Elise van den HovenPhD
Has also published under the name of:
"E. van den Hoven"
Personal Homepage:
http://www.elisevandenhoven.comCurrent place of employment:
Eindhoven University of Technology
Assistant professor in tangible and physical interaction. She works in the Industrial Design department of the Eindhoven University of Technology.
Elise studied Biology (focus on perception research) and User-System Interaction before she started her PhD in interaction design.
Publications by Elise van den Hoven (bibliography)
» 2009 «
Petrelli, Daniela, Hoven, Elise van den and Whittaker, Steve (2009): Making history: intentional capture of future memories. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 1723-1732. Available online
Lifelogging' technology makes it possible to amass digital data about every aspect of our everyday lives. Instead of focusing on such technical possibilities, here we investigate the way people compose long-term mnemonic representations of their lives. We asked 10 families to create a time capsule, a collection of objects used to trigger remembering in the distant future. Our results show that contrary to the lifelogging view, people are less interested in exhaustively digitally recording their past than in reconstructing it from carefully selected cues that are often physical objects. Time capsules were highly expressive and personal, many objects were made explicitly for inclusion, however with little object annotation. We use these findings to propose principles for designing technology that supports the active reconstruction of our future past.
Copyrights may apply
Bakker, Saskia, Antle, Alissa N. and Hoven, Elise van den (2009): Identifying embodied metaphors in children's sound-action mappings. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 140-149. Available online
Physical activity and manipulating physical objects can be beneficial for learning. Earlier studies [2] have shown that interaction models that rely on unconscious and embodied knowledge (based on embodied metaphors) can benefit the learning process. However, more than one embodied metaphor might be applicable. In this paper, we present the results of a user study (n=65) designed to identify embodied metaphors seven to nine year old children use when enacting abstract concepts related to musical sound. The results provide evidence that multiple different embodied metaphors can unconsciously be used to structure the understanding of these concepts. In addition, we have identified and categorized commonly used metaphors based on the children's enactments of changing sound concepts.
Copyrights may apply
» 2008 «
Hoven, Elise van den and Eggen, Berry (2008): Informing augmented memory system design through autobiographical memory theory. In Personal and Ubiquitous Computing, 12 (6) pp. 433-443
Schmidt, Albrecht, Gellersen, Hans, Hoven, Elise van den, Mazalek, Ali, Holleis, Paul and Villar, Nicolas (eds.) TEI 2008 - Proceedings of the 2nd International Conference on Tangible and Embedded Interaction February 18-20, 2008, Bonn, Germany.
Heijboer, Marigo and Hoven, Elise van den (2008): Keeping up appearances: interpretation of tangible artifact design. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 162-171. Available online
The design and interaction of physical game artifacts is becoming increasingly important for the design of digital tabletop games. In this paper a study is described investigating the differences in interpretations of realistic and abstract game artifacts comparing children and adults. A game was created on a digital tabletop as a carrier for the user evaluation presented in this paper. The appearance of the game artifacts was explored and a family of each of the artifacts was created. The interpretations of each of the individual artifacts and their different visual appearances were tested to determine whether children rank and interpret the functionalities of the artifacts differently than adults. The results showed that overall the understanding of abstract artifacts compared to realistic ones was best for both children and adults. It also indicated there was no significant difference in the interpretations of the realistic and abstract artifacts between children and adults.
Copyrights may apply
Kierkels, Jeanine and Hoven, Elise van den (2008): Children's haptic experiences of tangible artifacts varying in hardness. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 221-228. Available online
In this paper we describe our investigations on the role of material hardness in the haptic experience of tangible artifacts. Without seeing the artifacts children had to rank their experience on a scale of two antonyms while touching and holding these artifacts. In this experiment it was shown that children have no problem ranking hardness. Two groups could be identified: soft artifacts were found to be cute, speedy and warm, e.g., and hard artifacts boring, sad and old-fashioned. We think that paying attention to this factor in the design of tangible user interfaces for children can improve their experience.
Copyrights may apply
Golsteijn, Connie, Hoven, Elise van den, Geurts, Sijme, Eichenbrenner, Max, Leest, Christ van, Hurk, Sanne van den and Ling, Yih Shun (2008): BLB: A Persuasive and Interactive Installation Designed to Improve Well-Being. In: Oinas-Kukkonen, Harri, Hasle, Per F. V., Harjumaa, Marja, Segerståhl, Katarina and Øhrstrøm, Peter (eds.) PERSUASIVE 2008 - Persuasive Technology, Third International Conference June 4-6, 2008, Oulu, Finland. pp. 262-265. Available online
Hornecker, Eva, Jacob, Robert J. K., Hummels, Caroline, Ullmer, Brygg, Schmidt, Albrecht, Hoven, Elise van den and Mazalek, Ali (2008): TEI goes on: Tangible and Embedded Interaction. In IEEE Pervasive Computing, 7 (2) pp. 91-96
published as part of a larger section titled 'Advances in Tangible Interaction and Ubiquitous Virtual Reality'
Copyrights may apply
» 2007 «
Hoven, Elise van den and Mazalek, Ali (2007): Tangible play: research and design for tangible and tabletop games. In: Proceedings of the 2007 International Conference on Intelligent User Interfaces 2007. p. 6. Available online
This workshop addresses questions related to the areas of tangible interaction, game design and emerging technologies for tangible and tabletop games. We bring together researchers and practitioners from diverse fields related to these topics, such as HCI, computer science, interaction design and game design. We seek collaborative ways to move forward the field of tangible and tabletop games.
Copyrights may apply
Hoven, Elise van den, Frens, Joep, Aliakseyeu, Dima, Martens, Jean-Bernard, Overbeeke, Kees and Peters, Peter (2007): Design research & tangible interaction. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007. pp. 109-115. Available online
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.
