ORCID Profile
0000-0002-0888-1426
Current Organisations
Technische Universiteit Eindhoven
,
University of Technology Sydney
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Design Practice and Management | Digital and Interaction Design |
Publisher: Springer Berlin Heidelberg
Date: 2004
Publisher: Hogrefe Publishing Group
Date: 2014
DOI: 10.1027/2151-2604/A000172
Abstract: This paper aims to put the memory cue in the spotlight. We show how memory cues are incorporated in the area of interaction design. The focus is on external memory cues – cues that exist outside the human mind but have an internal effect on memory reconstruction. Ex les of external cues include people, environments, and things, where the latter are most relevant for the aim of this paper since these cues can be incorporated in designs. This paper makes a dual contribution to research: (1) it provides insights into how memory research informs the design of devices to facilitate personal memory recall and (2) by taking a design perspective, it raises questions about memory cues as part of real-life remembering to inform psychological memory research. Since memory theory inspires design and both fields would benefit from collaboration, we would like these questions to be an inspiration for future memory research, in particular targeting external memory cues.
Publisher: Association for Computing Machinery (ACM)
Date: 03-2013
Publisher: ACM
Date: 19-02-2012
Publisher: ACM
Date: 03-06-2009
Publisher: Springer International Publishing
Date: 2015
Publisher: Association for Computing Machinery (ACM)
Date: 29-09-2023
DOI: 10.1145/3611054
Publisher: Elsevier BV
Date: 10-2009
Publisher: Informa UK Limited
Date: 12-05-2015
Publisher: Oxford University Press (OUP)
Date: 05-2012
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 04-2008
DOI: 10.1109/MPRV.2008.27
Publisher: ACM
Date: 16-02-2014
Publisher: Springer Science and Business Media LLC
Date: 12-07-2012
Publisher: ACM
Date: 20-04-2018
Publisher: ACM
Date: 07-12-2015
Publisher: Cambridge University Press (CUP)
Date: 17-06-2009
DOI: 10.1017/S0890060409000201
Abstract: Tangible interaction is a growing area of human–computer interaction research that has become popular in recent years. Yet designers and researchers are still trying to comprehend and clarify its nature, characteristics, and implications. One approach has been to create frameworks that help us look back at and categorize past tangible interaction systems, and look forward at the possibilities and opportunities for developing new systems. To date, a number of different frameworks have been proposed that each provide different perspectives on the tangible interaction design space, and which can guide designers of new systems in different ways. In this paper, we map the space of tangible interaction frameworks. We order existing frameworks by their general type, and by the facets of tangible interaction design they address. One of our main conclusions is that most frameworks focus predominantly on the conceptual design of tangible systems, whereas fewer frameworks abstract the knowledge gained from previous systems, and hardly any framework provides concrete steps or tools for building new tangible systems. In addition, the facets most represented in existing frameworks are those that address the interactions with or the physicality of the designed systems. Other facets, such as domain-specific technology and experience, are rare. This focus on design, interaction, and physicality is interesting, as the origins of the field are rooted in engineering methods and have only recently started to incorporate more design-inspired approaches. As such, we expected more frameworks to focus on technologies and to provide concrete building suggestions for new tangible interaction systems.
Publisher: ACM
Date: 15-02-2007
Publisher: ACM
Date: 09-02-2020
Publisher: ACM
Date: 07-05-2011
Publisher: ACM
Date: 28-01-2007
Publisher: ACM
Date: 10-02-2013
Publisher: MDPI AG
Date: 30-09-2015
Publisher: Springer Science and Business Media LLC
Date: 02-11-2013
Publisher: ACM
Date: 26-10-2014
Publisher: Emerald Group Publishing Limited
Date: 30-03-2016
Publisher: Association for Computing Machinery (ACM)
Date: 29-09-2023
DOI: 10.1145/3611049
Publisher: ACM
Date: 04-04-2009
Publisher: Oxford University PressOxford
Date: 07-12-2018
DOI: 10.1093/OSO/9780198737865.003.0022
Abstract: With the increasing availability of technology, the number of digital media people create, such as digital photos, has exploded. At the same time, the number of media they organize has decreased. Many personal media are created for mnemonic reasons, but are often not used as intended or desired. We see this as a design opportunity for supporting new experiences using personal digital media. Our people-centered design perspectives start in the real world, in people’s everyday lives, in which remembering is often a social and collaborative activity. This social activity involves multiple people in different situations, and includes digital media that can serve as memory cues. In this chapter, we present six concept designs for interactive products, specifically conceived to support everyday remembering activities that vary in their degree of socialness. From these concepts, five design characteristics emerge: social situation type of event social effect media process and media interaction.
