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Universiteit Leiden, 11 Juni 2009
Universiteit Leiden
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Parallell Sessions

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Program: Accepted Papers and Cases

The conference will offer several tracks of parallel sessions, demo’s, and posters.


Session 1, Track A
Industry Cases / Service Design

The World is a Garage: Designing Services is a Messy Job

Marc Fonteijn

The goal of this presentation is to show the audience examples of service design in practice, the challenges you’re faced with and the results it delivers. After this presentation attendants will have a better perspective on what service design is, why it’s an upcoming discipline and how it fits in their life. This presentation gives an insight in the actual day to day work of a service designer. Not academic theory, but rather down and dirty details.

Harder, Better, Faster, Stronger

Joannes Vandermeulen

In this paper, we describe the attempt of an established user-centered design (UCD) consultancy to improve its practice and make its work more relevant by employing its existing physical assets. Starting from the current situation of the company, a variety of questions are raised and solutions are offered, some of which have been implemented already, while others remain tentative.

Service Design Model of the Online Virtual Church in Second Life®

Emil Robert Kaburuan, Chien-Hsu Chen, Tay-Sheng Jeng

The Pew Internet & America Life Project in 2004 found that 64% of wired Americans have used the Internet for spiritual or religious purposes. This change in religion practice has opened opportunities to develop a better service to its members. Some religious practices have shifted from Web 2.0 to Second Life®. This paper discusses the service design approach in providing service to the online virtual church in Second Life. It mainly focuses on developing an online virtual church model that can provide “same” experience as in the real church.

How to Get Users on Board: Redesigning KLM.com

Joris Leker

From the beginning of 2007 until now, usability consultancy valsplat has been executing multiple user research activities for Dutch airline company KLM, mainly aimed at the improvement of the Electronic Booking Tool (EBT), available at KLM.com. The research methods used vary in set up (qualitative and quantitative) and type of test (from expert review to location-based usability testing). In this case study we highlight the intensive cooperation between design agency Mirabeau, usability consultancy valsplat and the organization of KLM, and how this cooperation produced a well-thought online booking tool, as well as a process of user centered design at KLM.


Session 1, Track B
Interaction Design

Improving Collaboration Skills for Children with PDD-NOS with a Multi-Touch Based Serious Game

Maarten van Veen, Arnout de Vries, Fokie Cnossen

A serious game with multi-touch interaction was developed for children with PDD-NOS to learn how to collaborate. With this game, two children simultaneously solve mathematical problems. The game was tested for four weeks at an elementary school for special education. Because of the limited size of this study, no firm conclusions can be drawn but teacher ratings showed improvements in children during playing, although little structural behavior changes were observed in the classroom. However one child did change in the classroom. A larger study might show that more children accomplish to transfer their collaboration skills to the classroom and other aspects of life.

Improving Teaching Through More Flexible Presentation Control with an iPhone

Joey van der Bie, Martijn Walraven

Limitations of current methods of presentation control may affect the form and quality of teaching. The design of presentation software and traditional clickers emphasizes linear control over more flexible interaction. We’ve designed and implemented a prototype of a presentation control application for an iPhone that we believe will help teachers better adapt to their audience by supporting a more free-flowing presentation style.

See No Rival, Hear No Rival: The Role of Social Cues in Digital Game Settings

Brian Gajadhar, Yvonne A.W. de Kort, Wijnand A. IJsselsteijn

Digital games increasingly allow for social interaction between players. In addition to the multiplayer modes offered by many games, there is frequently the opportunity to employ live audio and/or video to enable or enhance communication between gamers. In this paper, we investigate the influence such additional social communication channels have on player experience and social presence. Results show that social presence in gaming is strongly influenced by the availability of audio cues in digital game settings; the added value of visual cues was modest and did not reach significance. Additionally, player experience in terms of challenge, frustration, and flow was also significantly influenced by the availability of social cues.

