Publication statistics

Pub. period:1992-2011
Pub. count:18
Number of co-authors:22



Co-authors

Number of publications with 3 favourite co-authors:

Christof van Nimwegen:4
Ion Juvina:4
I. Juvina:2

 

 

Productive colleagues

Herre van Oostendorp's 3 most productive colleagues in number of publications:

Jennifer J. Preece:46
Roelof van Zwol:13
Albert G. Arnold:11
 
 
 
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Herre van Oostendorp

Picture of Herre van Oostendorp. Copyright unknown.
Has also published under the name of:
"H. Van Oostendorp" and "Herre H. van Oostendorp"

Personal Homepage:
cs.uu.nl/people/herre/index.php?id=0&subid=0


Current place of employment:
University of Utrecht

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Publications by Herre van Oostendorp (bibliography)

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2011
 
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Oostendorp, Herre van and Varik, Ferdy van (2011): Stimulation of activity in online communities. In: Proceedings of the 2011 Annual European Conference on Cognitive Ergonomics 2011. pp. 163-170.

Motivation -- Identify the factors that relate to the activity within a community, to derive a framework which can be used to stimulate activity in both new and existing online communities and to test the effectiveness of the framework. Research approach -- The relations between 9 metrics of community success and 26 community properties have been identified in a statistical analysis of 58 online communities. Guidelines derived from this analysis have been applied to a case study. Findings/Design -- 13 factors have been identified. These factors have been incorporated into the Community Activity (CA) framework and 11 guidelines for stimulating online community activity. Application of this framework to an existing online community resulted in more interest in parts of the website and increased actual usage. Research limitations/Implications -- Only (health-based) social communities have been used in the analysis. Generalisation to other kinds of online communities (e.g. technical) may require additional research. Originality/Value -- The research provides an insight as to why communities may fail, by presenting factors that may have a positive or negative effect on member activity. Take away message -- Functionality available within online communities may influence member activity. Place focus on privacy options, notifications and member profiles.

© All rights reserved Oostendorp and Varik and/or their publisher

2010
 
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Karanam, Saraschandra, Oostendorp, Herre van and Indurkhya, Bipin (2010): The role of content in addition to hyperlinks in user-clicking behavior. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 125-131.

Motivation -- Cognitive models of web-navigation such as CoLiDeS, CoLiDeS+, SNIF-ACT compute the correct hyperlink by using information from the hyperlink text alone and ignore all other information on a web-page. This paper focuses on verifying the validity of this assumption by investigating the role played by the main content in addition to hyperlink text on the deciding the correct hyperlink. Research approach -- A mock-up website with two conditions: (i) with main content and hyperlinks and (ii) without main content but with hyperlinks was created. 18 students performed 8 information retrieval tasks on this mock-up website. Findings/Design -- The results showed that the user-click behaviour with or without main content remained largely the same. The same links were selected by users in both conditions. Also, the same amount of time was spent on the commonly selected links in both conditions. Research limitations/Implications -- We restrict ourselves to the role of main content in this experiment and did not study the impact of other factors like pictures. Originality/Value -- These results provide an empirical proof to the assumption CoLiDeS makes in its 3rd and 4th phases of focusing and selecting. Take away message -- Implication of the results is that one needs to study deeper the relevance/quality of wording used for hyperlinks in relation to the main content. We assume that if the wordings (of the links) are relevant or familiar to the user, the influence of main content would be negligible but if they are less relevant or unfamiliar, the content becomes more influential.

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

 
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Wouters, Pieter, Oostendorp, Herre van and Spek, Erik D. van der (2010): Game design: the mapping of cognitive task analysis and game discourse analysis in creating effective and entertaining serious games. In: Proceedings of the 2010 Annual European Conference on Cognitive Ergonomics 2010. pp. 287-293.

Motivation -- Game design and instructional design have to be reconciled in order to create effective and engaging serious games. However, a methodology for this purpose is not yet available. Research approach -- Such a methodology should meet two requirements. It should provide (1) a taxonomy of categories that can be used to describe both information related to learning objectives (e.g., cognitive skills) and information describing the dynamics of the game, (2) guidelines to trigger learning naturally in the game. Findings/Design -- Our proposed methodology comprises two stages. First, a cognitive task analysis (CTA) is made of the task or the domain that has to be learned. Second, the information of this analysis has to be integrated with game-related information elements using our Game Discourse Analysis (GDA). We developed a taxonomy of information elements, types of relations and aggregates of information elements which form the tools for the GDA. We showcase the methodology in the domain of triage. In addition, we present two pilot studies to validate our claims. Research limitations/Implications -- Although the two pilot studies provide some evidence for our claims, more research is needed. Originality/Value -- Currently, the community of (serious) games designers lacks an instrument to design engaging serious games, to communicate about these games and to make comparisons between serious games. Our methodology fills in this gap. Take away message -- Serious game design requires a methodology (GDA) that enables designers to describe, visualize, understand and manipulate the information flow in games in order to create effective and engaging serious games.