Publisher: ACM
Date: 05-09-2016
Publisher: ACM
Date: 05-09-2016
Publisher: Springer Science and Business Media LLC
Date: 04-07-2009
Publisher: Springer Science and Business Media LLC
Date: 17-06-2011
Publisher: ACM Press
Date: 2016
Publisher: ACM Press
Date: 2016
Publisher: Springer Berlin Heidelberg
Date: 2010
Publisher: Springer Science and Business Media LLC
Date: 17-07-2008
Publisher: Informa UK Limited
Date: 15-02-2017
Publisher: ACM
Date: 20-03-2017
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 08-2013
DOI: 10.1109/MC.2012.360
Publisher: Springer Science and Business Media LLC
Date: 12-06-2012
Publisher: ACM
Date: 27-04-2013
Publisher: BCS Learning & Development
Date: 2007
Publisher: Springer Science and Business Media LLC
Date: 08-05-2015
Publisher: Springer International Publishing
Date: 2016
Publisher: Cambridge University Press (CUP)
Date: 11-07-2011
DOI: 10.1017/S0890060411000072
Abstract: Gestures play an important role in communication. They support the listener, who is trying to understand the speaker. However, they also support the speaker by facilitating the conceptualization and verbalization of messages and reducing cognitive load. Gestures thus play an important role in collaboration and also in problem-solving tasks. In human–computer interaction, gestures are also used to facilitate communication with digital applications, because their expressive nature can enable less constraining and more intuitive digital interactions than conventional user interfaces. Although gesture research in the social sciences typically considers empty-handed gestures, digital gesture interactions often make use of hand-held objects or touch surfaces to capture gestures that would be difficult to track in free space. In most cases, the physical objects used to make these gestures serve primarily as a means of sensing or input. In contrast, tangible interaction makes use of physical objects as embodiments of digital information. The physical objects in a tangible interface thus serve as representations as well as controls for the digital information they are associated with. Building on this concept, gesture interaction has the potential to make use of the physical properties of hand-held objects to enhance or change the functionality of the gestures made. In this paper, we look at the design opportunities that arise at the intersection of gesture and tangible interaction. We believe that gesturing while holding physical artifacts opens up a new interaction design space for collaborative digital applications that is largely unexplored. We provide a survey of gesture interaction work as it relates to tangible and touch interaction. Based on this survey, we define the design space of tangible gesture interaction as the use of physical devices for facilitating, supporting, enhancing, or tracking gestures people make for digital interaction purposes, and outline the design opportunities in this space.
Publisher: ACM
Date: 06-06-2007
Publisher: Springer Berlin Heidelberg
Date: 2013
Publisher: ACM
Date: 13-06-2007
Publisher: ACM
Date: 19-10-2011
Publisher: ACM
Date: 28-11-2017
Publisher: ACM
Date: 10-02-2013
Publisher: Springer International Publishing
Date: 2021
Publisher: ACM
Date: 16-10-2010
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 07-2007
DOI: 10.1109/MPRV.2007.69
Publisher: Association for Computing Machinery (ACM)
Date: 27-06-2018
DOI: 10.1145/3215854
Publisher: ACM
Date: 26-11-2012
Publisher: Springer Science and Business Media LLC
Date: 04-12-2013
Publisher: Springer Berlin Heidelberg
Date: 2006
DOI: 10.1007/11755494
Publisher: ACM
Date: 07-12-2015
Publisher: ACM
Date: 23-10-2016
Publisher: ACM
Date: 09-02-2020
DOI: 10.1145/3374920
Publisher: ACM
Date: 22-01-2011
Publisher: Springer International Publishing
Date: 2020
Publisher: ACM
Date: 15-10-2021
Publisher: ACM
Date: 20-03-2017
Publisher: ACM
Date: 23-10-2016
Publisher: ACM
Date: 26-04-2014
Publisher: Association for Computing Machinery (ACM)
Date: 07-2013
Abstract: 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.
