Panos Markopoulos
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"P. Markopoulos"
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Publications by Panos Markopoulos (bibliography)
» 2009 «
Magielse, Remco and Markopoulos, Panos (2009): HeartBeat: an outdoor pervasive game for children. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2181-2184. Available online
This paper reports the design of a pervasive game for children to demonstrate the design vision of Head-Up games, a genre of pervasive games that puts outdoors play center stage, combining the benefits of traditional outdoor games with the opportunities for richer experiences and innovation offered by new media. The design of the game, called HeartBeat, explores the use of physiological sensing and more specifically heart rate measurement as input to the game and as an approach to enhance the pervasive gaming experience. Evaluation with 32 children outdoors showed how the game promotes physical activity and social interaction between children in ways one would expect from traditional outdoor games.
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Fialho, Andre T. S., Heuvel, Herjan van den, Shahab, Qonita, Liu, Qing, Li, Li, Saini, Privender, Lacroix, Joyca and Markopoulos, Panos (2009): ActiveShare: sharing challenges to increase physical activities. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4159-4164. Available online
This paper discusses the use of social goal setting as a strategy to achieve persuasion through technology. This approach was applied in the design of ActiveShare a system developed to motivate people with sedentary lifestyles to increase their physical activity. In this system, users obtain and share their goals through challenges, which are posted on a social networking website. The paper describes the iterative design process followed, including concept tests, a focus group, and a field test with a fully functional prototype. Preliminary results are promising, although we found no significant increase on physical activity during the one week test. Suggested improvements to the design and plans for a follow up study are outlined.
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Zaman, Bieke, Abeele, Vero Vanden, Markopoulos, Panos and Marshall, Paul (2009): Tangibles for children, the challenges. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4729-4732. Available online
A significant proportion of research in the field of tangible interaction involves children. A common aspiration is to offer benefits through tangibility, related to ease of use and overall user experience while also support learning and developmental processes. However, evaluation results are often equivocal, and expectations of researchers not always verified. This workshop aims to attract researchers who approach this topic of tangibility and children from an empirical or design perspective. The purpose is to obtain a good picture of what benefits we expect tangibility to provide (including novel and future applications), establish what is the current empirical evidence to support such claims (or what is missing), and motivate appropriate evaluation methodologies for children.
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Romero, Natalia A. and Markopoulos, Panos (2009): Grounding interpersonal privacy in mediated settings. In: GROUP09 - International Conference on Supporting Group Work 2009. pp. 263-272. Available online
Recent technologies supporting continuous connectivity enable sustained awareness within social networks, which eventually boosts interaction and therefore the need of individuals to manage their interpersonal privacy. This paper introduces the Privacy Grounding Model that describes how people develop and use mechanisms to establish a shared understanding of their intentions to interact with others. The main design implication of this model is the need for lightweight interactive mechanisms by which individuals can collaboratively ground needs for interaction. To illustrate how the model supports the design of grounding mechanisms, we present examples and discuss a case study that informs about their use during several weeks.
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Hendrix, Koen, Herk, Robert van, Verhaegh, Janneke and Markopoulos, Panos (2009): Increasing children's social competence through games, an exploratory study. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 182-185. Available online
We describe the design and evaluation of Playground Architect, a multi-player game designed to help shy children gain social confidence. The game is played by a small group of children around an interactive tabletop surface using a tangible user interface. The game was evaluated with 32 children (mean age 9.5). All players enjoyed the game. Shy children enjoyed being in charge and were quite talkative during play. Interviews with teachers show that some shy children behaved notably more outgoing. These results illustrate the potential of socially educational games.
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Soute, Iris, Kaptein, Maurits and Markopoulos, Panos (2009): Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 250-253. Available online
In this paper we report a case study where two versions of the same outdoor pervasive game were compared: one featuring a virtual game object and the other with a tangible representation of it. Our aim was to explore the effect on social interaction and physical activity; two characteristics of Head-Up Games. Based on evaluation with 27 children we can conclude that both approaches support Head-Up Games well, and offer different design opportunities that should be explored further.
