Kees Overbeeke
Has also published under the name of:
"C. J. Overbeeke" and "Kees C. J. Overbeeke"
Prof. dr. Kees Overbeeke was appointed full professor at Eindhoven University of Technology (TU/e) for Intelligent Products and System Design in the Department of Industrial Design in May, 2006. Kees Overbeeke studied psychology at the Katholieke Universititeit Leuven (1974). After working there he moved to the Faculty of Industrial Design Engineering at Delft University of Technology where he earned his Ph.D (1988) in spatial perception on flat screens. He headed the Form Theory group as an Associate Professor until his move to the Department of Industrial Design of TU/e in 2002. During the academic year 2005-2006 he was invited as the Nierenberg Chair of Design at Carnegie Mellon’s School of Design in Pittsburgh. At TU/e he headed the Designing Quality in Interaction group until September 2011.
It is with great sadness that we announce the loss of Kees Overbeeke, on October 8th, 2011 at the age of 59.
Publications by Kees Overbeeke (bibliography)
Bakker, Saskia, Hoven, Elise van den, Eggen, Berry and Overbeeke, Kees (2012): Exploring peripheral interaction design for primary school teachers. In: Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012. pp. 245-252.
This paper explores the concept of peripheral interactions; interactions with technology that take place in the background or periphery of the attention. We present two designs for a classroom setting. CawClock makes selected time frames audible in order to provide teachers with awareness of time. NoteLet is designed to support the teacher in observing children's behavior, by enabling him or her to take pictures of the classroom through straightforward interactions on a bracelet. A qualitative, two-week exploration of both systems in a classroom revealed that the soundscapes of CawClock indeed shifted to the periphery of the attention and supported the teacher's time awareness. The actions with NoteLet did not shift to the periphery. However, the tangible aspects of NoteLet seemed to facilitate the interaction to be quick and simple, which may indicate that it could shift to the periphery with more practice. Tangible interaction therefore seems a promising interaction style for this purpose.
© All rights reserved Bakker et al. and/or ACM Press
Mendels, Philip, Frens, Joep and Overbeeke, Kees (2011): Freed: a system for creating multiple views of a digital collection during the design process. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1481-1490.
In this paper Freed is presented, a system that enables design students to spatially organize their digital collection, define relations between collection content and reflect on it. The system features a force-based layout that allows to explore spatial organizations, and hence to gain new insights. Its main advantage over existing software, is that it empowers the students to create different views of their digital collection. A view is a spatial organization of a selection of the collection content and its relations. It can e.g. be used for a specific design activity or project phase, for organizing work around a specific topic, or for explaining the perspective of a given student or stakeholder. Feedback of design students working with Freed during their design projects, and results from a workshop as measured by a questionnaire, show positive prospects for adoption of the system during the design process.
© All rights reserved Mendels et al. and/or their publisher
Deckers, Eva, Wensveen, Stephan, Ahn, Rene and Overbeeke, Kees (2011): Designing for perceptual crossing to improve user involvement. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1929-1938.
In this paper we describe our research on how to design for perceptive activity in artifacts in order for perceptual crossing between subject and artifact to happen. We base our research on the phenomenology of perception [19] and on ecological psychology [10]. Perceptual crossing is believed to be essential to share perception and thereby to feel involved in the situation [5,15]. We propose a theoretical model in which perceptive connections between user, artifact and event are presented. We designed an artifact to function as physical hypotheses [9] and show the design relevance of the model. In an experiment we investigate how the user's feeling of involvement is influenced in relation to differentiations of the proposed theoretical model. The results of our experiment show that indeed perceptual crossing between user and artifact influences the user's feeling of involvement with the artifact in their common space. We conclude with describing several design notions important for designing for perceptive activity in artifacts.
© All rights reserved Deckers et al. and/or their publisher
Deckers, Eva, Wensveen, Stephan and Overbeeke, Kees (2011): PeR: designing for perceptive qualities. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. p. 491.
In this video we show PeR, short for 'Perception Rug'. The design is created as part of our research on how to design for perceptive qualities in objects. This research is conducted around the educational and research theme 'Wearable Senses' and has a theoretical departure in the 'phenomenology of perception' and 'ecological psychology'. The integration of conductive and optic fibers, respectively enable PeR to sense the touch of a person and to let a body of light behave within the surface of the rug. The design can be used as a platform for the exploration of perceptive behavior. Different design characteristics, like the size of the light body, the speed by which the body moves, its shape, focus and direction, can be adjusted in order to design behavior.
