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Dive into the research topics where Elise van den Hoven is active.

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Featured researches published by Elise van den Hoven.


international conference on persuasive technology | 2006

Persuasive technology for human well-being: setting the scene

Wa Wijnand IJsselsteijn; Yvonne de Kort; Cees J. H. Midden; Berry Eggen; Elise van den Hoven

In this short paper we aim to give a brief introduction to persuasive technology, especially as it pertains to human well-being. We discuss a number of current research opportunities in areas of healthcare, environmental conservation, and education. We conclude by highlighting what we regard as the key research challenges that need to be addressed, focusing on context sensing and appropriate feedback, the need for longitudinal user studies, and ethical concerns.


ACM Transactions on Computer-Human Interaction | 2013

Introduction to the special issue on the theory and practice of embodied interaction in HCI and interaction design

Paul Marshall; Alissa Nicole Antle; Elise van den Hoven; Yvonne Rogers

Theories of embodiment focus on how practical engagement and the structure of the body shape perception, experience, and cognition. They typically reject a view of human cognition as grounded in abstract information processing. The concept of embodied interaction is increasingly used in the design, analysis, and evaluation of interactions with and around technology. However, many questions remain as to exactly what embodied interaction means and whether it can be considered a coherent program of research. The aim of this special issue is to critically explore different perspectives on embodied interaction in HCI and interaction design research and practice and to focus on what theoretical traction they can provide.


ubiquitous computing | 2012

Embodied metaphors in tangible interaction design

S Saskia Bakker; Alissa Nicole Antle; Elise van den Hoven

For centuries, learning and development has been supported by physical activity and manipulating physical objects. With the introduction of embedded technologies, opportunities for employing tangible or embodied interaction for learning and development have emerged. As a result of previous research, we have seen that interaction models based on embodied knowledge (through embodied metaphors) can support children’s learning in abstract domains. Although metaphorical mappings are promoted in tangible and embodied interaction research, little is known about how to identify embodied metaphors, or how to implement them effectively into interaction models. In this paper, we introduce a people-centered, iterative approach to the design of tangible learning systems with embodied metaphor-based mappings. As a design case, we implemented our approach to the design of Moving Sounds (MoSo) Tangibles; a tangible system for learning abstract sound concepts. The system consists of a set of interactive tangibles with which children can manipulate pitch, volume, and tempo of ongoing tones. In a user study with 39 participants, we found that all children were able to reproduce sound samples with MoSo Tangibles.


tangible and embedded interaction | 2007

Design research & tangible interaction

Elise van den Hoven; Jw Joep Frens; Dima Aliakseyeu; Jean-Bernard Martens; Kees Overbeeke; Peter Peters

The research on Tangible Interaction (TI) has been inspired by many different disciplines, including psychology, sociology, engineering and human-computer interaction (HCI). Now that the field is getting more mature, in the sense that basic technologies and interaction paradigms have been explored, we observe a growing potential for a more design-oriented research approach. We suggest that there are several arguments for this proposed broadening of the TI-perspective: 1) the need for designing products within contexts-of-use that are much more challenging and diverse than the task-oriented desktop (or tabletop) systems that mostly inspire us today, 2) the interest to also design TI starting from existing physical activities instead of only as add-ons to digital applications, 3) the need for iterative design and evaluation of prototypes in order to develop applications that are grounded within daily practice over prolonged periods of time, and 4) the need to extend ease-of-use to more hedonic aspects of interaction such as fun and engagement


designing interactive systems | 2012

Towards a more cherishable digital object

Connie Golsteijn; Elise van den Hoven; David M. Frohlich; Abigail Sellen

As we go about our everyday routines we encounter and interact with numerous physical (e.g. furniture or clothes) and digital objects (e.g. photos or e-mails). Some of these objects may be particular cherished, for example because of memories attached to them. As several studies into cherished objects have shown, we have more difficulties identifying cherished digital objects than physical ones. However, cherishing a small collection of digital objects can be beneficial; e.g. it can encourage active selection of digital objects to keep and discard. This paper presents a study that aimed to increase understanding of cherished physical and digital objects, and beyond that, of how we perceive physical and digital objects, and their advantages and disadvantages. We identified design opportunities for novel products and systems that support the creation of more cherishable digital objects by extrapolating the advantages of the physical to the digital, exploiting the reasons for cherishing digital objects, and aiming for meaningful integrations of physical and digital.