Copyrights may apply
Bakker, Saskia, Vorstenbosch, Debby, Hoven, Elise van den, Hollemans, Gerard and Bergman, Tom (2007): Weathergods: tangible interaction in a digital tabletop game. In: Proceedings of the 1st International Conference on Tangible and Embedded Interaction 2007. pp. 151-152. Available online
In this paper we describe the game 'Weathergods', which is implemented on the Entertaible tabletop gaming platform [1]. The game uses either iconic or symbolic [2] tangible objects for interaction and marries both the advantages of traditional board games and computer games.
Copyrights may apply
Bakker, Saskia, Vorstenbosch, Debby, Hoven, Elise van den, Hollemans, Gerard and Bergman, Tom (2007): Tangible interaction in tabletop games: studying iconic and symbolic play pieces. In: Proceedings of the international conference on Advances in computer entertainment technology June 13 - 15, 2007, Salzburg, Austria. pp. 163-170. Available online
In this paper, a study is described which investigates differences in game experience between the use of iconic and symbolic tangibles in digital tabletop interaction. To enable this study, a new game together with two sets of play pieces (iconic and symbolic) was developed and used in an experiment with 30 participants. In this experiment, the understanding of the game, the understanding of the play pieces and the fun experience were tested. Both the group who played with iconic play pieces and the group who played with symbolic play pieces were proven to have a comparable fun experience and understanding of the game. However, the understanding of the play pieces was higher in the iconic group and a large majority of both groups preferred to play with iconic play pieces rather then symbolic play pieces.
Copyrights may apply
Octavia, Johanna Renny, Hoven, Elise van den and Mondt, Hans De (2007): Overcoming the Distance between Friends. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 20. Available online
Staying in touch is a fundamental aspect in maintaining a long-distance relationship, whether it is in a family context or a friendship. An effective communication appliance can enable families or friends living apart to have a feeling of connectedness and help them to maintain their relationship despite the physical distance. This paper describes the results of an exploration study on people living far away from their families and friends, with a focus on how they stay in touch with their close friends and overcome the distance. The targeted user group in this study is geographically and physically isolated people. A user study was conducted by means of a survey, focus group and interview. The results show that sharing problems and feelings between two remotely located friends is crucial. Consequently, the design goal was set to enable users to notify and physically comfort each other, in a subtle way, through a remote but shared experience, whenever a problem or feeling occurs.
Copyrights may apply
Lalanne, Denis and Hoven, Elise van den (2007): Supporting Human Memory with Interactive Systems. In: Proceedings of the HCI07 Conference on People and Computers XXI 2007. p. 60. Available online
The major goal of this workshop is to explore how interactive systems can support human memory, using novel technologies and innovative human/machine interaction paradigms, such as tangible interaction. We believe this is important since memory and attention are becoming critical resources for our wellness, e.g. with regard to a continuously increasing information overload. The goal of this workshop is not only to support personal information management but also daily life activities, e.g. adapted to user preferences and specific contexts. Where current multimedia search engines are designed for large user communities and their applications, this workshop targets the support of individual's personal memory in everyday life.
Copyrights may apply
Bakker, Saskia, Vorstenbosch, Debby, Hoven, Elise van den, Hollemans, Gerard and Bergman, Tom (2007): Tangible interaction in tabletop games: studying iconic and symbolic play pieces. In: Inakage, Masa, Lee, Newton, Tscheligi, Manfred, Bernhaupt, Regina and Natkin, Stéphane (eds.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2007 June 13-15, 2007, Salzburg, Austria. pp. 163-170. Available online
» 2006 «
IJsselsteijn, Wijnand, Kort, Yvonne de, Midden, Cees, Eggen, Berry and Hoven, Elise van den (eds.) Proceedings of the First International Conference on Persuasive Technology for Human Well-Being - PERSUASIVE 2006 May 18-19, 2006, Eindhoven, The Netherlands.
IJsselsteijn, Wijnand, Kort, Yvonne de, Midden, Cees J. H., Eggen, Berry and Hoven, Elise van den (eds.) PERSUASIVE 2006 - Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being May 18-19, 2006, Eindhoven, The Netherlands.
IJsselsteijn, Wijnand, Kort, Yvonne de, Midden, Cees J. H., Eggen, Berry and Hoven, Elise van den (2006): Persuasive Technology for Human Well-Being: Setting the Scene. In: IJsselsteijn, Wijnand, Kort, Yvonne de, Midden, Cees J. H., Eggen, Berry and Hoven, Elise van den (eds.) PERSUASIVE 2006 - Persuasive Technology, First International Conference on Persuasive Technology for Human Well-Being May 18-19, 2006, Eindhoven, The Netherlands. pp. 1-5. Available online
» 2004 «
Hoven, Elise van den and Eggen, Berry (2004): Tangible Computing in Everyday Life: Extending Current Frameworks for Tangible User Interfaces with Personal Objects. In: Markopoulos, Panos, Eggen, Berry, Aarts, Emile H. L. and Crowley, James L. (eds.) EUSAI 2004 - Ambient Intelligence - Second European Symposium November 8-11, 2004, Eindhoven, The Netherlands. pp. 230-242. Available online
» 2003 «
Hoven, Elise van den and Eggen, Berry (2003): The Design of a Recollection Supporting Device A Study into Triggering Personal Recollections. In: Proceedings of the Tenth International Conference on Human-Computer Interaction 2003. pp. 1034-1038.
Hoven, Elise van den and Eggen, Berry (2003): Digital Photo Browsing with Souvenirs. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 1000.
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Mar 20th, 2010
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