Collector (USI Design Case, 2001)
Van Turnhout, K.G., Malchanau, A., Disaro, R.M.
The idea collector is a tangible
interaction device to support managing whiteboard
contents during creative group discussions, like
brainstorms. It helps users organize information
displayed on an electronic whiteboard, demonstrating a
‘pick and drop’ interaction style. A working prototype
of the Idea-collector was made, following a series of
early mock-ups and video prototypes. The ISense 600
tracking system is used, that tracks a ‘puck’ in which
are embedded an infrared receiver and ultrasound
emitter. User tests confirmed the potential of the
interaction style designed.
The idea collector was awarded a best
short paper prize at HCI 2002.
Turnhout, K.G., Malchanau, A., Disaro, R.M.,
Markopoulos, P., (2002) The idea-collector: A device for
supporting creative face-to-face meetings. In: Sharp,
H., Chalk P., LePeuple, J., Rosbottom, J., Human
Computer Interaction 2002, Volume 2, ISBN
1-9020505-48-4, BCS, 74-78.
GentleGuide (2nd year, Industrial Design project,
Groenendal, B., Findlater, J-W, Visser, T.
This project was an investigation
into using haptic output to de-liver guidance to
pedestrians, who do not have any particular disability.
More specifically it was used to help them find their
way to a particular destination indoors, e.g., a room in
a hospital. A prototype device called GentleGuide was
designed iteratively, resolving several design issues
regarding haptic output (e.g., the amplitude of
vibrations, their frequency, duration, how many signals
can be reliably discriminated by users in realistic
testing conditions, etc.). GentleGuide was assessed
experimentally in 2 different buildings inside the TU/e
campus. Our conclusion was that haptic output offers
significant promise both in improving performance and in
reducing the disruptiveness of technology.
Project supervised by M.de Graaf
S., Groenendal, B., Findlater, J-W, Visser, T., de Graaf,
M., Markopoulos, P., (2003) GentleGuide: An exploration
of haptic output for indoors pedestrian guidance. In
Chittaro, L. (Ed.) Proceedings Mobile HCI, LNCS 2795,
design case, 2002)
Van der Kooij, J., van de Camp, A.M.G. , Gritsenko, A.N. , Kong,
H., Krysiak, R., Yordan, U.
This USI design case concerned the
design of a small navigation system that can be worn
around the wrist. It was designed for tourists to help
them navigate around a city and to provide them with
location bound information.
The project produced a series of
prototypes, (form-prototype, video-prototype, and
software-prototype) and included a small scale
Kooij, J., van de Camp, A.M.G. , Gritsenko, A.N. , Kong,
H., Krysiak, R., Yordan, U. (2003) HERMES: a navigation
aid for city tourists. In Grey, P., Johnson, H., and
O’Neil, E., (Eds.) Proceedings HCI 2003, Vol.2, 9-12.
photo-pyramid (USI Design Case, 2002)
Deshpande, N., Panas, A., Bondaryeva, A., Kirillova, N.,
This USI design case resulted in a
tangible user interface for viewing personal
photo-collections. It produced an industrial design
prototype and a software prototype. The combination of
the two was used in the evaluation of the Photo-Pyramid
with the Wizard of Oz method.
N., Panas, A., Bondaryeva, A., Kirillova, N., Bondareva,
N., (2003): The Photo Pyramid. In Rauterberg et al.
(Eds.) Proc. INTERACT 2003, IOS-Press, 949-950.
programme graduation project)
Natalia Romero, Joy van Baren
This research project developed
lightweight means of informal social communication. It
used picture and drawing based messages to connect
mobile and home users. It aimed to create a feeling of
connectedness by supporting serendipitous communication
between family members. Mobile users accessed the
service through a mobile phone while home users through
a commercial wireless touch screen device by Philips.
The project was co-supervised with
Wijnand IJsselsteijn and Boris de Ruyter
The project has produced a patent on
the interaction technique, and was nominated for the UFE
design prize in 2003. It was exhibited at EUSAI 2003
and IST 2004 and was featured in the ACM TechNews
It has produced a long list of
publications, of which the most outstanding are:
Markopoulos, P., Romero, N., van Baren, J., IJsselsteijn
W., de Ruyter, B, Farshchian, B, (2004) Keeping in touch
with the family: home and away with the ASTRA awareness
system. CHI Extended Abstracts 2004, ACM, 1351-1354.
Markopoulos, P., van Baren, J, de Ruyter, B.,
IJsselsteijn, W., Farshchian, B. (2005) Connecting the
Family with Awareness Systems. Accepted for publication
in Personal and Ubiquitous Computing, Springer-Verlag,
London, ISSN: 1617-490
pOwerball (Master’s graduation project, 2003-2004)
The pOwerball is a novel augmented
reality computer game for children aged 8-14. It
features a tangible user interface to tabletop augmented
reality. It was designed to bring together children with
and without a physical or learning disability and to
encourage social interactions surrounding the play.
From a design perspective, pOwerball exemplifies social
gaming, which refers to an emerging class of computer
games where the interaction style and game mechanics
support social interactions amongst the players.
Project was co-supervised with
Matthieu Gielen, Arnold Vermeeren (TUD)
B., Markopoulos, P., Gielen, M., Vermeeren, A., de
Ridder, H. (2005) pOwerball: The design of a novel
mixed-reality game for children with mixed abilities.
Interaction Design and Children, June 8-10, Boulder,
Colorado, USA, ACM Press.