Publisher: Springer Science and Business Media LLC
Date: 04-06-2014
Publisher: ACM
Date: 08-05-2021
Publisher: SAGE Publications
Date: 07-06-2019
Abstract: We are surrounded by personal items that can trigger memories, such as photos, souvenirs and heirlooms. Also during holidays, we collect items to remind us of the events, but not all bring back memories to the same extent. Therefore, we explored peoples’ responses to personal items related to a holiday, using the home tour interviewing method. In total, 63 accounts of cuing responses from nine home tours were analysed using thematic analysis. This resulted in four types of cuing responses: (a) ‘no-memory’ responses, (b) ‘know’ responses, (c) ‘memory evoked think or feel’ responses and (d) ‘remember’ responses. For each of these cuing response categories, we looked into the types of items and their characteristics. Furthermore, we found that some items can evoke multiple memories. The majority of the memories’ content refers to events close to the moment of acquiring the item.
Publisher: Springer Berlin Heidelberg
Date: 2009
Publisher: IEEE
Date: 10-2011
Publisher: ACM
Date: 11-06-2012
Publisher: Springer Berlin Heidelberg
Date: 2008
Publisher: ACM
Date: 23-10-2016
Publisher: ACM
Date: 18-04-2015
Publisher: ACM
Date: 02-11-2022
Publisher: IEEE
Date: 09-2013
Publisher: Springer Berlin Heidelberg
Date: 2011
Publisher: ACM
Date: 20-03-2017
Publisher: SAGE Publications
Date: 17-06-2014
Abstract: Personal remembering can be heavily influenced by the context in which it takes place, which includes external factors such as people, locations and things. These things can be physical, digital or a combination of both, such as digital photographs displayed on a physical screen. Together, these media and media carriers can act as memory cues, which in turn can be purposely created for the support of remembering experiences. The aim of this article is to show the challenges, potential and opportunities of this multidisciplinary research area, Materialising Memories, which creates interactive designs to be used in context. This will be illustrated through the presentation of two design case studies supporting photo sharing in everyday life: Cueb and 4Photos.
Publisher: ACM
Date: 15-02-2007
Publisher: ACM
Date: 10-06-2017
Publisher: Elsevier BV
Date: 06-2021
Publisher: Springer Berlin Heidelberg
Date: 2006
DOI: 10.1007/11755494_1
Publisher: ACM
Date: 10-07-2023
Publisher: Springer International Publishing
Date: 25-08-2017
Publisher: ACM
Date: 02-11-2022
Publisher: ACM
Date: 07-05-2016
Publisher: ACM
Date: 08-03-2019
Publisher: Institute of Electrical and Electronics Engineers (IEEE)
Date: 04-2016
DOI: 10.1109/MPRV.2016.25
Publisher: ACM
Date: 23-03-2020
Publisher: ACM
Date: 26-10-2009
Publisher: Springer Science and Business Media LLC
Date: 14-12-2015
Publisher: ACM
Date: 14-02-2016
Publisher: ACM
Date: 20-10-2008
Publisher: Springer Science and Business Media LLC
Date: 15-06-2014
Publisher: ACM
Date: 04-2019
DOI: 10.1145/3328243
Publisher: ACM
Date: 29-10-2023
Publisher: ACM
Date: 19-10-2011
Publisher: Informa UK Limited
Date: 28-07-2017
Publisher: MIT Press - Journals
Date: 2018
DOI: 10.1162/DESI_E_00472
Publisher: ACM
Date: 12-10-2005
Publisher: ACM
Date: 20-04-2018
Publisher: ACM
Date: 14-02-2016
Publisher: ACM
Date: 20-10-2008
Publisher: Springer Science and Business Media LLC
Date: 18-06-2012
Publisher: ACM
Date: 26-10-2014
Publisher: Inderscience Publishers
Date: 2014
Publisher: MDPI AG
Date: 18-08-2015
Start Date: 2019
End Date: 2021
Funder: Australian Research Council
View Funded ActivityStart Date: 2012
End Date: 2018
Funder: Nederlandse Organisatie voor Wetenschappelijk Onderzoek
View Funded ActivityStart Date: 10-2020
End Date: 09-2024
Amount: $410,000.00
Funder: Australian Research Council
View Funded Activity