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» 2008 «
Read, Janet C., Markopoulos, Panos, Pares, Narcis, Hourcade, Juan Pablo and Antle, Alissa N. (2008): Child computer interaction. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2419-2422. Available online
The study of Child Computer Interaction is a growing subfield of HCI. Child Computer Interaction encompasses traditional HCI but also specifically reaches out into the areas of child psychology, learning and play. The aim of this SIG is to bring together researchers and practitioners working in this area, to discover current themes, to explore the creation of a more formal working group, to locate publishing opportunities and to foster international co-operation.
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Reitberger, Wolfgang, Tscheligi, Manfred, Ruyter, Boris de and Markopoulos, Panos (2008): Surrounded by ambient persuasion. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 3989-3992. Available online
This workshop will discuss the implications of the use of Ambient Intelligence (AmI) for Persuasion. AmI allows surrounding the user with persuasive technology in their everyday life, giving the possibility for persuasive interventions just at the right time and in the right place. The workshop will focus on the potential of Ambient Persuasion for applications in the area of sustainability, health and well-being and related areas. It will also address the need for theoretical foundations and frameworks on which to ground such applications. The use of AmI for persuasion also raises a number of ethical and privacy questions. These issues play an important part in the overall user experience of persuasive AmI applications, where a special focus of this workshop lies.
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Markopoulos, Panos, Verschoor, Yvo, IJsselsteijn, Wijnand and Ruyter, Boris de (2008): Testing interactive products with the robot intervention method. In: Proceedings of ACM IDC08 Interaction Design and Children 2008. pp. 117-120. Available online
This paper introduces robot intervention, a novel approach to usability testing with children. A social robot is used as a proxy for a test administrator who conducts an active intervention session remotely in a Wizard of Oz fashion. The motivation of the technique is that children will feel at ease and enjoy interacting with the social robot, and thus produce more frequent and informative verbalizations regarding their interaction with the product under test. First experiences regarding this method are positive with regards to the feasibility of the method and with regards to how well it is received by children.
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Riekhoff, Joanne and Markopoulos, Panos (2008): Sampling young children's experiences with cultural probes. In: Proceedings of ACM IDC08 Interaction Design and Children 2008. pp. 145-148. Available online
This paper discusses our experience with combining Cultural Probes and Experience Sampling as a design research method for inquiries involving young children. While we report on just a single case, we believe this to be a valuable experience showing some of the problems that have to be addressed in surveying emotions and experiences over time, some of the solutions we proposed but also the potential of the method.
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Khan, Vassilis-Javed, Markopoulos, Panos, Eggen, Berry, IJsselsteijn, Wijnand and Ruyter, Boris E. R. de (2008): Reconexp: a way to reduce the data loss of the experiencing sampling method. In: Hofte, G. Henri ter, Mulder, Ingrid and Ruyter, Boris E. R. de (eds.) Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2008 September 2-5, 2008, Amsterdam, the Netherlands. pp. 471-476. Available online
Khan, Vassilis-Javed, Metaxas, Georgios and Markopoulos, Panos (2008): Pervasive awareness. In: Hofte, G. Henri ter, Mulder, Ingrid and Ruyter, Boris E. R. de (eds.) Proceedings of the 10th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2008 September 2-5, 2008, Amsterdam, the Netherlands. pp. 519-521. Available online
Bakker, Saskia, Markopoulos, Panos and Kort, Yvonne de (2008): OPOS: an observation scheme for evaluating head-up play. In: Proceedings of the Fifth Nordic Conference on Human-Computer Interaction 2008. pp. 33-42. Available online
The concept of Head-Up Games [18] advocates that pervasive games of the future should be designed to evoke play patterns akin to those of traditional outdoor games. This tenet, while appealing, is ill defined without a clear description of these behaviors. Below we introduce OPOS, an observation scheme that can be used to evaluate Head-Up Games and, more generally, outdoor pervasive games intended for children. The observation scheme has been evaluated through its application in observing play with traditional outdoor games and a purpose made Head-Up Game. The study involved 24 children of 10-11 years old; it was found that the proposed observation scheme is objective and reliable, helping evaluators compare pervasive games regarding the play behaviors they provoke.