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

2007
 
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Melguizo, Mari Carmen Puerta, Oostendorp, Herre van and Juvina, Ion (2007): Predicting and solving web navigation problems. In: Proceedings of the Eighteenth ACM Conference on Hypertext and Hypermedia 2007. pp. 47-48.

In the first experiment we explored the ability of different objective and subjective measures to predict user's success in finding information in a website. The results indicate that the subjective measure of lostness seems to be a better predictor of task performance than any of the objective measures. In the second experiment the probability of getting lost was reduced by presenting navigation support generated by the cognitive model CoLiDeS+, a model of web navigation that describes step-by-step which information presented on the screen is attended to and selected. CoLiDeS+ could be used as a software agent that automatically offers navigation suggestions in real time.

© All rights reserved Melguizo et al. and/or ACM Press

 
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Oostendorp, Herre van and Juvina, Ion (2007): Using a cognitive model to generate web navigation support. In International Journal of Human-Computer Studies, 65 (10) pp. 887-897.

A computational cognitive model of web navigation is proposed. Based on theories and models of text comprehension and web navigation, the plausibility of the proposed model is discussed. The model was used to generate navigation support and this support was offered to users in real time during their navigation sessions, in two experiments. In the first experiment navigation support was offered in the auditory modality and it had a positive effect on user's task performance, especially for users with low spatial abilities. In the second experiment navigation support was offered in the visual modality and users positively evaluated it. Users navigated in a more structured way, judged the system as more usable, and perceived themselves as less disoriented. Support did also here lead to better task performance. Finally, some aspects concerning further enhancement of the validity of the proposed model and its practical relevance are discussed.

© All rights reserved Oostendorp and Juvina and/or Academic Press

 
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Nimwegen, Christof van and Oostendorp, Herre van (2007): Guidance in the interface and transfer of task performance. In: Brinkman, Willem-Paul, Ham, Dong-Han and Wong, B. L. William (eds.) ECCE 2007 - Proceedings of the 14th European Conference on Cognitive Ergonomics August 28-31, 2007, London, UK. pp. 225-232.

2006
 
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Nimwegen, Christof C. van, Burgos, Daniel D., Oostendorp, Herre van and Schijf, Hermina H. J. M. (2006): The paradox of the assisted user: guidance can be counterproductive. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 917-926.

This paper investigates the influence of interface styles on problem solving performance. It is often assumed that performance on problem solving tasks improves when users are assisted by externalizing task-related information on the interface. Although externalization requires less recall and relieves working memory, it does not instigate planning, understanding and knowledge acquisition. Without this assistance, task-information must be internalized, stored in the user's memory, leading to more planning and thinking and perhaps to better performance and knowledge. Another variable that can influence behavior is "Need for Cognition" (NFC), the tendency to engage in effortful cognitive tasks. We investigated the effects of interface style and cognitive style on performance using a conference planning application. Interface style influenced behavior and performance, but NFC did not. The internalization interface led to more planful behavior and smarter solutions. When planning and learning are the aim, designers should thus beware of giving a user (too) much assistance. Understanding how people react to interface information can be crucial in designing effective software, especially important in the areas of education and learning.

© All rights reserved Nimwegen et al. and/or ACM Press

 
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Juvina, Ion and Oostendorp, Herre van (2006): Individual differences and behavioral metrics involved in modeling web navigation. In Universal Access in the Information Society, 4 (3) pp. 258-269.

This paper presents an empirical study aiming at investigating individual differences and behavioral metrics involved in modeling web navigation. Factors that have an influence on web navigation behavior were identified with the aid of task analysis, and their relevance in predicting task outcomes (performance, satisfaction, perceived disorientation) was tested with the aid of multiple regression analysis. Several types of navigation metrics were calculated based on web logging data and used as indicators of user characteristics and task outcomes. Results show that spatial-semantic cognitive mechanisms seem to be crucial in adequately performing web navigation tasks. The fact that user characteristics and task outcomes can be estimated with reasonable accuracy based on navigation metrics suggests the possibility of building adaptive navigation support in web applications.

