in product design. Finally, we present some projects which show how these points could be implemented. We hope this approach will inspire those involved in augmented reality design and help them to avoid the pitfalls that the product design community is now trying to crawl out of.