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Playful Interactions for Children – Playful Persuasion for Older Adults– Sports
motivation , field labs and business models (Pro-fit) - Early Design
methods with children - Evaluating
technologies for children Playful Interactions for Children
The aim of project is to design innovative toys and games that stimulate physical and social play, using
as an inspiration source both ideas from game design and opportunities of new technologies,
such as sensors and actuators. We follow a user-centred design research
approach which combines knowledge about child development, game design and
persuasion.
·
Sturm, J., Tieben, R., Deen, M., Bekker, T. &
Schouten, B. (2011) “PlayFit: Designing playful activity interventions for
teenagers“, DIGRA 2011, 15-17 September 2011, Hilversum, The Netherlands. ·
Tiemstra, G.,
Berg, R. van den, Bekker, T., Graaf, M. de (2011) Guidelines to Design
Interactive Open-ended Play Installations for Children Placed in a Free Play
Environment, Conference DIGRA 2011, 15-17 September 2011, Hilversum, The
Netherlands. ·
Tieben,R.,
Bekker, T. and Schouten, B. (2011) Curiosity and Interaction: making people
curious through interactive systems, BCS-HCI conference, 4 – 8 July 2011,
Newcastle upon Tyne, UK. ·
Bekker, T.,
Sturm, J. and Barakova, E. (2010) Designing for social interaction through
physical play. , Special Issue Editorial, Personal
and Ubiquitous Computing. 14(5), 281- 283. ·
Bekker, M.M.,
Hopma, E. and Sturm, J., (2010) The influence of output modalities on
children’s play behaviour, Journal of
Arts and Technology, 3(4), 325-340. Playful Persuasion for Older Adults
The aim of the project is to
examine how intelligent concepts can motivate older adults to do activities
that contribute to a healthy lifestyle. We assume that people can be
seduced to certain activities if the design incorporates playful features,
such as appealing to curiosity and providing challenges.
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Collaboration
with the TU delft in the project G-Motiv is a is a project funded by FES (Ministry of
Economic Affairs). Our main research question is how to design product
service systems effecting a desired social behavioral change. The scientific
research activities address the effect of (1) game-elements on
game-motivation, (2) tangible interaction on user-motivation, and (3)
game-based motivation on behavioral change.
·
The project on ‘Independent
Living’ (2009-2010) is funded
by the Creative Conversion Factory, and aims to iteratively design a concept
that will be used for design research. We are creating concepts that support
social and physical activity of older adults. The partners in the Independent
Living project are: Philips Research, TU Eindhoven, Orbis, Devlab and NH
Hotels. We have designed a concept called The Activator,
that provides feedback about physical activity and social proximity to older
adults living in a care home. Furthermore, it provides information about
upcoming activities in the home. We have conducted a field study to examine
it’s use in a care home context. ·
We are also
conducting design cases to examine how to design tangible social network solutions for older adults. The intention
is to create solutions that support older adults to stay connected to family
and friends. The projects are done
through Industrial Design student projects.
Publications: ·
Romero, N.A.,
Sturm, J., Bekker, M.M., Valk, L. de and Kruitwagen, S, (2010) Playful
Persuasion to support older adults’ social and physical activities, Special
Issue on Inclusive Design, Interacting
with Computers, 22(6): 485-495. ·
Bekker, M.M., Romero, N.A., Sturm, J., de Valk, L. and
Kruitwagen. S. (2010) Persuading Older Adults’ to social and
physical activities. ISG 2010, International Society for Gerontechnology 7th
World Conference, Vancouver (Canada), May 27 – 30. ·
de Valk, L.,
Kruitwagen, S., Bekker, M.M., Romero, N.A. and Sturm, J. (2010) Activator:
Playful Persuasion to support older adults’ social and physical activities.
ISG 2010, International Society for Gerontechnology 7th World Conference,
Vancouver (Canada), May 27 – 30. Sports Motivation, Field-labs and Business
Models (Pro-fit)
The ProFit project combines technology, sports and health through the
development of sport field-labs. These are locations where companies can install
new sports and play products and have them tested by the citizens as prime
users. ProFit is funded by the European Union, under the Interreg IVB North
West Europe programme. ProFit aims to
stimulate innovation and new business creation in the sport sector by
developing an EU network of field-labs focused on sport. The field-labs will
be located in urban communities where citizens can engage in innovative
sports activities. A product innovation competition is also incorporated into
the project to inspire and source exciting new products to test in the
field-labs. Field-labs will be developed in four European cities: Eindhoven,
Delft (Nl), Kortrijk (Be) and Sheffield (UK). A supportive research programme provides scientific rigour to the
development and operation of the field-labs and products. The programme will cover: 1) assessment of
user needs through a 'context mapping' approach, which will establish the
foundation for each field-lab; 2) development of the data collection methods
and systems to measure user-product interaction; 3) assessment of economic
impact; and 4) development of a model for future field-lab development. Participating universities are Sheffield Hallam University, University
of Ulster, Eindhoven University of Technology, Delft University of Technology
and Howest (University College West Flanders). Initial design case studies have examined how to design play solutions
for children and how to involve stakeholders in social innovation sessions. Early Design methods for
involving children in design
Wouter Sluis-Thiescheffer is doing a PhD project on comparing early
design methods for 8 to 12 year old children. Wouter is developing a tool for
predicting how suitable early design methods are for children based on the
skills that are required to participate in design sessions. Selected publications: ·
Sluis-Thiescheffer,
W., Bekker, M. Eggen, B. Vermeeren, A. and de Ridder, H. (2011) Development
and Application of a Framework for Comparing Early-Design Methods for Young
Children, Interacting with Computers,
23(1), 70-84. ·
Thang, B. ,
R.J.W. Sluis-Thiescheffer, M.M. Bekker, and J.H. Eggen (2008) Comparing the
Creativity of Children’s Design Solutions Based on Expert Assessment,
Proceedings of Interaction Design and children, June 11 - 13, Chicago (USA),
266-273. ·
R.J.W.
Sluis-Thiescheffer, M.M. Bekker, J.H. Eggen (2007) Comparing Early Design
Methods for Children, Proceedings of Interaction Design and children, June
6-8, Aalborg, Denmark, 17-24. Evaluating technologies for children
Many evaluation methods exist to evaluate products for adults. We
examine whether these methods can also be used to evaluate products designed
for children. Furthermore, we develop new evaluation methods that are
especially suitable to involve children in evaluation sessions. Finally we
also develop expert evaluation methods to support experts to predict problems
in children’s technology. Wolmet Barendregt did a PhD project that examined observational
methods to determine usability and fun problems in children’s computer games.
Another research project by Ester Baauw developed a predictive evaluation
method SEEM to predict usability and fun problems in children’s computer
games.
Selected Publications: ·
Bekker, M.M., Baauw,
E. and Barendregt, W. (2007) A Comparison of two Analytical Evaluation
Methods for educational Computer Games for young Children, special issue of Cognition Technology and Work. ·
Barendregt, W.,
Bekker, M. M., (2007) Development and Evaluation of the Picture Cards Method,
special issue of Cognition Technology
and Work. ·
Barendregt, W.,
Bekker, M.M., Bouwhuis, D.G. and Baauw, E. (2006) Identifying usability and
fun problems in a computer game during first use and after some practice, Int. J. of Human-Computer Studies
(64), 830 -846. |