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Read, Janet C. and Markopoulos, Panos (2008): Understanding children's interactions: evaluating children's interactive products. In Interactions, 15 (6) pp. 26-29
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. Available online
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.
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Markopoulos, Panos, Ruyter, Boris, IJsselsteijn, Wijnand and Rowland, Duncan (2008): Fun and Games: LNCS 5294. Eindhoven, The Netherlands, Springer
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» 2007 «
Markopoulos, Panos, Ruyter, Boris de and Mackay, Wendy E. (2007): Introduction to this Special Issue on Awareness Systems Design. In Human Computer Interaction, 22 (1) pp. 1-6
Khan, Vassilis-Javed, Markopoulos, Panos, Ruyter, Boris E. R. de and IJsselsteijn, Wijnand (2007): Expected Information Needs of Parents for Pervasive Awareness Systems. In: Schiele, Bernt, Dey, Anind K., Gellersen, Hans, Ruyter, Boris E. R. de, Tscheligi, Manfred, Wichert, Reiner, Aarts, Emile H. L. and Buchmann, Alejandro P. (eds.) Ambient Intelligence European Conference - AmI 2007 November 7-10, 2007, Darmstadt, Germany. pp. 332-339. Available online
Mahmud, Abdullah Al, Mubin, Omar, Octavia, Johanna Renny, Shahid, Suleman, Yeo, LeeChin, Markopoulos, Panos, Martens, Jean-Bernard and Aliakseyeu, Dima (2007): Affective Tabletop Game: A New Gaming Experience for Children. In: Second IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2007 October 10-12, 2007, Newport, Rhode Island, USA. pp. 44-51. Available online
Romero, Natalia A., Markopoulos, Panos, Baren, Joy van, Ruyter, Boris E. R. de, IJsselsteijn, Wijnand and Farshchian, Babak A. (2007): Connecting the family with awareness systems. In Personal and Ubiquitous Computing, 11 (4) pp. 299-312
Romero, Natalia, Szostek, Agnieszka Matysiak, Kaptein, Maurits and Markopoulos, Panos (2007): Behaviours and Preferences when Coordinating Mediated Interruptions: Social and System influence. In: Proceedings of the Tenth European Conference on Computer-Supported Cooperative Work 2007. pp. 351-370. Available online
There is a growing interest in technologies for supporting individuals to manage their accessibility for interruptions. The applicability of these technologies is likely to be influenced by social relationships between people. This paper describes an experiment that examines interplay between a working relationship of an interruptor and an interruptee and two different system approaches to handle interruptions. We tested how system behaviour and the social relationship between the actors influence their interruption behaviours. Our results are consistent with prior research on the importance of relational benefit to understanding interruption. We found that interruptors were far more likely to be considerate of interruptees' activities, when they both shared a common goal. We have extended those findings by showing that interruptees display similar behaviours to those presented by interruptors. The results regarding the systems' influence show a clear trend towards the positive effect of the Automatic system on peoples' interruption behaviours which is based on: (i) visible interruption costs, (ii) social tension and (iii) system preference. We think that the results of this experiment translated into design implications can prove helpful in informing the design of computer-mediated solutions supporting interruption handling.
