Eawh Elise van den Hoven
Eindhoven University of Technology
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Featured researches published by Eawh Elise van den Hoven.
ubiquitous computing | 2008
Eawh Elise van den Hoven; Jh Berry Eggen
Autobiographical memory (AM) is the “memory for the events in one’s life” [1]. Often it is assumed that in order to remember all those events, you just need to record everything and when you replay these recordings you will remember those events. You can compare this with a library metaphor that has been used to explain AM according to the record-keeping approach. However, after many years of AM-research it was concluded that AM is stored in a different manner, namely according to the constructionist approach, which often is initiated by memory cues. This paper explains these AM theories, surveys literature on existing augmented memory systems and describes our own work in this area. All this input is combined into eight design recommendations for future augmented memory systems.
ubiquitous computing | 2015
S Saskia Bakker; Eawh Elise van den Hoven; Jh Berry Eggen
In everyday life, we are able to perceive information and perform physical actions in the background or periphery of attention. Inspired by this observation, several researchers have studied interactive systems that display digital information in the periphery of attention. To broaden the scope of this research direction, a few recent studies have focused on interactive systems that can not only be perceived in the background but also enable users to physically interact with digital information in their periphery. Such peripheral interaction designs can support computing technology to fluently embed in and become a meaningful part of people’s everyday routines. With the increasing ubiquity of technology in our everyday environment, we believe that this direction is highly relevant nowadays. This paper presents an in-depth analysis of three case studies on peripheral interaction. These case studies involved the design and development of peripheral interactive systems and deployment of these systems in the real context of use for a number of weeks. Based on the insights gained through these case studies, we discuss generalized characteristics and considerations for peripheral interaction design and evaluation. The aim of the work presented in this paper is to support interaction design researchers and practitioners in anticipating and facilitating peripheral interaction with the designs they are evaluating or developing.
Ai Edam Artificial Intelligence for Engineering Design, Analysis and Manufacturing | 2011
Eawh Elise van den Hoven; A Mazalek
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.
Ai Edam Artificial Intelligence for Engineering Design, Analysis and Manufacturing | 2009
A Mazalek; Eawh Elise van den Hoven
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.
ambient intelligence | 2004
Eawh Elise van den Hoven; Jh Berry Eggen
This paper describes an extension to Ullmer and Ishii’s TUI-categorization [41]. The reason for adding new categories is based on their omission of their associative TUIs and our work in this area of personal objects. The benefit of using personal objects instead of generic objects is that in the first instance users already have mental models or personal links between experiences, the related media and these objects. In addition, a Graspable or Tangible User Interface with personal objects can support existing media systems, instead of designing new ones that have to be learned by users.
tangible and embedded interaction | 2012
S Saskia Bakker; Eawh Elise van den Hoven; Jh Berry Eggen; Cj Kees Overbeeke
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 childrens 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 teachers 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.
ambient intelligence | 2005
Eawh Elise van den Hoven; Jh Berry Eggen
Recollecting memories is an important everyday activity, which can be supported in an Ambient Intelligent environment. For optimal support cues are needed that make people reconstruct their memories. The cue category that is most suitable for an Ambient Intelligent environment concerns physical objects, more specifically souvenirs. This paper shows that personal souvenirs are suitable for usage in an Ambient Intelligent recollecting application.
ubiquitous computing | 2013
Connie Golsteijn; Eawh Elise van den Hoven
Because most teenagers strive for freedom and try to live autonomously, communication with their parents could be improved. It appeared from a literature review and a diary study that parent-teenager communication primarily addresses teenager-oriented everyday activities. However, it also showed teenagers have a substantial interest in getting to know their parents and their parents’ past. The study described in this paper seeks to address this opportunity by designing a product for parents and teenagers that facilitates communication about the past of the parents. The resulting design, called Cueb, is a set of interactive digital photo cubes with which parents and teenagers can explore individual and shared experiences and are triggered to exchange stories. An evaluation of a prototype of Cueb with four families showed that the participants felt significantly more triggered and supported to share their experiences and tell stories with Cueb’s full functionality (connecting cubes, switching, and locking photographs) than with limited functionality (shaking to display random photographs), similar to more traditional photo media.
tangible and embedded interaction | 2013
S Saskia Bakker; Eawh Elise van den Hoven; Jh Berry Eggen
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 teachers 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.
Interacting with Computers | 2012
S Saskia Bakker; Eawh Elise van den Hoven; Jh Berry Eggen
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 peoples 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.