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Dirk van de Mortel

PD Eng.

Picture of Dirk van de Mortel. Copyright of Dirk van de Mortel and Interaction-Design.org through the Creative Commons Share-Alike licence.
Personal Homepage:
http://www.dvdm-i.nl

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Publications by Dirk van de Mortel (bibliography)

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2008
 
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Hendrix, Koen, Yang, Guo, Mortel, Dirk van de, Tijs, Tim and Markopoulos, Panos (2008): Designing a Head-Up Game for Children. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 45-53.

Head-Up Games [19,20] attempt to combine the technological benefits of modern electronic games with the social and physical advantages of traditional games. To demonstrate this concept, a Head-Up Game for 9- to 11-year-old children was designed and developed iteratively, with intensive involvement of children for play-testing. This paper describes and reflects on the game's design process and the implications regarding the concept of Head-Up Games. The final game, Stop the Bomb, was found to be physically and socially stimulating, understood and enjoyed by the target group, and preferred over a non-electronic version of the game at first encounter.

© All rights reserved Hendrix et al. and/or their publisher

2007
 
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Mortel, Dirk van de and Jun, H. (2007): ApartGame: a Multi-User Tabletop Game Platform for Intensive Public Use. In: Proceedings of the 12th international conference on Intelligent user interfaces January 28-31, 2007, Honolulu, Hawaii, USA. p. 4.

ApartGame is a tabletop platform that supports multiple games for social environments and intensive public use. This paper summarizes the design of ApartGame and the results from preliminary user evaluation. The integration of physical control and digital objects was a crucial design decision and it made the games on the platform tangible.

© All rights reserved Mortel and Jun and/or ACM Press

2005
 
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Rauterberg, Matthias, Salem, Ben and Mortel, Dirk van de (2005): From passive to active forms. In: Feijs, Loe (ed.). "Design and semantics of form and movements". Eindhoven, Netherlands: Koninklijke Philips Electronics N.Vpp. 110-117

Based on the continuous increase in functionality of interactive prod-ucts, tangible user interfaces are coming up. We will address one important de-sign challenge: how to design the feedback of the internal state of the interac-tive product in a natural way. Although already several solutions are possible, we will introduce a new approach via smart materials. With smart materials the feedback of tangible I/O devices can move from passive to active forms. Based on a general concept of active forms we will demonstrate and discuss the stateof the art of using smart materials to explore a new design space for feedback inhuman computer interaction.

© All rights reserved Rauterberg et al. and/or Koninklijke Philips Electronics N.V

 
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Jun 19

... there are no simple 'right' answers for most web design questions (at least not for the important ones). What works is good, integrated design that fills a need--carefully thought out, well executed, and tested.

-- Steve Krug, Don't Make Me Think, p. 136

 
 

Featured chapter

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

Read Steve's chapter !

 
 

Latest books

The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad

 
Start reading

The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!