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Dive into the research topics where Caroline Hummels is active.

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Featured researches published by Caroline Hummels.


Funology | 2005

Let's make things engaging

Kees Overbeeke; Tom Djajadiningrat; Caroline Hummels; Stephan Wensveen; Jw Joep Frens

Technology and electronics have given us many positive things, but also changed our ways of interacting and relationships with products, and not always for the better. As humans are emotional beings, why not make interaction a more fun and beautiful experience, based on all human skills? We have explored for several decades how physicality of electronic and digital products could be reinstated to restore engagement. This chapter focuses on those neglected aspects of human-product interaction and potential directions to address them.


tangible and embedded interaction | 2009

Tangibles for toddlers learning language

Bart Hengeveld; Caroline Hummels; Kees Overbeeke; Riny Voort; Hans van Balkom; Jan de Moor

Here we present LinguaBytes, a modular, tangible play-and-learning system developed to stimulate the language and communication skills of toddlers (with a developmental age between 1 and 4 years) with multiple disabilities. The typical characteristics of these children and their common learning environment call for intelligent systems that are quickly and easily adaptable, or, even better, adjust themselves proactively. Over the last two and a half years we have designed and tested such a system within LinguaBytes. In this paper we will outline starting points, indicate the opportunities of Tangible Interaction and finally give an overview of the current LinguaBytes prototype.


tangible and embedded interaction | 2007

Designing for diversity: developing complex adaptive tangible products

Bart Hengeveld; Riny Voort; Hans van Balkom; Caroline Hummels; Jan de Moor

Interactive products can help very young multi-handicapped children (1-4 years) develop their language and communication skills, under the condition that they are optimally tuned to the individual child. This has great consequences for design, since this kind of interactive products need to be adaptive to the childs development, possibilities, interests and needs. There are currently hardly any guidelines for designing adaptive interactive tangible products for such a heterogeneous user group. Through LinguaBytes, a three-year research project aimed at the development of an adaptive interactive toy for stimulating language and communication skills of multi-handicapped toddlers, we want to establish a theoretical framework, including guidelines and tools, for designing complex interactive products.


Advances in Human-computer Interaction | 2008

The development of LinguaBytes: an interactive tangible play and learning system to stimulate the language development of toddlers with multiple disabilities

Bart Hengeveld; Riny Voort; Caroline Hummels; Jan de Moor; Hans van Balkom; Kees Overbeeke; Aadjan van der Helm

Young children with multiple disabilities (e.g., both cognitive and motor disabilities) are confronted with severe limitations in language development from birth and later on. Stimulating the adult-child communication can decrease these limitations. Within LinguaBytes, a three-year research program, we try to stimulate language development by developing an interactive and adaptive play and learning environment, incorporating tangible objects and multimedia content, based on interactive storytelling and anchored instruction. The development of a product for such a heterogeneous user group presents substantial challenges. We use a Research-through-Design method, that is, an iterative process of developing subsequent experiential prototypes and then testing them in real-life settings, for example, a center for rehabilitation medicine. This article gives an outline of the development of the LinguaBytes play and learning environment from the earliest studies up to the current prototype, CLICK-IT.


tangible and embedded interaction | 2007

When is role playing really experiential?: case studies

Stella Boess; Daniel Saakes; Caroline Hummels

This paper presents and evaluates examples from our work with role playing exercises in design, both in design education and in our own design work. Rationales for role playing in design are: communication within the design process, the increase of technological complexity, the experience and empathy of designers, and the tangibility of interaction, and attentiveness to social change. They led us in developing role playing techniques for design ideation. Here, we reflect on the practical problems of integrating role playing exercises in design teaching and in a design process, and evaluate what hinders or aids the ability to engage with interaction experientially and empathically. Careful consideration of the actor-audience relationship, the setting, sufficient preparation for acting, and props emerge as important elements.


tangible and embedded interaction | 2008

Squeeze, rock, and roll; can tangible interaction with affective products support stress reduction?