Human-Computer Interaction | 2012

Introduction to this special issue on designing for personal memories: past, present and future

Elise van den Hoven; Corina Sas; Steve Whittaker

This special issue focuses on new uses of digital media to help people remember in everyday situations. We begin this introduction by describing the field’s origins (personal memories past), using this to contextualise the papers presented here (personal memories present). We conclude by identifying a number of important research challenges that we feel must be addressed by future work in this area (personal memories future)


IEEE Pervasive Computing | 2007

Urban Computing and Mobile Devices

Francesco Calabrese; Kristian Kloeckl; Carlo Ratti; Mark Bilandzic; Marcus Foth; Angela Button; Helen G. Klaebe; Laura Forlano; Sean White; Petia Morozov; Steven Feiner; Fabien Girardin; Josep Blat; Nicolas Nova; M. P. Pieniazek; Rob Tieben; Koen van Boerdonk; S Sietske Klooster; Elise van den Hoven; J. Martín Serrano; Joan Serrat; Daniel Michelis; Eric Kabisch

n this issues Works in Progress department, we have 12 urban computing and mobile device entries that span a wide range of computing and social areas. The first entry examines how an urban environment could operate as a large-scale, real-time control system. One project focuses on annotating public spaces and sharing the tags with others. Two projects tie together social networking in cyberspace with local urban communities. Two projects examine computing and social interactions in physical spaces. Two entries explore how to combine synthetic and physical views of urban environments. Four entries investigate how we explore urban spaces, interact with technology in those spaces, and create shared community histories.In this issues Works in Progress department, we have 12 urban computing and mobile device entries that span a wide range of computing and social areas. The first entry examines how an urban environment could operate as a large-scale, real-time control system. One project focuses on annotating public spaces and sharing the tags with others. Two projects tie together social networking in cyberspace with local urban communities. Two projects examine computing and social interactions in physical spaces. Two entries explore how to combine synthetic and physical views of urban environments. Four entries investigate how we explore urban spaces, interact with technology in those spaces, and create shared community histories.


Human-Computer Interaction | 2012

Food for talk : phototalk in the context of sharing a meal

Kenton O'Hara; John Helmes; Abigail Sellen; Richard Harper; Martijn ten Bhömer; Elise van den Hoven

Photographic mementos are important signifiers of our personal memories. Rather than simply passive representations of memories to “preserve” the past, these photos are actively displayed and consumed in the context of everyday behavior and social practices. Within the context of these settings, these mementos are invoked in particular ways to mobilize particular social relations in the present. Taking this perspective, we explore how photo mementos come to be used in the everyday social setting of sharing meal. Rather than a simple concern with nutritional consumption, the shared meal is a social event and important cultural site in the organization of family and social life with culturally specific rhythms, norms, rights, and responsibilities. We present a system—4 Photos—that situates photo mementos within the social concerns of these settings. The system collates photo mementos from those attending the meal and displays them at the dining table to be interacted with by all. Through a real-world deployment of the system, we explore the social work performed by invoking these personal memory resources in the context of real-world settings of shared eating. We highlight particular features of the system that enable this social work to be achieved.


ubiquitous computing | 2014

Hybrid crafting: towards an integrated practice of crafting with physical and digital components

Connie Golsteijn; Elise van den Hoven; David M. Frohlich; Abigail Sellen

With current digital technologies, people have large archives of digital media, such as images and audio files, but there are only limited means to include these media in creative practices of crafting and making. Nevertheless, studies have shown that crafting with digital media often makes these media more cherished and that people enjoy being creative with their digital media. This paper aims to open up the way for novel means for crafting, which include digital media in integrations with physical construction, here called ‘hybrid crafting’. Notions of hybrid crafting were explored to inform the design of products or systems that may support these new crafting practices. We designed ‘Materialise’—a building set that allows for the inclusion of digital images and audio files in physical constructions by using tangible building blocks that can display images or play audio files, alongside a variety of other physical components—and used this set in four hands-on creative workshops to gain insight into how people go about doing hybrid crafting; whether hybrid crafting is desirable; what the characteristics of hybrid crafting are; and how we may design to support these practices. By reflecting on the findings from these workshops, we provide concrete guidelines for the design of novel hybrid crafting products or systems that address craft context, process and result. We aim to open up the design space to designing for hybrid crafting because these new practices provide interesting new challenges and opportunities for future crafting that can lead to novel forms of creative expression.


human factors in computing systems | 2012

Hanging off a bar

Florian 'Floyd' Mueller; Cagdas Toprak; Eberhard Graether; Wouter Walmink; Bert Bongers; Elise van den Hoven

Exertion Games involve physical effort and as a result can facilitate physical health benefits. We present Hanging off a Bar, an action hero-inspired Exertion Game in which players hang off an exercise bar over a virtual river for as long as possible. Initial observations from three events with audiences ranging from the general public to expert game designers suggest that Hanging off a Bar can be engaging for players and facilitate intense exertion within seconds. Furthermore, we collected suggestions for what game elements players believe could entice them to increase their physical effort investment. These suggestions, combined with Hanging off a Bar as research vehicle due to the easy measurement of exertion through hanging time, enable future explorations into the relationship between digital game elements and physical exertion, guiding designers on how to support exertion in digital games.

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Berry Eggen

Eindhoven University of Technology

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S Saskia Bakker

Eindhoven University of Technology

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Koen van Boerdonk

Eindhoven University of Technology

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Ali Mazalek

Georgia Institute of Technology

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Cees J. H. Midden

Eindhoven University of Technology

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Saskia Cmjer Bakker

Eindhoven University of Technology

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Wa Wijnand IJsselsteijn

Eindhoven University of Technology

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Yvonne de Kort

Eindhoven University of Technology

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