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Markopoulos, Panos, Ruyter, Boris de and Mackay, Wendy E. (2007): Introduction to this Special Issue on Awareness Systems Design. In Human-Computer Interaction, 22 (1) pp. 1-6
Markopoulos, Panos, Ruyter, Boris de and Mackay, Wendy E. (2007): Introduction to this Special Issue on Awareness Systems Design. In Human-Computer Interaction, 22 (1) pp. 1-6
Soute, Iris and Markopoulos, Panos (2007): Head Up Games: The Games of the Future Will Look More Like the Games of the Past. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 404-407. Available online
Mahmud, Abdullah Al, Kaptein, Maurits, Moran, Oliver, Garde-Perik, Evelien van de and Markopoulos, Panos (2007): Understanding Compliance to Privacy Guidelines Using Text-and Video-Based Scenarios. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 156-168. Available online
Markopoulos, Panos, Janse, Maddy, Pajo, Sanjin, Deisz, Paula, Ruiten, Annemieke van, Sawirjo, Vanessa and Visser, Albertine (2007): User System Interaction Program. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 688-689. Available online
Metaxas, Georgios, Metin, Barbaros, Schneider, Jutta, Markopoulos, Panos and Ruyter, Boris E. R. de (2007): Daily Activities Diarist: Supporting Aging in Place with Semantically Enriched Narratives. In: Baranauskas, Maria Cecília Calani, Palanque, Philippe A., Abascal, Julio and Barbosa, Simone Diniz Junqueira (eds.) DEGAS 2007 - Proceedings of the 1st International Workshop on Design and Evaluation of e-Government Applications and Services September 11th, 2007, Rio de Janeiro, Brazil. pp. 390-403. Available online
» 2006 «
Garde-Perik, Evelien van de, Markopoulos, Panos and Ruyter, Boris de (2006): On the relative importance of privacy guidelines for ambient health care. In: Proceedings of the Fourth Nordic Conference on Human-Computer Interaction 2006. pp. 377-380. Available online
We present an empirical study regarding the relative importance of complying with privacy related guidelines in the context of a Health Monitoring System. Participants were confronted with text scenarios describing privacy related aspects of a health monitoring service for daily use at home. Participants assessed the relative importance to them of simplified variants of the OECD (Organization of Economic Cooperation and Development) guidelines for the protection of personal data. The guidelines that relate to Insight and Openness were most valued. The guidelines relating to Modification and Data Quality were valued least by most participants in this context. Methodological challenges were encountered on the way, which reveal the complexity of conducting empirical investigations of privacy aspects of human-computer interaction.
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Verhaegh, Janneke, Soute, Iris, Kessels, Angelique and Markopoulos, Panos (2006): On the design of Camelot, an outdoor game for children. In: Proceedings of ACM IDC06: Interaction Design and Children 2006. pp. 9-16. Available online
This paper describes the design of Camelot, a mobile outdoor game for small groups of children aged 7-10. Camelot was designed with the aim to encourage social interaction between the players and to encourage physical activity. The paper extends the research literature on design methodology for children, by recording and reflecting upon the lessons learnt by applying a range of techniques for involving children in the design of interactive systems.
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Baauw, Ester, Bekker, Mathilde and Markopoulos, Panos (2006): Assessing the applicability of the structured expert evaluation method (SEEM) for a wider age group. In: Proceedings of ACM IDC06: Interaction Design and Children 2006. pp. 73-80. Available online
This paper describes a study which examines whether a predictive evaluation method (SEEM) is suitable to assess products for an older age group than for which the evaluation method was originally developed. SEEM stands for Structured Expert Evaluation Method and is an analytical evaluation method especially developed for assessing the fun and usability of young children's educational computer games (children from 5 to 7 years old). In the present study SEEM was applied to assess educational computer games for children between 9 and 11 years old. Outcomes on scores for thoroughness (whether SEEM finds all problems), validity (whether SEEM makes predictions that are likely to be true) and appropriateness (whether SEEM is applied correctly) were compared. The results show that the trends for the thoroughness and the validity are the same for the two different age groups; however SEEM scores a bit better for the oldest age group. The appropriateness scores are about the same for the two age groups. The results indicate that SEEM can also be applied for assessing educational computer games for children between 9 and 11 years old.
