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Dive into the research topics where Peter Conradie is active.

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Featured researches published by Peter Conradie.


Government Information Quarterly | 2014

On the barriers for local government releasing open data

Peter Conradie; Sunil Choenni

Due to expected benefits such as citizen participation and innovation, the release of Public Sector Information as open data is getting increased attention on various levels of government. However, currently data release by governments is still novel and there is little experience and knowledge thus far about its benefits, costs and barriers. This is compounded by a lack of understanding about how internal processes influence data release. Our aim in this paper is to get a better understanding of these processes and how they influence data release, i.e., to find determinants for the release of public sector information. For this purpose, we conducted workshops, interviews, questionnaires, desk research and practice based cases in the education program of our university, involving six local public sector organizations. We find that the way data is stored, the way data is obtained and the way data is used by a department are crucial indicators for open data release. We conclude with the lessons learned based on our research findings. These findings are: we should take a nuanced approach towards data release, avoid releasing data for its own sake, and take small incremental steps to explore data release.


human computer interaction with mobile devices and services | 2017

Range-IT: detection and multimodal presentation of indoor objects for visually impaired people

Limin Zeng; Gerhard Weber; Markus Simros; Peter Conradie; Jelle Saldien; Ilse Ravyse; Jan B. F. van Erp; Tina Mioch

In the paper we present our Range-IT prototype, which is a 3D depth camera based electronic travel aid (ETA) to assist visually impaired people in finding out detailed information of surrounding objects. In addition to detecting indoor obstacles and identifying several objects of interest (e.g., walls, open doors and stairs) up to 7 meters, the Range-IT system employs a multimodal audio-vibrotactile user interface to present this spatial information.


interaction design and children | 2016

Philosophy with Children: Helping Designers Cooperate with Children

Ingeborg Duytschaever; Peter Conradie

Engaging children in design through in-depth interviews is coming to prominence in the IDC community, which increasingly engages with issues about understanding the childrens world. To date, research in this area has primarily focused on engaging children using techniques somehow similar to adult-techniques (moodboards, brainstorming, laddering,...). However, questioning or interviewing children is fraught with difficulties. The proposed workshop seeks to explore where and how a philosophy with children methodology can be adapted for design, exploring themes such as Socratic Attitudes, wondering, and question types. This workshop aims to build an interdisciplinary community of researchers, designers, and practitioners to share and discuss their work and experiences.


european conference on cognitive ergonomics | 2015

Blind Evaluation: Student's Experience of the Empathic Lead User Method

Peter Conradie; Lieven De Marez; Jelle Saldien

Many efforts on design research focuses on developing methods for design, while little research has been done on how students experience method use. This study looks at the experience of young design students using a specific design method, the empathic lead user method. This method relies on inhibiting certain senses in order to provide designers with alternative perspectives on user needs. We introduce the theoretical background behind the use of this specific method of design, and review results from related literature. In our study, the group using the empathic lead user method (n=26), and a second control group (n=23) without method restriction, performed the same assignment. We find that for both groups there are no statistically significant differences between how able, motivated or confident they were with performing the assignment. In their own assessment of the results, we found statistically significant differences between students evaluation of how innovative they thought their results were, but for the factors effort and satisfaction, both groups gave similar self-assessments. We discuss the results and present areas for future work.


Procedia Computer Science | 2015

Participation is Blind: Involving Low Vision Lead Users in Product Development

Peter Conradie; Lieven De Marez; Jelle Saldien

Involving end-users during the development of assistive devices may reduce low satisfaction rates. Yet, involving just any users does not guarantee product success. We propose the lead user method for user involvement during development of systems aimed at improving accessibility. We introduce a case study where we used the lead user method during the development of an accessibility device aimed at improving mobility among low vision persons. Additionally, we review the theoretical background of this approach, introduce our case study and reflect on the lessons learned. The lead user method used in this context offers benefits such as the ability to quickly iteratively design solutions, while offering designers the chance to better understand the context of use. Potential pitfalls of this approach are the selection of the correct lead user, possible increased costs and, design proposals that are not useable to the rest of the target group. Finally, we introduce new research themes related to the involvement of lead users in the development of accessibility products.


symposium on spatial user interaction | 2018

Exploring the Potential and Challenges of VR Prototyping in Fashion Design

Jamil Joundi; Peter Conradie; Jelle Saldien; Lieven De Marez

This paper explores the possibilities of Virtual Reality (VR) as a tool for prototyping iterative design and development in the fashion industry. Subsequently, the system was evaluated by using two qualitative test protocols. Our results highlight how professional (fashion)designers view VR and what their expectations are.


