Publication statistics

Pub. period:2007-2012
Pub. count:11
Number of co-authors:13



Co-authors

Number of publications with 3 favourite co-authors:

Anton Nijholt:6
Dirk Heylen:3
Gerrit van der Veer:3

 

 

Productive colleagues

Dhaval Vyas's 3 most productive colleagues in number of publications:

Gerrit van der Vee..:36
Anton Nijholt:34
Achim Ebert:13
 
 
 
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Dhaval Vyas

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Publications by Dhaval Vyas (bibliography)

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2012
 
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Vyas, Dhaval (2012): Domestic artefacts: sustainability in the context of Indian middle class. In: Proceedings of the 2012 International Conference on Intercultural Collaboration 2012. pp. 119-128.

Sustainability has become one of the important research topics in the field of Human Computer Interaction (HCI). However, the majority of work has focused on the Western culture. In this paper, we explore sustainable household practices in the developing world. Our research draws on the results from an ethnographic field study of household women belonging to the so-called middle class in India. We analyze our results in the context of Blevis' [4] principles of sustainable interaction design (established within the Western culture), to extract the intercultural aspects that need to be considered for designing technologies. We present examples from the field that we term "domestic artefacts". Domestic artefacts represent creative and sustainable ways household women appropriate and adapt used objects to create more useful and enriching objects that support household members' everyday activities. Our results show that the rationale behind creating domestic artefacts is not limited to the practicality and usefulness, but it shows how religious beliefs, traditions, family intimacy, personal interests and health issues are incorporated into them.

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2011
 
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Vyas, Dhaval, Bhatt, Hinal, Moroni, Lorenzo and Nijholt, Anton (2011): Feeling the life: a look into the visual culture of life scientists. In: Proceedings of the 2011 Annual European Conference on Cognitive Ergonomics 2011. pp. 119-126.

In order to deal with human biological problems, life scientists have started investigating artificial ways of generating tissues and growing cells -- leading to the evolution of tissue engineering. In this paper we explore visualization practices of life scientists working within the domain of tissue engineering. We carried out a small scale ethnographic exploration with 8 scientists and explored that the real value of scientists' experiments (and simulations), reasoning and collaborative processes go beyond their end results. We observed that these scientists' three-dimensional reasoning, corporeal knowledge and intimacy with biological objects and tools play a vital role in overall success.

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Veer, Gerrit v. d., Kulyk, Olga, Vyas, Dhaval, Kubbe, Onno and Ebert, Achim (2011): Task modeling for collaborative authoring. In: Proceedings of the 2011 Annual European Conference on Cognitive Ergonomics 2011. pp. 171-178.

Motivation -- Task analysis for designing modern collaborative work needs a more fine grained approach. Especially in a complex task domain, like collaborative scientific authoring, when there is a single overall goal that can only be accomplished only by collaboration between multiple roles, each requiring its own expertise. We analyzed and re-considered roles, activities, and objects for design for complex collaboration contexts. Our main focus is on a generic approach to design for multiple roles and subtasks in a domain with a shared overall goal, which requires a detailed approach. Collaborative authoring is our current example. This research is incremental: an existing task analysis approach (GTA) is reconsidered by applying it to a case of complex collaboration. Our analysis shows that designing for collaboration indeed requires a refined approach to task modeling: GTA, in future, will need to consider tasks at the lowest level that can be delegated or mandates. These tasks need to be analyzed and redesigned in more in detail, along with the relevant task object.

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Veer, Gerrit C. van der and Vyas, Dhaval (2011): Non-formal techniques for requirements elicitation, modeling, and early assessment for services. In: Proceedings of the 2011 Annual European Conference on Cognitive Ergonomics 2011. pp. 285-286.

Designing systems for multiple stakeholders requires frequent collaboration with multiple stakeholders from the start. In many cases at least some stakeholders lack a professional habit of formal modeling. We report observations from two case studies of stakeholder-involvement in early design where non-formal techniques supported strong collaboration resulting in deep understanding of requirements and of the feasibility of solutions.

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2010
 
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Vyas, Dhaval, Nijholt, Anton and Veer, Gerrit van der (2010): Supporting cooperative design through "living" artefacts. In: Proceedings of the Sixth Nordic Conference on Human-Computer Interaction 2010. pp. 541-550.

We present findings from a field trial of CAM (Cooperative Artefact Memory) -- a mobile-tagging based messaging system -- in a design studio environment. CAM allows individuals to collaboratively store relevant information onto their physical design artefacts, such as sketches, collages, story-boards, and physical mock-ups in the form of messages, annotations and external web links. We studied the use of CAM in three student design projects. We observed that CAM facilitated new ways of collaborating in joint design projects. The serendipitous and asynchronous nature of CAM facilitated expressions of design aesthetics, allowed designers to have playful interactions, supported exploration of new design ideas, and supported designers' reflective practices. In general, our results show how CAM transformed mundane design artefacts into "living" artefacts that made the creative and playful side of cooperative design visible.

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Vyas, Dhaval, Nijholt, Anton and Kröner, Alexander (2010): CAM: a collaborative object memory system. In: Proceedings of 12th Conference on Human-computer interaction with mobile devices and services 2010. pp. 415-416.