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Markopoulos, Panos, Bongers, Bert, Alphen, Erik, Dekker, Jasper, Dijk, Wouter, Messemaker, Sebastiaan, Poppel, Joep, Vlist, Bram, Volman, Dirk and Wanrooij, Gilles (2006): The PhotoMirror appliance: affective awareness in the hallway. In Personal and Ubiquitous Computing, 10 (2) pp. 128-135
» 2005 «
Brederode, Bas, Markopoulos, Panos, Gielen, Mathieu, Vermeeren, Arnold and Ridder, Huib de (2005): pOwerball: the design of a novel mixed-reality game for children with mixed abilities. In: Proceedings of ACM IDC05: Interaction Design and Children 2005. pp. 32-39. Available online
This paper presents the design of pOwerball, a novel augmented reality computer game for children aged 8-14. The pOwerball was designed to bring together children with and without a physical or learning disability and to encourage social interactions surrounding the play. The contribution of this design case is two fold. From a design perspective, pOwerball exemplifies an emerging class of computer games where the interaction style and game mechanics support social interactions amongst the players. From a methodological perspective, we describe the various ways children became involved in our design process; we highlight the related difficulties and successes in the context of relevant research literature.
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Markopoulos, Panos, IJsselsteijn, Wijnand, Huijnen, Claire and Ruyter, Boris de (2005): Sharing experiences through awareness systems in the home. In Interacting with Computers, 17 (5) pp. 506-521
In the current paper we hypothesize that providing peripheral awareness information to remotely located but socially close individuals will yield affective user benefits. An experiment in a controlled home-like environment was conducted to investigate the effects of providing different levels of peripheral awareness information on these affective benefits. In the experiment peripheral awareness aimed to support groups of friends to jointly watch a soccer match at remote locations. The experiment has shown that providing awareness information increases the social presence and the group attraction felt by individuals towards their remote partners. The experiment has provided concrete quantitative and qualitative evidence for the hypothesized benefits of supporting primary relationships through awareness systems and of the relevance of social presence as a requirement in the design of peripheral awareness displays.
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Ruyter, Boris de, Saini, Privender, Markopoulos, Panos and Breemen, Albert van (2005): Assessing the effects of building social intelligence in a robotic interface for the home. In Interacting with Computers, 17 (5) pp. 522-541
This paper reports an exploration of the concept of social intelligence in the context of designing home dialogue systems for an Ambient Intelligence home. It describes a Wizard of Oz experiment involving a robotic interface capable of simulating several human social behaviours. Our results show that endowing a home dialogue system with some social intelligence will: (a) create a positive bias in the user's perception of technology in the home environment, (b) enhance user acceptance for the home dialogue system, and (c) trigger social behaviours by the user in relation to the home dialogue system.
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Markopoulos, Panos, Ruyter, Boris de, Privender, Saini and Breemen, Albert van (2005): Case study: bringing social intelligence into home dialogue systems. In Interactions, 12 (4) pp. 37-44
Janse, Maddy, Markopoulos, Panos and Vinken, Patricia (2005): Eindhoven's User-System-Interaction Design Program: an overview. In Interactions, 12 (5) pp. 33-34
Markopoulos, Panos, Ruyter, Boris de and Mackay, Wendy E. (2005): Awareness systems: known results, theory, concepts and future challenges. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 2128-2129. Available online
Saini, P., Ruyter, B. De, Markopoulos, Panos and Breemen, A. van (2005): Benefits of Social Intelligence in Home Dialogue Systems. In: Proceedings of IFIP INTERACT05: Human-Computer Interaction 2005. pp. 510-521. Available online
This paper reports an exploration of the concept of social intelligence in the context of home dialogue systems for an Ambient Intelligence home. It reports a Wizard of Oz experiment involving a robotic interface capable of displaying several human social behaviors. Our results show that endowing a home dialogue system with some social intelligence can (a) create a positive bias in user's perception of technology in the environment, (b) increase user acceptance for the home dialogue system, and (c) trigger social behaviors of the user towards the home dialogue system.
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Amin, A. K., Kersten, Bram T. A., Kulyk, Olga A., Pelgrim, Elly, Wang, Jimmy and Markopoulos, Panos (2005): The SenseMS: Enriching the SMS Experience for Teens by Non-verbal Means. In: Proceedings of IFIP INTERACT05: Human-Computer Interaction 2005. pp. 962-965. Available online
The paper presents a design exploration into emotional communication through mobile phones for teenagers. A participatory design approach was followed, that lead to the development of two potential enhancements to text messaging services that are feasible with today's mobile phones. These enhancements refer to using MMS technology for: identifying callers through personalized avatars which are also coupled with context related information for the caller and using semi-automated text enhancements. Preliminary evaluation results are encouraging regarding the value of the emotional and contextual cues that can be conveyed in this way.