© All rights reserved Deckers et al. and/or their publisher
Stienstra, Jelle, Overbeeke, Kees and Wensveen, Stephan (2011): Embodying Complexity through Movement Sonification: Case Study on Empowering the Speed-skater. In: Overbeeke, Kees (ed.) CHItaly Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction Facing Complexity 2011. pp. 39-44.
In this paper, we describe the Augmented Speed-skate Experience (ASE), a case of movement sonification in professional speed-skating. We designed and developed a system that provides feedback on technique to a professional speed-skater through an extra sense-modality, i.e. sound. Complexity is incorporated directly by the athlete and not through an external system that would feedback representational judgments of improving speed-skating technique. This research-through-design case explores the conditions for mapping information directly to the body. This is done by an evaluation on several sets of continuous parameter mappings in a field-lab setup. Results from this qualitative evaluations show that the movement sonification mappings cause inter-modal convergence, resulting in actual improvement. We designed a movement sonification mapping of speed-skating technique that is informative, motivating, non-coercive, robust and easy to apply. Feedback designed according to existing natural acoustic conventions inherently coupled to the speed-skaters actions, allows for complex information to be assessed and embodied by the athlete thus improving his skating technique.
© All rights reserved Stienstra et al. and/or New York, USA: ACM
Overbeeke, Kees (ed.) CHItaly Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction Facing Complexity 2011.
Stienstra, Jelle, Overbeeke, Kees and Wensveen, Stephan (2011): There is More in a Single Touch: Mapping the Continuous to the Discrete. In: Overbeeke, Kees (ed.) CHItaly Proceedings of the 9th ACM SIGCHI Italian Chapter International Conference on Computer-Human Interaction Facing Complexity 2011. pp. 27-32.
In this paper, we present the Sensible Alternative, a concept that enables smart-phone users to navigate between applications by accessing action-possibility-depending and personalized-associated applications. A single added touch-sensitive spot on the back-side of the smart-phone provides an alternative layer of interaction between human and machine, on top of hierarchical system architectures. We designed and prototyped this interaction layer that exploits the advantage of the continuous and the discrete powers of man and machine. In our case study, we explore several consequences of a phenomenological approach for designing complex systems, products and related services. Here we present the research-through-design case and our reflections based on qualitative expert confrontations on the heuristics and experience of the use case, the Sensible Alternative. With this work we hope to inspire design thinking to shift from hierarchical, procedural and structured design mechanisms to embodied mechanisms when addressing complexity.
© All rights reserved Stienstra et al. and/or New York, USA: ACM
Overbeeke, Kees and Hummels, Caroline (2010). Encyclopedia chapter titled "Page title suppressed - page not yet published". Retrieved 8 April 2012 from [URL suppressed - page not yet published]
Hummels, Caroline, Aarts, Emile and Overbeeke, Kees (2009): The shared worlds of industrial design TU/e and philips research. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2639-2642.
In this exhibition booth at the Design Vignettes venue we show through projects, demos and information the joined worlds of the department of Industrial Design at the Eindhoven University of Technology and Philips Research, Eindhoven. We show through the results of different joined and related projects, how we envision that design can transform society through intelligent systems, products and related services, and how we can and are educating a new type of designer who is working in the realm of ambient intelligence and who is able to join the worlds of design, engineering and science.
© All rights reserved Hummels et al. and/or ACM Press
Hummels, Caroline, Restrepo, Michael Cruz and Overbeeke, Kees (2009): Designing the melody of interaction through movies, maps, mechanisms, prototypes and presentations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2647-2650.
Now that computers are no longer merely a means to do our job but help us to pursue our lives, one could question the appropriateness of functionality and efficiency as the main guiding principles for design. User experience and aesthetics of interaction are becoming increasingly paramount. But what makes for aesthetic of interaction and how to design for it? In the module "Aesthetics of Interaction" we used a variety of methods to discuss, experience and analyse the concept of aesthetics of interaction in depth. In this extended abstract we elucidate the methods used, i.e., movies, interaction maps, interaction mechanisms, prototypes and silent presentations, including the rationale behind them.
© All rights reserved Hummels et al. and/or ACM Press
Cited on the following page:
» Industrial Design: [Not yet published]
Tomico, Oscar, Frens, Joep W. and Overbeeke, Kees (2009): Co-reflection: user involvement for highly dynamic design processes. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2695-2698.