Physical design objects such as sketches, drawings, collages, storyboards and models play an important role in supporting communication and coordination in design studios. CAM (Cooperative Artefact Memory) is a mobile-tagging based messaging system that allows designers to collaboratively store relevant information onto their design objects in the form of messages, annotations and external web links. We studied the use of CAM in a Product Design studio over three weeks, involving three different design teams. In this paper, we briefly describe CAM and show how it serves as 'object memory'.

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Vyas, Dhaval, Nijholt, Anton, Heylen, Dirk, Kröner, Alexander and Veer, Gerrit van der (2010): Remarkable objects: supporting collaboration in a creative environment. In: Proceedings of the 2010 International Conference on Uniquitous Computing 2010. pp. 37-40.

In this paper, we report the results of a field trial of a Ubicomp system called CAM that is aimed at supporting and enhancing collaboration in a design studio environment. CAM uses a mobile-tagging application which allows designers to collaboratively store relevant information onto their physical design objects in the form of messages, annotations and external web links. The purpose of our field trial was to explore the role of augmented objects in supporting and enhancing creative work. Our results show that CAM was used not only to support participants' mutual awareness and coordination but also to facilitate designers in appropriating their augmented design objects to be explorative, extendable and playful, supporting creative aspects of design work. In general, our results show how CAM transformed static design objects into 'remarkable' objects that made the creative and playful side of cooperative design visible.

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2009
 
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Vyas, Dhaval (2009): Artful surfaces in design practices. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2691-2694.

A largely overlooked aspect of innovative design practices is how workplace surfaces play a role in supporting designers' everyday work. In this paper we introduce the idea of artful surfaces. Artful surfaces (Figure 1) are full of informative, inspirational and creative artefacts that help designers accomplish their everyday design practices. The way these surfaces are created and used could provide information about how designers work. We identify four types of artful surfaces: personal, shared, project-specific and live surfaces; and describe them using examples.

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Vyas, Dhaval, Heylen, Dirk and Nijholt, Anton (2009): Collaborative Practices that Support Creativity in Design. In: Proceedings of the 11th European Conference on Computer-Supported Cooperative Work 2009. pp. 151-170.

Design is a ubiquitous, collaborative and highly material activity. Because of the embodied nature of the design profession, designers apply certain collaborative practices to enhance creativity in their everyday work. Within the domain of industrial design, we studied two educational design departments over a period of eight months. Using examples from our fieldwork, we develop our results around three broad themes related to collaborative practices that support the creativity of design professionals: 1) externalization, 2) use of physical space, and 3) use of bodies. We believe that these themes of collaborative practices could provide new insights into designing technologies for supporting a varied set of design activities. We describe two conceptual collaborative systems derived from the results of our study.

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2007
 
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Vyas, Dhaval, Heylen, Dirk, Eliens, Anton and Nijholt, Anton (2007): Experiencing-in-the-world: using pragmatist philosophy to design for aesthetic experience. In: Proceedings of DUX07 Designing for User eXperiences 2007. p. 8.

With the growing use of personal and ubiquitous computing technology, an increase is seen in utilizing aesthetic aspects for designing interactive systems. The use of aesthetic interpretations, however, has differed in different applications, often lacking a coherent and holistic meaning of aesthetics. In this paper we provide an account on aesthetics, utilizing the pragmatist perspective, which can be used as a framework to design for aesthetic experience in interactive systems. We discuss seven major themes of aesthetic experience. Using our framework we discuss two design examples. In the first example -- Panorama, the framework is used to inform the design process and making design decisions for supporting aesthetic social awareness in an academic work environment. In the second example -- Virtual Dancer, the framework is used to analyze the aesthetics of an entertainment experience and to elicit further improvements. In the end we discuss the role of aesthetics in the design of interactive systems.

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Vyas, Dhaval, Watering, Marek R. van de, Eliens, Anton and Veer, Gerrit van der (2007): Engineering Social Awareness in Work Environments. In: Stephanidis, Constantine (ed.) Universal Access in Human-Computer Interaction. Ambient Interaction, 4th International Conference on Universal Access in Human-Computer Interaction, UAHCI 2007 Held as Part of HCI International 2007 Beijing, China, July 22-27, 2007 Proceedings, Part II July 22-27, 2007, Beijing, China. pp. 254-263.

 
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Publication statistics

Pub. period:2007-2012
Pub. count:11
Number of co-authors:13



Co-authors

Number of publications with 3 favourite co-authors:

Anton Nijholt:6
Dirk Heylen:3
Gerrit van der Veer:3

 

 

Productive colleagues

Dhaval Vyas's 3 most productive colleagues in number of publications:

Gerrit van der Vee..:36
Anton Nijholt:34
Achim Ebert:13
 
 
 
May 21

Computer analyst to programmer: "You start coding. I'll go find out what they want."

-- Popular computer one-liner

 
 

Featured chapter

Read the fascinating history of Wearable Computing, told by its father, Steve Mann

Read Steve's chapter !

 
 

Help us help you!