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Amin, A. K., Kersten, Bram T. A., Kulyk, Olga A., Pelgrim, P. H., Wang, C. M. and Markopoulos, Panos (2005): SenseMS: a user-centered approach to enrich the messaging experience for teens by non-verbal means. In: Proceedings of 7th conference on Human-computer interaction with mobile devices and services 2005. pp. 161-166. Available online
This paper reports the user study and design of a concept to improve mobile messaging for teens. A study of current mobile phone use by teens (16-18) showed that, while they prefer communicating by Short Message Service (SMS), they miss expressiveness in this application. An enhanced SMS application, SenseMS, is designed to support affective communication. An evaluation of a SenseMS prototype has shown that enhancing text messages with contextual information and human embodiment can result in a more pleasant experience for both the sender and receiver. Especially for negative emotions, contextual and emotional information are essential for interpreting the message. The study also showed different usage scenarios, in that SenseMS is preferred for emotion-rich messages, whereas SMS is more appropriate for fast and emotion-poor messages.
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Amin, Alia K., Kersten, B. T. A., Kulyk, Olga A., Pelgrim, P. H., Wang, C. M. and Markopoulos, Panos (2005): SenseMS: a user-centered approach to enrich the messaging experience for teens by non-verbal means. In: Tscheligi, Manfred, Bernhaupt, Regina and Mihalic, Kristijan (eds.) Proceedings of the 7th Conference on Human-Computer Interaction with Mobile Devices and Services - Mobile HCI 2005 September 19-22, 2005, Salzburg, Austria. pp. 161-166. Available online
Metaxas, Georgios, Metin, Barbaros, Schneider, Jutta, Shapiro, G., Zhou, W. and Markopoulos, Panos (2005): SCORPIODROME: an exploration in mixed reality social gaming for children. In: Lee, Newton (ed.) Proceedings of the International Conference on Advances in Computer Entertainment Technology - ACE 2005 June 15-15, 2005, Valencia, Spain. pp. 229-232. Available online
» 2004 «
Mavrommati, Irene, Kameas, Achilles and Markopoulos, Panos (2004): An editing tool that manages device associations in an in-home environment. In Personal and Ubiquitous Computing, 8 (3) pp. 255-263
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.
Markopoulos, Panos, Mavrommati, Irene and Kameas, Achilles (2004): End-User Configuration of Ambient Intelligence Environments: Feasibility from a User Perspective. 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. 243-254. Available online
» 2003 «
Markopoulos, Panos and Bekker, Mathilde (2003): Interaction design and children. In Interacting with Computers, 15 (2) pp. 141-149
This editorial paper introduces an emerging area for human-computer interaction research, which concerns interaction design and children. To avoid treating children as a homogeneous user group, it discusses some perspectives on their development, their use of technology for entertainment and education and, finally, how to involve children in the various stages of the design process.
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Markopoulos, Panos and Bekker, Mathilde (2003): On the assessment of usability testing methods for children. In Interacting with Computers, 15 (2) pp. 227-243
The paper motivates the need to acquire methodological knowledge for involving children as test users in usability testing. It introduces a methodological framework for delineating comparative assessments of usability testing methods for children participants. This framework consists in three dimensions: (1) assessment criteria for usability testing methods, (2) characteristics describing usability testing methods and, finally, (3) characteristics of children that may impact upon the process and the result of usability testing. Two comparative studies are discussed in the context of this framework along with implications for future research.
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Mavrommati, I., Kameas, A. and Markopoulos, Panos (2003): Visibility and accessibility of a component-based approach for Ubiquitous Computing applications: the e-Gadgets case. In: Proceedings of the Tenth International Conference on Human-Computer Interaction 2003. pp. 178-182.