international conference on human-computer interaction | 2018

Human-Computer Interaction to Human-Computer-Context Interaction: Towards a Conceptual Framework for Conducting User Studies for Shifting Interfaces

Stephanie Van Hove; Jolien De Letter; Olivia De Ruyck; Peter Conradie; Anissa All; Jelle Saldien; Lieven De Marez

Computer interfaces have been diversifying: from mobile and wearable technologies to the human body as an interface. Moreover, new sensing possibilities have allowed input to interfaces to go beyond the traditional mouse- and keyboard. This has resulted in a shift from manifest to latent interactions, where interactions between the human and the computer are becoming less visible. Currently, there is no framework available that fully captures the complexity of the multidimensional, multimodal, often latent interactions with these constantly shifting interfaces. In this manuscript, the Human-Computer-Context Interaction (HCCI) framework is proposed. This framework defines 5 relevant interaction levels to be considered during user research in all stages of the new product development process in order to optimize user experience. More specifically, the interaction context is defined in terms of user-object, user-user, user-content, user-platform and user-context interactions. The HCCI framework serves as a concrete tool to use in a new product development process by HCI researchers, designers, and developers and aims to be technology independent and future-proof. This framework is a preliminary suggestion to be matched against other innovation development projects and needs to be further validated.


Disability and Rehabilitation: Assistive Technology | 2018

People with disabilities as product innovators: a pilot study

Peter Conradie; Aron-Levi Herregodts; Lieven De Marez; Jelle Saldien

Abstract Purpose: The purpose of this study is to explore the rate of product innovation among persons with disabilities, how they are diffused and the general value of these developed solutions for persons without disabilities. Materials and methods: A sample of participants (n = 178) completed a self-administered questionnaire, which included information about their disability, disability burden, general unmet product needs, the impact of the developed solution on their quality of life and how solutions were diffused. We analyzed solutions both for their novelty and for their general value. Results: Close to 45% of respondents reported having developed a solution, with 9.55% solutions judged as novel. Additionally, 6.8% of respondents developed a solution of general value to non-disabled users. Conclusions: Our results suggest that people with disabilities are actively involved in product development and that their solutions have a positive impact on their lives. Furthermore, many reported solutions also provide value for non-disabled persons, suggesting that persons with disabilities may be an important source of innovation. Implications for Rehabilitation Persons with disabilities are frequently engaged in developing solutions that meet their unmet product needs. Most solutions are not diffused beyond their immediate social circle. Solutions have a significant impact on the self-reported quality of life of participants.


Citizen, Territory and Technologies: Smart Learning Contexts and Practices: Proceedings of the 2nd International Conference on Smart Learning Ecosystems and Regional Development-University of Aveiro, Portugal, 22-23, June 2017 | 2017

The Diorama Project : development of a Tangible Medium to Foster STEAM Education Using Storytelling and Electronics

Sanne Cools; Peter Conradie; Maria-Cristina Ciocci; Jelle Saldien

Children of the 21st century grow up in a world full of information and technology. Education should equip them with useful skills and competencies, allowing them to actively and effectively take part in a globalised society. Teachers feel the need for educational tools that support innovative teaching. To this end, this paper describes the development of The Diorama Project. This series of trans-disciplinary workshops combines familiar subjects, like language and art, with new topics such as programming and electronics, to foster valuable skills and knowledge in a more fun and tangible way. Pupils team up to write, record and tinker a story. Programmable electronics let their theatre plays come alive. An open source platform provides all the information for teachers to organise the workshops by themselves. They can use it to share their experience and knowledge with colleagues worldwide.


Proceedings of the 7th International Conference on Software Development and Technologies for Enhancing Accessibility and Fighting Info-exclusion | 2016

Product Ideation by Persons with Disabilities: An Analysis of Lead User Characteristics

Peter Conradie; Aron-Levi Herregodts; Lieven De Marez; Jelle Saldien

Product dissatisfaction among persons with disabilities is not uncommon. Innovation theory suggests that dissatisfied users who stand to benefit from having their unmet needs solved, are likely to be product innovators. However, among disabled persons, little empirical research has thus far been done to determine their degree of ideation, or which characteristics are associated with product ideators. Within this study, we present results from a survey of 178 persons with disabilities, exploring their ideas for products. A panel of two expert judges evaluated their ideas based on user value, feasibility and originality. Using the total score of these three attributes, we used a hierarchical multiple regression model to explore which user attributes can be associated with the best ideas. Our results indicate that overall product dissatisfaction and academic degree ownership both effect idea quality. Furthermore, 12% of respondents also generated ideas that are relevant for non-disabled people.

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Sunil Choenni

Rotterdam University of Applied Sciences

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