Stephan Wensveen

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Publications by Stephan Wensveen (bibliography)

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2011
 
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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.

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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.

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Forlizzi, Jodi, DiSalvo, Carl, Bardzell, Jeffrey, Koskinen, Ilpo and Wensveen, Stephan (2011): Quality control: a panel on the critique and criticism of design research. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 823-826.

Design research is an emerging area in design that has increasing relevance to the field of HCI. While we have made advances in integrating design research methods, approaches, and outcomes in HCI, we still have a way to go. This is due to fundamental differences in the development of design knowledge as compared to scientific knowledge and knowledge about human theories of behavior. We call together this panel at CHI 2011, comprised of leading HCIdesign researchers, to explore ways to develop and refine critical discussions of design research within the HCI community.

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

 
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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

 
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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

2008
 
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Karapanos, Evangelos, Wensveen, Stephan, Friederichs, Bart and Martens, Jean-Bernard (2008): Do knobs have character?: exploring diversity in users' inferences. In: Proceedings of ACM CHI 2008 Conference on Human Factors in Computing Systems April 5-10, 2008. pp. 2907-2912.

Physical controls are now ubiquitous in everyday interactions. Empirical studies of physical interactions have traditionally been exploring instrumental aspects such as error rate and experienced workload. Recently, affective aspects of physical interaction have attracted an increased interest. In this paper we further argue that physical controls might have a character. We describe an exploratory study that aimed at understanding whether individuals form character judgments of physical controls based on haptic information, and explored the diversity across individuals' inference processes.

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

 
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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.

2007
 
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Feltham, Frank, Vetere, Frank and Wensveen, Stephan (2007): Designing tangible artefacts for playful interactions and dialogues. In: Koskinen, Ilpo and Keinonen, Turkka (eds.) DPPI 2007 - Proceedings of the 2007 International Conference on Designing Pleasurable Products and Interfaces August 22-25, 2007, Helsinki, Finland. pp. 61-75.

2004
 
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Wensveen, Stephan, Overbeeke, Kees, Djajadiningrat, Tom and Kyffin, Steven (2004): Freedom of fun, freedom of interaction. In Interactions, 11 (5) pp. 59-61.

 
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Overbeeke, Kees and Wensveen, Stephan (2004): Beauty in Use. In Human-Computer Interaction, 19 (4) pp. 367-369.

 
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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.

Cited on the following page:

» Tangible Interaction: [/encyclopedia/tangible_interaction.html]


 
2003
 
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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.

2002
 
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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.

 
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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

2000
 
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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.

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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.

Cited on the following page:

» Tangible Interaction: [/encyclopedia/tangible_interaction.html]


 
 
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Changes to this page (author)

25 Jan 2012: Author was added to the bibliography (approved by an editor)
25 Jan 2012: Author was added to the bibliography (approved by an editor)
05 Jul 2011: Author was edited
05 Jul 2011: Author was edited
05 Jul 2011: Author was edited
14 Feb 2010: Enabled abstracts to be shown on Stephan Wensveen's author page.
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08 May 2009: Author was edited
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22 Jun 2007: Author was added to the bibliography

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URL: http://www.interaction-design.org/references/authors/stephan_wensveen.html

Publication statistics

Pub. period:2000-2011
Pub. count:16
Number of co-authors:19



Co-authors

Number of publications with 3 favourite co-authors:

Kees Overbeeke:13
Tom Djajadiningrat:5
Eva Deckers:2

 

 

Productive colleagues

Stephan Wensveen's 3 most productive colleagues in number of publications:

Jodi Forlizzi:81
Frank Vetere:40
Jean-Bernard Marte..:39
 
Jan 26

Design can be art. Design can be aesthetics. Design is so simple, that's why it is so complicated.

-- Paul Rand, 1997

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