Ruyter, B. De, Huijnen, C., Markopoulos, Panos and Ijsselstein, W. (2003): Creating social presence through peripheral awareness. In: Proceedings of the Tenth International Conference on Human-Computer Interaction 2003. pp. 889-893.
Vugt, H. van and Markopoulos, Panos (2003): Evaluating technologies in domestic contexts: extending diary techniques with field testing of prototypes. In: Proceedings of the Tenth International Conference on Human-Computer Interaction 2003. pp. 1039-1043.
MacFarlane, Stuart, Read, Janet, Hoysniemi, Johanna and Markopoulos, Panos (2003): Evaluating Interactive Products for and with Children. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 1027.
Bosman, S., Groenendaal, B., Findlater, J. W., Visser, T., Graaf, M. de and Markopoulos, Panos (2003): GentleGuide: An Exploration of Haptic Output for Indoors Pedestrian Guidance. In: Chittaro, Luca (ed.) Human-Computer Interaction with Mobile Devices and Services - 5th International Symposium - Mobile HCI 2003 September 8-11, 2003, Udine, Italy. pp. 358-362. Available online
Raducanu, Bogdan and Markopoulos, Panos (2003): Applications of Vision-Based Attention-Guided Perceptive Devices to Aware Environments. In: Aarts, Emile H. L., Collier, René, Loenen, Evert van and Ruyter, Boris E. R. de (eds.) EUSAI 2003 - Ambient Intelligence - First European Symposium November 3-4, 2003, Veldhoven, The Netherlands. pp. 410-418. Available online
Romero, Natalia A., Baren, Joy van, Markopoulos, Panos, Ruyter, Boris E. R. de and IJsselsteijn, Wijnand (2003): Addressing Interpersonal Communication Needs through Ubiquitous Connectivity: Home and Away. In: Aarts, Emile H. L., Collier, René, Loenen, Evert van and Ruyter, Boris E. R. de (eds.) EUSAI 2003 - Ambient Intelligence - First European Symposium November 3-4, 2003, Veldhoven, The Netherlands. pp. 419-429. Available online
» 2002 «
Donker, A. and Markopoulos, Panos (2002): A Comparison of Think-aloud, Questionnaires and Interviews for Testing Usability with Children. In: Proceedings of the HCI02 Conference on People and Computers XVI 2002. pp. 305-316.
» 1999 «
Markopoulos, Panos, Shrubsole, Paul and Vet, John H. M. de (1999): Refinement of the PAC model for the component design and specification of television based interfaces. In: Duke, David J. and Puerta, Angel R. (eds.) DSV-IS 1999 - Design, Specification and Verification of Interactive Systems99, Proceedings of the Eurographics Workshop June 2-4, 1999, Braga, Portugal. pp. 117-132.
» 1998 «
Markopoulos, Panos, Johnson, Peter and Rowson, Jon (1998): Formal Architectural Abstractions for Interactive Software. In International Journal of Human-Computer Studies, 49 (5) pp. 675-715
This paper discusses formal interactor models, a class of abstractions for modelling user interface software that incorporate elements of its structure. The abstraction-display-controller (ADC) interactor model is one such abstraction which draws on research into user interface architectures and on earlier approaches to the formal specification of user interfaces. The ADC interactor model is specified formally using the LOTOS specification language. As a concept and as a representation scheme the ADC interactor model applies both to the user interface as a whole and also to its components. This property is preserved when interactors are combined to describe more complex entities or, conversely, when an interactor is decomposed into smaller-scale interactors. The paper includes a discussion of the ADC model and its use for the verification of user-interface software.
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Markopoulos, Panos and Johnson, Peter (eds.) DSV-IS 1998 - Design, Specification and Verification of Interactive Systems98, Proceedings of the Fifth International Eurographics Workshop June 3-5, 1998, Abingdon, United Kingdom.
Markopoulos, Panos and Johnson, Peter (eds.) DSV-IS 1998 - Design, Specification and Verification of Interactive Systems98, Supplementary Proceedings of the Fifth International Eurographics Workshop June 3-5, 1998, Abingdon, United Kingdom.