Miguel Bruns Alonso; David V. Keyson; Caroline Hummels

Affective computing focuses on the interpretation of users emotions via physiological and behavioral inputs. Irrelevant gestures with a pen were found to increase when users were given a mentally demanding task. Accordingly, an embedded tangible interface was developed which afforded and measured a rolling behavior, and guided the user towards reaching a balanced state of movement. During informal evaluations users acknowledged how the device could contribute to stress reduction. Conclusion, tangible interfaces appear to offer a non-obtrusive means towards interpreting and reducing stress in the office work context.


tangible and embedded interaction | 2013

Wrapping up LinguaBytes, for now

Bart Hengeveld; Caroline Hummels; Hans van Balkom; Riny Voort; Jan de Moor

In this paper we present the final research prototype of LinguaBytes, a tangible interface aimed at stimulating the language development of non- or hardly speaking children between 1 and 4 years old. LinguaBytes was developed in a three-year Research through Design process in which five incremental prototypes were designed, built and evaluated in real-life settings. In this paper we present the original starting points of the project, describe our method and illustrate the resulting end-design using example scenarios of use. We give an overview of the most significant findings at the ten-month evaluation moment, after which we reflect on the original starting points and assess whether they hold up.


tangible and embedded interaction | 2008

Let me actuate you

Bart Hengeveld; Caroline Hummels; Kees Overbeeke; Riny Voort; Hans van Balkom; Jan de Moor

In this paper we focus on two aspects of Tangible Interaction that have our particular interest: 1) the added value of tangibility when designing interfaces for toddlers and 2) the value of actuators. Especially the latter is something that in our opinion has been under-investigated within the field of Tangible and Embedded Interaction. In this paper we will address the abovementioned topics by giving examples from the LinguaBytes project, which is aimed at developing an intelligent interactive play and learning environment for toddlers with multiple disabilities. These two aspects of Tangible Interaction have our particular interest since we see that multi-handicapped children could benefit highly from Tangible Interaction, but often lack the necessary bodily skills. Using actuators could offer these children possibilities to become more autonomous, thus enhancing their self-esteem and motivation. We feel that our work could not only benefit multi-handicapped toddlers in particular, but could also be used to design interactions that are more respectful to heterogeneous users in general.


ubiquitous computing | 2013

Measuring and adapting behavior during product interaction to influence affect

Miguel Bruns Alonso; Caroline Hummels; David V. Keyson; Paul Hekkert

Sometimes, the way in which we interact with products implicitly communicates how we feel. Based on previous studies on how emotions can be detected and communicated via product interaction, we discuss how an interactive product could influence affect by responding and changing behaviors expressing affect. We discuss the proposal of the affective feedback loop in product interaction by its implementation in the prototype of a pen that senses two implicit behaviors related to restlessness, rock and roll. Furthermore, the pen provides inherent feedback, focusing on the perceptual motor skills, as a means to reflect on these behaviors. The pen was evaluated in an experiment, by which we explored whether this type of feedback would influence the emotional experience. Two participant groups were compared, and participants that used the pen with feedback showed a lower heart rate throughout the whole experiment. Because these participants were not aware that the pen provided any feedback, we propose the concept of unaware interaction and discuss what its implications are for design.


tangible and embedded interaction | 2013

Radical clashes: what tangible interaction is made of

Jelle van Dijk; Camille Moussette; Stoffel Kuenen; Caroline Hummels

Driven by a critique of Ishii et als recent vision of Radical Atoms we call for a debate on the different conceptual paradigms underlying the TEI community and its activities. TEI was initiated to share and connect different perspectives, but we feel conceptual debate is lacking. To fuel this debate, we start with comparing two paradigms by examining the Radical Atoms proposal and balance it from our design-led perspective. Our aim with this paper is to revive the richness of TEIs multidisciplinary approach.

Collaboration


Dive into the Caroline Hummels's collaboration.

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Bart Hengeveld

Eindhoven University of Technology

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Jw Joep Frens

Eindhoven University of Technology

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Kees Overbeeke

Eindhoven University of Technology

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Jun Hu

Eindhoven University of Technology

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Ac Aarnout Brombacher

Eindhoven University of Technology

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Cjpg Carl Megens

Eindhoven University of Technology

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Cun Li

Eindhoven University of Technology

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Hans van Balkom

Radboud University Nijmegen

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