© All rights reserved Juvina and Oostendorp and/or Springer Verlag

 
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Zwol, Roelof van, Baas, Jeroen, Oostendorp, Herre van and Wiering, Frans (2006): Bricks: The Building Blocks to Tackle Query Formulation in Structured Document Retrieval. In: Lalmas, Mounia, MacFarlane, Andy, Rüger, Stefan M., Tombros, Anastasios, Tsikrika, Theodora and Yavlinsky, Alexei (eds.) Advances in Information Retrieval - 28th European Conference on IR Research - ECIR 2006 April 10-12, 2006, London, UK. pp. 314-325.

2005
 
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Juvina, I. and Oostendorp, Herre van (2005): Cognitive Model Working Alongside the User. In: Proceedings of the HCI05 Conference on People and Computers XIX 2005. pp. 409-420.

2004
 
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Juvina, Ion and Oostendorp, Herre van (2004): Individual Differences and Behavioral Aspects Involved in Modeling Web Navigation. In: Proceedings of the 8th ERCIM Workshop on User Interfaces for All 2004. p. 77.

This paper presents an empirical study aiming at investigating individual differences and behavioral aspects involved in modeling web navigation. Factors that have an influence on web navigation behavior were identified with the aid of task analysis and their relevance in predicting task outcomes (performance, satisfaction, disorientation) was tested with the aid of multiple regression analysis. Several types of navigation metrics were calculated based on web logging data and used as indicators of user characteristics and task outcomes. Results show that spatial-semantic cognitive mechanisms seem to be crucial in adequately performing web navigation tasks. The fact that user characteristics and task outcomes can be estimated with reasonable accuracy based on navigation metrics suggests the possibility of building adaptive navigation support in web applications.

© All rights reserved Juvina and Oostendorp and/or Springer Verlag

 
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Nimwegen, Christof van, Oostendorp, Herre van and Schijf, Hermina (2004): Externalization vs. Internalization: The Influence on Problem Solving Performance. In: Looi, Chee-Kit, Sutinen, Erkki, Sampson, Demetrios G., Aedo, Ignacio, Uden, Lorna and Kähkönen, Esko (eds.) ICALT 2004 - Proceedings of the IEEE International Conference on Advanced Learning Technologies 30 August - 1 September, 2004, Joensuu, Finland. .

2003
 
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Juvina, I. and Oostendorp, Herre van (2003): Human Factors in Web-assisted Personal Finance. In: Proceedings of the Tenth International Conference on Human-Computer Interaction 2003. pp. 477-481.

1999
 
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Oostendorp, Herre van, Preece, Jennifer J. and Arnold, Albert G. (1999): Designing Multimedia for Human Needs and Capabilities. In Interacting with Computers, 12 (1) pp. 1-5.

The central tenet of HCI is to ensure that software and hardware design supports users doing their tasks. Most of the papers in this Special Issue go one step beyond designing for usability -- they also address design issues related to supporting human values. As computer usage becomes more diverse both in terms of the range of users and types of applications, human values such as democracy will become increasingly important and controversial, especially, as the number of people coming onto the Internet increases. For example, the issue of computer haves and have nots is well known, but governments are only just starting to think through its implications in terms of future policy. In addition, understanding users' affective responses to systems and how emotions are conveyed across networks is starting to gain designers' attention. Brenda Laurel's company, Purple Moon, is a clear example of the perceived need of designing to support users' emotional needs, in this case, teenage girls.

© All rights reserved Oostendorp et al. and/or Elsevier Science

 
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Nimwegen, Christof van, Pouw, Miriam and Oostendorp, Herre van (1999): The Influence of Structure and Reading-Manipulation on Usability of Hypertexts. In Interacting with Computers, 12 (1) pp. 7-21.