Scorpiodrome (USI Design Case, 2004)
The SCORPIODROME is a mixed reality
game for groups of 3-4 children aged 11-14. It is
designed for social gaming; i.e., computer gaming that
is intended to support and trigger social interaction
between players to occur within and around playing the
game. The game includes a construction phase where
children compose the racing landscape out of tiles that
they place on a grid. Construction is followed by a
high action phase, where they drive remote controlled
cars around the circuit and combat with each other. The
game exhibits the potential of mixed reality, as virtual
and physical worlds are combined to create several
effects and create an engaging and sociable gaming
G., Metin, B., Schneider, J., Shapiro, G., Zhou, W.,
Markopoulos, P., (2005) SCORPIODROME: An exploration in
Mixed Reality Social Gaming for Children. ACM
conference on Advances in Computer Entertainment. 15-17
June, Valencia, Spain, ACM Press.
(USI Design Case, 2004)
SenseMS is 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: First, identifying
callers through personalized avatars which are also
coupled with context related information for the caller
and, second, using semi-automated text enhancements.
Preliminary evaluation results were encouraging
regarding the value of the emotional and contextual cues
that can be conveyed in this way.
Kersten, B.T.A., Kulyk, O.A., Pelgrim, P.H., Wang, C.,
Markopoulos, P., (2005) The SenseMS: Enriching the SMS
experience for Teens by Non-verbal Means.
To be presented at
MobileHCI 2005, Salzbourg, Austria, 19-22 september
socially intelligent iCat (USI industrial project, 2004)
This project explores the concept of
social intelligence in the context of designing dialogue
systems for an Ambient Intelligence home. A series of
human-like behaviours were designed and implemented on
an existing robot device to make it display social
intelligence. The robot acted as a home-dialogue
system. An experiment showed that endowing the 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. The project was coached by P.
Markopoulos (TU/e) and B. de Ruyter (Philips Research).
B., Saini, P., Markopoulos, P., van Breemen, A., (2005)
Assessing the Effects of Building Social Intelligence in
a Robotic Interface for the Home. Interacting with
Computers, 17, 5, Elsevier, 522-541.
Markopoulos, P., de Ruyter, B., Saini, P., van Breemen,
A., (2005) Case Study: Bringing Social Intelligence into
Home Dialogue Systems. Volume 12, Number 4, July+August
2005 issue, 37-44.
Photomirror (2nd year Industrial Design project,
The PhotoMirror is an intra-home
communication appliance for supporting informal,
lightweight communication and awareness between home
inhabitants. The PhotoMirror captures and displays
images of trivial daily events and rituals reflecting
the commotion and activities of home inhabitants. It
combines automatic capture of commotion in front of it
and explicit input of video clips captured with a
detachable, wireless camera. Photomirror was field
tested for a short time and has been exhibited at the
3AD appliance design conference.
The project was coached by P.
Markopoulos and B. Bongers. Equipment was provided
courtesy of Philips Research.
Markopoulos, P., Bongers, B., van Alphen, E., Dekker,
J., van Dijk, W., Messemaker, S., van Poppel, J., van
der Vlist, B., Volman, D., van Wanrooij, G. (2005) To
appear in a special issue of Personal and Ubiquitous
Computing, including papers of the 3rd conference on
Appliance Design Bristol, UK, June 28-29, 2005.,
Springer-Verlag, London, ISSN: 1617-490.
The Camelot (USI design case, 2006)
designed to be 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. Apart from the game itself,
the deign of Camelot was interesting as an interesting
case study in novel methods for designing for children.
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
Verhaegh, J., Soute, I., Kessels,
A., and Markopoulos, P. 2006. On the design of Camelot,
an outdoor game for children. In Proceeding of the 2006
Conference on interaction Design and Children (Tampere,
Finland, June 07 - 09, 2006). IDC '06. ACM Press, New
York, NY, 9-16.
Daily Activities Diarit (USI industrial project at Philips
Diarist was a
system providing awareness of a remote elderly person
living alone. Using a sensor network installed at his or
her home, information was collected throughout the day
presenting: presence/absence, activity in the kitchen,
multiple persons at the living room and whether the
person is sleeping or not. This information could be
accessed at the remote location through an iPronto
interface, presenting a 24 hour history, and allowing
inspection of the 'seams' of the system: the assumptions
on which the awareness inferences were based. The
Diarist was field tested for a week at two different
G., Metin, B., Schneider, J., Markopoulos, P., de Ruyter,
B., (2007) Daily Activities Diarist: Supporting Aging in
Place with Semantically Enriched Narratives, INTERACT
2007, Springer, LNCS 4663: 390-403.
Aurama (USI industrial project at Philips
Aurama is an
exploration of the electronic picture frame concept as a
display in awareness systems. It focuses on the scenario
of providing awareness of an elderly living alone.
Rather than presenting daily life activities, this
system focuses on the presentation of long term trends
regarding the health and well being of the elder.The
system developed by a team of researchers at Philips
Research was field tested for various periods starting
initially with 2 weeks; and then moving on to 6 month
P., Markopoulos, P., Aarts, E., (2009) Intertwining
Implicit and Explicit Awareness of Wellbeing to Support
Peace of Mind and Connectedness. Proceedings, AmI 2009,
LNCS 5859, 153-158.
Heartbeat (Industrial Design
Masters project, by R.Magielse, 2008)
Heartbeat is a
pervasive game for children that demonstrates the 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.
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.
R. and Markopoulos, P. 2009. HeartBeat: an outdoor
pervasive game for children. In Proceedings of the 27th
international Conference on Human Factors in Computing
Systems (Boston, MA, USA, April 04 - 09, 2009). CHI '09.
ACM, New York, NY, 2181-2184. DOI= http://doi.acm.org/10.1145/1518701.1519033