Opening Up Closed Systems with Sensible Data

Geert de Haan, Sunil Choenni, Ingrid Mulder

Most IT systems follow the closed-world assumption, since the data they rely on is restricted in meaning and usefulness to the boundaries of the system: the data is defined for the purpose of the specific system and generally not useful in other IT application. In this paper, we argue that to design IT systems that feature sensitive environments it is necessary to employ data from outside closed-world systems. The paper describes how to deal with structured, semi-structured as well as unstructured data. An example shows how much may be gained from using all three types of data and how this may be done.


Session 1, Track C
Education Cases

MultiMedia design kun je leren – Kunnen we het ook doceren?

Laura Benvenuti, Gerrit C. van der Veer

Er is verschil in visie op ontwerpen tussen informatica en multimedia design. Wij bezien twee aspecten: vrijheid van interpretatie voor de gebruiker (experience) en aanpasbaarheid van het ontworpen systeem. Wij laten zien dat verschillende disciplines tot verschillende aanpak leiden. Het Hoger Onderwijs heeft moeite met dit verschil. Wij pleiten voor meer onderzoek om de gevonden tegenstelling tot een vruchtbare samenwerking om te vormen.

Information Design for Getting Difficult Issues Across: From Trial Experiences to Education

Jasper Fassaert, Maarten Lamers

We present an education case that is relevant to the field of human-computer interaction, and that presents a promising method of delivering HCI education. The art and skill of designing interactive tools for delivering a complex story while engaging a non-expert audience was transferred from a high-profile international trial setting into a classroom filled with designers and technicians. Experiences in information design for a complex trial, and their implications for the education case are presented. General conclusions and recommendations are drawn for HCI education.

UCD Education Beyond the Textbook: Practicing a Human-Centered Attitude

Bas Leurs, Ingrid Mulder

Although handbooks for user-centered design are available, a solid understanding of methods and tools to enhance the user experience is not so straightforward. As it is crucial for industry, it should be a fundamental part in HCI education. For this purpose a Human Centered IT Toolkit is presented, which offers an overview of available methods and tools to support students in evaluating products. We report how this Toolkit has been implemented into several curricula and has stimulated a human-centered attitude.

A Pedagogical Framework for Designing Urban Games to Promote Sustainability

Aukje Thomassen, Douglas Easterly

This paper reports a recent pedagogical experiment at Victoria University of Wellington, New Zealand. Responding to a need for sustainability-centric design, the authors of this paper strategically refined an existing interaction design course to address these issues. This resulted in a 14-week course featuring a pedagogic framework for creating persuasive designs focused on sustainability, employing methods found in urban gaming and ubiquitous computing. We will be describing all of the elements of this course, including: theoretical precedence, framework and methods, and concluding with student projects that resulted.


Session 2, Track A
Novel Ways of Interacting

Visualization and Interaction Tools for Art and Design

Yolande Kolstee

In this paper we describe some results of the last 2.5 year Augmented Reality art and design project at the AR+RFID Lab; a cooperation of the Royal Academy of Art, the Delft University of Technology, and various SME’s and cultural heritage institutes. We discuss the differences of VR and AR and briefly review optical and video see-through head-sets. We then focus on visualization and interaction for art and design applied to among others, cultural heritage.

Doe kaa wee-naa oe-nai boo: Assessing Children’s Experiences with Active and Passive Artificial Companions

Danića Mast

This research investigates if there is a difference, and if so, what difference there is, between children’s experiences with active (Furby) and passive (plush animal, Little Donkey) artificial companions, and how children place these creatures within their world. An experiment was conducted with 4 kindergarten classes that included observations, (group) questionnaires and a card sorting task. Children saw Furby more as a real animal than a plush animal, but this did not make Furby more interesting on the long term. Furby’s electronic features are interesting at first encounter, but in the end most children liked Little Donkey better than Furby.

The Human Processor: Changing the Relation Between Human and Computer

Joris Slob, Maarten Lamers

In the HCI field it is common to see the human as the task-giver and the computer as the obedient servant. HCI seeks to construct an interface between people and the computer in such a way that people need to adapt as little as possible. We propose a role-reversal whilst maintaining the goal of minimizing the perceived disruption of normal human activities. The human will be coaxed to operate as a computer and perform basic logic operations. This setup explores whether HCI would benefit by looking at the interaction from the other direction and to reconsider the extend to which HCI can facilitate interaction between fallible users and machines.