User involvement in systems, products and related services design has increased considerably in relevance. The way user involvement actually progresses depends on how the users are situated in relation to the design process. Their influence may extend from the results of the design project to planning and managing the course of the design project. Sequential techniques developed for the rational problem solving or reflective process have a limited application in highly dynamic design processes. More precisely, in sequential design processes validation steers reflection into a single direction. For this reason, a methodological approach not based on the sequential (hypothetical-deductive) paradigm but on the dialectical inquiry (inductive paradigm) between designers and users is considered. The versatile and holistic nature of this co-reflective process makes it suitable for dynamic and unstructured design processes based on different streams of reflection.
© All rights reserved Tomico et al. and/or ACM Press
Hengeveld, Bart, Hummels, Caroline, Overbeeke, Kees, Voort, Riny, Balkom, Hans van and Moor, Jan de (2009): Tangibles for toddlers learning language. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 161-168.
Chen, Lin-Lin, Feijs, Loe, Hessler, Martina, Kyffin, Steven, Liu, Pei-Ling, Overbeeke, Kees and Young, Bob (eds.) Proceedings of Design and Semantics of Form and Movement DeSForM 2009 October 26-27, 2009, Taipei, Taiwan.
Frederking, Julia, Cruz, Michael, Baskinger, Mark and Overbeeke, Kees (2008): Beyond the screen: designing immersive collaborative experiences for children through digital and physical interaction. In: Proceedings of DIS08 Designing Interactive Systems 2008. pp. 156-163.
This paper summarizes key points and findings of an interaction design research project coordinated between Carnegie Mellon University's School of Design (USA) and Technische Universiteit Eindhoven (The Netherlands). The interactive system concept introduced in this paper reflects focused research on collaborative play and presents an opportunity for children of various ages to cooperatively explore shape grammar, cause and effect, and story telling through interdependent digital and physical interaction. This concept named "Lila," embodies the notion of "purposeless play," and promotes inquiry, spontaneity, and causality as children explore the relationships of physical components with their subsequent digital visualizations. "Lila" is a continuing research project that serves as a link to joint ventures between these two universities that deal with digital interaction beyond a screen-based format.
© All rights reserved Frederking et al. and/or ACM Press
Hengeveld, Bart, Voort, Riny, Hummels, Caroline, Overbeeke, Kees, Moor, Jan de and Balkom, Hans van (2008): LinguaBytes. In: Proceedings of ACM IDC08 Interaction Design and Children 2008. pp. 17-20.
The LinguaBytes-project is a three-year research project aimed at developing an adaptive, interactive, tangible play and learning system to stimulate the early language competencies of toddlers at a developmental age between 1 and 4 years -- with severe motor and/or multiple disabilities. It serves as the main case study for the first author's PhD research on designing adaptive products. We believe that children from the above-mentioned, highly heterogeneous user group could benefit greatly from products or interfaces that could either be adjusted (adaptability) or adjust themselves (adaptivity) to their individual needs. Advances in technology are gradually enabling designers to create such products, but guidelines that help designers do this are scarce. Designers need more insight in the implications of adaptivity and adaptability on the form and content of their design in order to make good design decisions. Using a research-through-design method, we try to generate some of the knowledge that can help designers, not only when designing products or interfaces for this specific user group, but also for heterogeneous user groups in general.
© All rights reserved Hengeveld et al. and/or ACM Press
Ross, Philip R., Overbeeke, Kees, Wensveen, Stephan and Hummels, Caroline (2008): A designerly critique on enchantment. In Personal and Ubiquitous Computing, 12 (5) pp. 359-371.
Nierop, Onno A. van, Helm, Aadjan van der, Overbeeke, Kees and Djajadiningrat, J. P. (2008): A natural human hand model. In The Visual Computer, 24 (1) pp. 31-44.
Hummels, Caroline and Overbeeke, Kees (2008): E-scale: unity of location and time, increasing bandwidth and enhancing physical learning does matter. In: 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. pp. 173-176.
Hengeveld, Bart, Hummels, Caroline, Overbeeke, Kees, Voort, Riny, Balkom, Hans van and Moor, Jan de (2008): Let me actuate you. In: 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. pp. 159-166.
Cianfanelli, Elisabetta, Frens, Joep, Goretti, Gabriele, Hummels, Caroline, Overbeeke, Kees and Trotto, Ambra (eds.) (2008): Rights Through Making (ETHICS IN DESIGN). Edizioni Polistampa
The lack of solutions for the complexities of the modern world, such as environmental issues, cultural clashes, ideological warfare and the breakdown of cultures, indicates that we might have touched upon the limits of the rationally and positively driven practice of the Western world. The authors of the volume believe that the design thinking, where action and thinking are combined, could take the lead in developing a new approach to these global problems. Sharing the language of making might break down barriers between people, ideologies and communities, while at the same time preserving diversity. The proposed project is indeed a first step towards this ambitious program: this book proposes to use the power of making, conjugated with local design culture, to pave the way for a new way of communicating and a new way of thinking. English text.