This study investigates the influence of structure and reading-manipulation, and more importantly, the interaction between these two variables on usability of hypertexts. Four types of hypertexts are distinguished, differing in structure (hierarchical, or hierarchical with partial linearity) and reading-manipulation (scrolling or paging). A fifth extra hypertext containing a hierarchical structure with partial linearity and both paging and scrolling was also investigated. The information itself, a city guide about Utrecht with cultural and tourist information, was exactly the same in all hypertexts. Three aspects of usability were examined: efficiency, ease of learning and user-satisfaction. These aspects are measured by performance on 24 search tasks and a task reflecting insight into the structure of the hypertext. Also, questions about the structure of the hypertext and satisfaction with the system had to be answered. The results indicated that structure and reading-manipulation did not interact. There were, however, significant main effects of structure and reading-manipulation. A purely hierarchical structure was frequently more usable than a hierarchical structure with partial linearity, and scrolling appeared to be more useful than paging. The fifth alternative hypertext seemed slightly more usable than the hypertexts with linearity, but less usable than purely hierarchical hypertexts. The findings combined suggest that a purely hierarchical hypertext with scrolling is most useful, probably because this structure and kind of reading-manipulation both provide a clear insight into the structure of the hypertext. We assume this insight to be necessary for adequate performance.

© All rights reserved Nimwegen et al. and/or Elsevier Science

1998
 
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Oostendorp, Herre van and Nimwegen, Christof van (1998): Locating Information in an Online Newspaper. In J. Computer-Mediated Communication, 4 (1) .

1995
 
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Oostendorp, Herre van and Walbeehm, Benjamin J. (1995): Towards Modelling Exploratory Learning in the Context of Direct Manipulation Interfaces. In Interacting with Computers, 7 (1) pp. 3-24.

The characteristics of direct manipulation interfaces (DMIs) are examined. The main purpose of this examination is to provide ideas for future research on modelling exploratory learning in the context of using DMIs. Four topics are discussed: the perceptual characteristics of DMIs, exploratory learning and display-based problem-solving in general, modelling human-computer interaction in the context of DMIs, and the consequences of DMIs for modelling the interaction by means of a production system. Specifically, the questions that are discussed are: first, how do DMIs afford, encourage and support exploratory learning, and how can typical DMI characteristics such as the objects on the screen be included in models of user behaviour? Second, what are the characteristics of problem-solving and exploratory learning in the context of visual displays? Third, how is novice behaviour and, more generally, problem-solving modelled in the context of human-computer interaction? In the final section, suggestions are made based on the topics discussed, with the aim of presenting some steps towards developing a model consisting of production rules that can simulate human interaction with DMIs more adequately than has been the case thus far. Two important consequences of DMIs for modelling human interaction are discussed. First, the external display of DMIs allows recognition instead of recall. Consequently, production rules can be more recognition-based. Second, with regard to the structure of production systems, the mechanism of partial matching is proposed to account for errors during performance. Constraints and affordances can be accounted for by proposing production rules to fire context-dependently, and by assuming that production rules can be meaningfully grouped and actively scanned for a match.

© All rights reserved Oostendorp and Walbeehm and/or Elsevier Science

1992
 
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Bruijn, David de, Mul, Sjaak de and Oostendorp, Herre van (1992): The Influence of Screen Size and Text Layout on the Study of Text. In Behaviour and Information Technology, 11 (2) pp. 71-78.

This study investigates the effects of screen size (12 inch versus 15 inch) and text layout (well structured and ill structured) on the learning of text presented on the monitor of a personal computer. Two aspects of learning are assessed. A summary and a multiple-choice test are employed to measure the amount of information retained. Efficacy of learning is assessed by learning time and by cognitive effort, as measured by the performance on a secondary task. The results indicate that neither screen size nor text layout has a significant influence on the required cognitive effort or on the amount of information acquired. There is, however, a significant (main) effect of screen size on learning time: subjects using a 15 inch screen need less learning time than subjects using a 12 inch screen, with no difference in learning performance. It is suggested that more efficient integration processes in constructing the semantic representation are responsible for this reduction in learning time. Implications for future research are discussed.

© All rights reserved Bruijn et al. and/or Taylor and Francis

 
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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/herre_van_oostendorp.html

Publication statistics

Pub. period:1992-2011
Pub. count:18
Number of co-authors:22



Co-authors

Number of publications with 3 favourite co-authors:

Christof van Nimwegen:4
Ion Juvina:4
I. Juvina:2

 

 

Productive colleagues

Herre van Oostendorp's 3 most productive colleagues in number of publications:

Jennifer J. Preece:46
Roelof van Zwol:13
Albert G. Arnold:11
 
 
 
May 20

The moment clients realize that revisions are not an all-you-can-eat buffet, suddenly they realize they are not hungry.

-- Lester Beall

 
 

Featured chapter

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

Read Steve's chapter !

 
 

Help us help you!