Markopoulos, Panos and Johnson, Peter (1998): Discussion Topics for the DSV-IS'98 Working Groups. In: Markopoulos, Panos and Johnson, Peter (eds.) DSV-IS 1998 - Design, Specification and Verification of Interactive Systems98, Proceedings of the Fifth International Eurographics Workshop June 3-5, 1998, Abingdon, United Kingdom. pp. 309-311.
Markopoulos, Panos, Papatzanis, Giorgios, Johnson, Peter and Rowson, Jon (1998): Validating Semi-Formal Specifications of Interactors as Design Representations. In: Markopoulos, Panos and Johnson, Peter (eds.) DSV-IS 1998 - Design, Specification and Verification of Interactive Systems98, Proceedings of the Fifth International Eurographics Workshop June 3-5, 1998, Abingdon, United Kingdom. pp. 102-116.
» 1997 «
Markopoulos, Panos, Rowson, Jon and Johnson, Peter (1997): Composition and Synthesis with a Formal Interactor Model. In Interacting with Computers, 9 (2) pp. 197-223
This paper discusses the formal specification of interactors, which are primitive abstractions of user interface software, and focuses on the formal aspects of their composition. The composition of interactors is discussed formally in the framework of the Abstraction-Display-Controller (ADC) interactor model. The ADC model has been defined as a LOTOS specification template tailored for specifying user interface software. LOTOS behaviour expressions combining instances of this template specify the composition of interactors to model complex user interfaces. Synthesis is defined as a transformation of these behaviour expressions which supports the generic structure of the ADC model while preserving the meaning of the specified behaviour. Further, the notion of abstract views of interactors is introduced. It is shown how abstract views are themselves primitives for specifying complex interface architectures.
Copyrights may apply
Markopoulos, Panos, Johnson, Peter and Rowson, Jon (1997): Formal aspects of task based design. In: Harrison, Michael D. and Torres, Juan Carlos (eds.) DSV-IS 1997 - Design, Specification and Verification of Interactive Systems97, Proceedings of the Fourth International Eurographics Workshop June 4-6, 1997, Granada, Spain. pp. 209-224.
» 1995 «
Markopoulos, Panos (1995): On the Expression of Interaction Properties within an Interactor Model. In: Palanque, Philippe A. and Bastide, Remi (eds.) DSV-IS 1995 - Design, Specification and Verification of Interactive Systems 95, Proceedings of the Eurographics Workshop June 7-9, 1995, Toulouse, France. pp. 294-310.
» 1993 «
Johnson, Peter, Wilson, Stephanie, Markopoulos, Panos and Pycock, James (1993): ADEPT -- Advanced Environment for Prototyping with Task Models. In: Ashlund, Stacey, Mullet, Kevin, Henderson, Austin, Hollnagel, Erik and White, Ted (eds.) Proceedings of the ACM CHI 93 Human Factors in Computing Systems Conference April 24-29, 1993, Amsterdam, The Netherlands. p. 56. Available online
ADEPI is a novel design environment for prototyping user interfaces which allows the designer to construct an explicit model of the tasks that the user and computer will perform jointly. ADEPI incorporates task and user modelling components with a rapid prototyping user interface design tool to provide a user-task centred design environment.
Copyrights may apply
» 1992 «
Wilson, Stephanie, Markopoulos, Panos, Pycock, James and Johnson, P. (1992): Modelling Perspectives in User Interface Design. In: East-West International Conference on Human-Computer Interaction: Proceedings of the EWHCI92 1992. pp. 210-217.
Task models, abstract models of interaction and architect models are valuable tools for the designers of interactive systems. This paper presents a survey of modelling techniques for human-computer interaction and discusses their lack of integration. A framework is required which will encompass these models and express their correlation, providing the basis for a user interface design methodology. The integrated models may then be incorporated in a prototyping environment which supports the methodology. One aspect of such a methodology is also discussed in the paper: the use of task models for both design idea generation and design evaluation.
Copyrights may apply
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Mar 20th, 2010
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