Gerrit van der Veer Prijs: Task Completition by Flow

Corné Verbruggen


Session 2, Track B
Interaction Design

Tag Based Meta-Search for Browsing the Web: The TicTag Application

Christina Papakonstantinou, Ioannis Panagiotou, Fons Verbeek

Social networks, such as bookmarking services, offer new ways of storing, categorizing (tagging) and accessing information, competing with conventional approaches of search-engines. But in what ways are these social structures changing the search-results in the benefit of the searcher and how can we visualize these differences to improve user awareness on the differentiations of the tactics? We present a novel algorithm that constructs and compares two sets of tags (a common understanding of what content falls under what tags) for each of the search-tactics. Furthermore, we built an application that combines the results and presents them to the user in a novel way.

Categorization, Analysis and Properties of Tactile Patterns

Muhammad Tahir, Gilles Bailly, Eric Lecolinet, Gérard Mouret

A Braille cell is composed of different pins. The combination of pins constitutes a tactile pattern. This paper analyzes tactile patterns and categorizes them into active, passive and mixed patterns. These categories are based on the distinctive movements of the raised and lowered states of pins. The objective is to determine the selection time, error rate and the possibility of using these tactile properties for eyes-free selection. We carefully analyze the preliminary results and discuss the possible improvements.

Tactile Assistance for Selecting List Favorites with a Bifocal Absolute and Relative Representation

Muhammad Tahir, Gilles Bailly, Yves Guiard, Eric Lecolinet

We present a novel technique for navigating lists of everyday life containing phone contacts, TV channels, radio programs, music albums, etc. on handheld devices such as mobile phones, remote controls etc. Our technique addresses the selection of favorite items in moderate sized lists using absolute and relative finger positioning. It also allows eyes-free navigation among favorite items.

Noot: A Tangible Interaction Tool Supporting Memory in Creative Practices

Janneke M. Sluijs, Jelle van Dijk

When immersed in the flow of a creative process, in a group session, many ideas emerge. Richly discussed ideas are represented by post-it notes or quick sketches, as cognitive scaffolds, to aid knowledge sharing and creative thought. However, outside the session’s context, these scaffolds lose their power. We developed “noot”, a media tool for capturing and retrieving the original audio context from the origination and discussion of an idea. Noot combines the strengths of digital media and richness of social interaction, by means of connecting paper sketches to audio recording during creative sessions.


Session 2, Track C
Reflection / Methods

Arguing the Value of Design Research Through Design Methodology, Activity, and Discourse

Stella Boess

This paper seeks to make two aspects of what is often described as tacit knowledge in design practice explicit and amenable to study through design research. They are awareness of things and of interactions with things. Investigating these aspects further can benefit design practice. It is argued that the investigation should be done by design researchers from the field of design, not just by researchers from other disciplines. The potential benefits are that the fit between design research and design practice can be improved, and that design can become more effective in helping organizations improve product development.

HCI for Positive Change

Marije Kanis, Willem-Paul Brinkman

This paper aims to outline some of the key challenges towards a HCI for positive change. Drawing on previous empirical studies concerning the development of positive expressive technologies for social wellness, this paper is a delineation of some of the key challenges in terms of theoretical underpinnings, design and evaluation of technologies that aim to contribute to happy beings in everyday life.

Adding User Creativity to the UX Toolbox

Wouter Sluis-Thiescheffer, Tilde Bekker, Berry Eggen

We suggest that UX practitioners should not only focus on evaluating with users and the observation of users to identify problems, but also involve users in the creative process in the beginning of a project. This paper describes creative UX methods in terms of quantitative and qualitative approaches, and behavioral and attitudinal data sources. We illustrate our point by presenting the results of a prototyping session together with children. The children’s explanations of their prototypes can be analyzed quantitatively and qualitatively to explore the novelty of the design solutions.