© All rights reserved Cianfanelli et al. and/or Edizioni Polistampa
Cited on the following page:
» Industrial Design: [Not yet published]
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.
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.
© All rights reserved Hoven et al. and/or ACM Press
Hummels, Caroline, Overbeeke, Kees and Klooster, Sietske (2007): Move to get moved: a search for methods, tools and knowledge to design for expressive and rich movement-based interaction. In Personal and Ubiquitous Computing, 11 (8) pp. 677-690.
Wensveen, S. A. G., Djajadiningrat, J. P. and Overbeeke, Kees (2004): Interaction frogger: a design framework to couple action and function through feedback and feedforward. In: Proceedings of DIS04: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2004. pp. 177-184.
In this paper we present a design framework to analyze person-product interaction. Its focus is on how the user's action and the product's function are coupled through different types of feedback and feedforward: inherent and augmented information. Instead of using the notion of 'coupling' in an abstract sense, our framework tries to give six practical characteristics for coupling action and information, i.e., time, location, direction, dynamics, modality and expression. Unifying action and information on each of these aspects makes the interaction intuitive. The framework invites and challenges designers to explore couplings leading towards embodied freedom of interaction.
© All rights reserved Wensveen et al. and/or ACM Press
Wensveen, Stephan, Overbeeke, Kees, Djajadiningrat, Tom and Kyffin, Steven (2004): Freedom of fun, freedom of interaction. In Interactions, 11 (5) pp. 59-61.
Overbeeke, Kees and Wensveen, Stephan (2004): Beauty in Use. In Human-Computer Interaction, 19 (4) pp. 367-369.
Djajadiningrat, Tom, Wensveen, Stephan, Frens, Joep and Overbeeke, Kees (2004): Tangible Products: redressing the balance between appearance and action. In Personal and Ubiquitous Computing, 8 (5) pp. 294-309.
Frens, Joep W., Djajadiningrat, J. P. and Overbeeke, Kees (2004): Rich Interaction: Issues. 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. 271-278.
Blythe, M. A., Overbeeke, Kees and Monk, Andrew (eds.) (2003): Funology - From Usability to Enjoyment. Springer-Verlag
Hummels, Caroline, Ross, Philip and Overbeeke, Kees (2003): In Search of Resonant Human Computer Interaction: Building and Testing Aesthetic Installations. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 399.
Overbeeke, Kees and Wensveen, Stephan (2003): From perception to experience, from affordances to irresistibles. In: DPPI 2003 - Proceedings of the 2003 International Conference on Designing Pleasurable Products and Interfaces June 23-26, 2003, Pittsburgh, PA, USA. pp. 92-97.
Blythe, Mark.A., Overbeeke, Kees, Monk, Andrew F. and Wright, Peter C. (2003): Funology: From Usability to Enjoyment. Springer
Frens, J. W., Djajadiningrat, J. P. and Overbeeke, Kees (2002): Cubby+: exploring interaction. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 135-140.
Djajadiningrat, Tom, Overbeeke, Kees and Wensveen, Stephan (2002): But how, Donald, tell us how?: on the creation of meaning in interaction design through feedforward and inherent feedback. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 285-291.
Wensveen, Stephan, Overbeeke, Kees and Djajadiningrat, Tom (2002): Push me, shove me and I show you how you feel: recognising mood from emotionally rich interaction. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 335-340.
The mood or emotional state you are in colours the way you interact with people and systems. Future interactive systems need to recognise emotional aspects in order to be truly adaptive. We designed an alarm clock, which elicits rich expressive behaviour and demonstrated that it is able to read your mood from the way you set it. We validated film clips, used them to induce moods after which participants had to set the alarm clock. From the dynamic setting behaviour we inferred parameters from which we calculated equations to identify the mood. The results illustrate the importance of a tight coupling between action and appearance in interaction design, through freedom of interaction and matching inherent feedback.
© All rights reserved Wensveen et al. and/or ACM Press
Wensveen, Stephan, Overbeeke, Kees and Djajadiningrat, Tom (2000): Touch Me, Hit Me and I Know How You Feel: A Design Approach to Emotionally Rich Interaction. In: Proceedings of DIS00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000. pp. 48-52.