Posters

Communicating Web Analytics Results – Introducing the Web Traffic Map

Mark Kassteen, Chris Pierson, Adam Cox, Martijn Klompenhouwer

To communicate Web Analysis results in a clear and simple manner, our designers and analysts were looking for a better way to illustrate findings. This resulted in the Web Traffic Map (WTM). Different versions of the WTM were used during different phases of the redesign process. The WTM proved itself as a useful tool that clearly highlighted main issues with the website in an appealing graphical presentation that was easily understood by all parties involved.

Buddy Bo: An Educational Tool to Enlarge the Vocabulary of Children

L.H.M. Valkenburg, P.J.C. de Pinth, T.T.A.M. Vollering

Buddy Bo is an interactive and child-friendly educational tool, designed for 4-6 years old children to assist them in overcoming their vocabulary deficiency. This tool is developed in an iterative and participatory manner; children worked as design partners during all phases. Buddy Bo has three major components 1) a game-like visual interface, 2) a voice recognition system for giving audio feedback and language instructions, and 3) a pressure sensitive dance mat for controlling the game. User testing is in progress and initial results indicate that children experience this tool as very attractive and that it does enlarge their vocabulary.

Fast and Efficient Usability Testing for Software Redesign

B.R.V. Scheele, K. van Deurzen, M.A. de Best, M. Geels, F.P.J. van Oostrom, J.F.F. Pries

In this paper, we present and reflect on a test method used to uncover serious and critical usability errors in consumer software in order to prepare qualitative requirements for a full redesign. This technique is suitable for usability testers with little experience, such as beginning researchers or students. The emphasis lies on the adaptation of existing techniques in both the data gathering and analysis phase of the usability test to create fast and efficient results. The validation of this method will also be discussed.

On the Importance of Designer Sensitization in Contextmapping Studies

Bastian Terhorst

This paper reflects on the role of study result recipients in contextmapping studies, with an emphasis on designers as those recipients. As contextmapping studies become more common, the people performing them will be more specialized. This means that the persons designing the products or services often will not be the same persons performing the study. I argue that in these cases the recipients of the results of the contextmapping study need to be sensitized in order to effectively use the results. This will enable them to put the results of the study in context, and will improve their understanding of those results.

Towards Understanding User Perception of Security in Home Networks

Sven Schultz, Arnout de Vries, Gerben Broenink, Reinder Wolthuis

This paper focuses on the security perception of users in IT services and equipment. We analyze the rationale of users to have an interest in security and to decide to change security parameters of equipment and services. We focused on the home environment, where more and more devices are (inter)connected to form a complex end-to-end chain in using online services. We try to determine the delta between the perceived overall security and the real security in home networks. Our future work will examine how perception relates to behaviour.

Designing for People-People Interaction

Alexandros Zakkas

Aiming to trigger altruism in our daily social interactions, this project introduces the element of improvisation in a structured public environment. Following an iterative research-through-design approach, a public communication campaign is developed that offers the perfect excuse to improvise meetings: sharing a discount card for public transport. This paper presents the project and the design considerations that support it.

Inviting Exploration in Boxing: First Observations

Stella Boess, Stefan Gross

We describe the development and evaluation of LOVE HATE PUNCH, an artwork that takes the form of a punching bag augmented with light feedback. The interaction was designed in an open and basic way in order to then be able to observe how people interact with the bag, and to take this as the basis for further development. The evaluation so far shows that there is a great diversity in the ways the punching bag is being used. A conclusion for further development is that the feedback the artefact gives should remain basic so that the artefact continues to provide freedom in interaction.


Workshop

Workshop ‘Effective Prototyping with Excel®’

Jonathan Arnowitz, Dirk-Jan Hoets

‘Prototyping with Excel®, I cannot imagine it,’ is the natural response of people when confronted with this workshop. Yet this readily available application offers you everything you need to develop prototypes during every phase of your development cycle. Learn how a tool you already have can be used as a powerful tool in your prototyping arsenal. Also learn how to get the most for your design resources through a quick introduction on how to prototype efficiently and effectively.


Art Submissions

see Art Track