In this paper we propose a 3-step method for designing emotionally rich interactions, illustrated by the design of an alarm clock. By emotionally rich interaction we understand interaction that heavily relies on emotion expressed through action. The method addresses three questions: What are the relevant emotional aspects for a context for experience? How can a product recognise and express these aspects? How should the product adapt its behaviour to the user on the basis of this information? The essence of our approach is that a product not only elicits emotionally expressive actions, but that the feedback is inextricably linked to these actions. The feedback should be inherent to the design, and not gratuitously added.
© All rights reserved Wensveen et al. and/or ACM Press
Djajadiningrat, J. P., Overbeeke, Kees and Wensveen, Stephan (2000): Augmenting fun and beauty: a pamphlet. In: Designing Augmented Reality Environments 2000 2000. pp. 131-134.
Djajadiningrat, J. P., Overbeeke, Kees and Smets, G. J. F. (1997): The Importance of the Number of Degrees of Freedom for Rotation of Objects. In Behaviour and Information Technology, 16 (6) pp. 337-347.
In an experiment input methods for object rotation with differing degrees of freedom were assessed. The results are relevant for human-computer interfacing, not only for the finger tip controlled interface proposed in this paper but also for evaluation of existing approaches to rotation. When designing an interface with finger tip controlled rotation of virtual objects, for technical reasons the number of finger tips to be registered should be minimized. Performance of subjects who rotated real objects with different numbers of finger tips was assessed. Subjects rotated a transparent sphere encasing an object according to their personal preference, with three, two or one finger, and restricted to three orthogonal axes. The latter reflects rotation in much current 3D software, whereby only one rotational degree of freedom (DOF) is accessible at a time. Performance in the three and two finger conditions did not differ significantly from the free condition, whilst performance with one finger and orthogonally restricted was significantly lower. However, only the three finger condition was rated as comfortable as the free condition, whilst the two finger, one finger and orthogonally restricted conditions were rated as less comfortable. It is argued that the number of DOFS which can be accessed simultaneously is an important design consideration when quick and intuitive rotation is to be achieved.
© All rights reserved Djajadiningrat et al. and/or Taylor and Francis
Gaver, William W., Smets, Gerda and Overbeeke, Kees (1995): A Virtual Window on Media Space. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 257-264.
The Virtual Window system uses head movements in a local office to control camera movement in a remote office. The result is like a window allowing exploration of remote scenes rather than a flat screen showing moving pictures. Our analysis of the system, experience implementing a prototype, and observations of people using it, combine to suggest that it may help overcome the limitations of typical media space configurations. In particular, it seems useful in offering an expanded field of view, reducing visual discontinuities, allowing mutual negotiation of orientation, providing depth information, and supporting camera awareness. The prototype we built is too large, noisy, slow and inaccurate for extended use, but it is valuable in opening a space of possibilities for the design of systems that allow richer access to remote colleagues.
© All rights reserved Gaver et al. and/or ACM Press
Show this list on your homepage
Changes to this page (author)
05 Apr 2012: Added01 Feb 2012: Modified25 Jan 2012: Modified
25 Jan 2012: Modified
25 Jan 2012: Added
25 Jan 2012: Added
25 Jan 2012: Added
23 Jan 2012: Modified
13 Oct 2011: Added
09 Aug 2011: Modified
09 Aug 2011: Modified
09 Aug 2011: Added
09 Aug 2011: Modified
05 Jul 2011: Added
05 Jul 2011: Added
05 Jul 2011: Added
15 Jun 2011: Added
01 Oct 2010: Modified
01 Oct 2010: Modified
26 Mar 2010: Modified
18 Feb 2010: Modified
13 Feb 2010: Modified
13 Feb 2010: Modified
17 Aug 2009: Added
01 Jun 2009: Added
01 Jun 2009: Added
01 Jun 2009: Added
01 Jun 2009: Added
01 Jun 2009: Added
31 May 2009: Added
31 May 2009: Added
31 May 2009: Added
09 May 2009: Added
09 May 2009: Added
09 May 2009: Added
09 May 2009: Added
09 May 2009: Added
09 May 2009: Added
08 May 2009: Added
08 Apr 2009: Added
07 Apr 2009: Added
24 Jul 2007: Added
24 Jul 2007: Added
29 Jun 2007: Added
29 Jun 2007: Added
27 Jun 2007: Added
22 Jun 2007: Added
22 Jun 2007: Added
22 Jun 2007: Added
22 Jun 2007: Added
22 Jun 2007: Added
28 Apr 2003: Added
28 Apr 2003: Added
Page Information
Page maintainer:
The Editorial TeamHow to cite/reference this page
URL: http://www.interaction-design.org/references/authors/kees_overbeeke.html