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David V. Keyson

dblp:90/1341 · DBLP profile ↗
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20ranked-venue papers
0as first author
0since 2021 · last 2015
0000-0002-5363-2947ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 19Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
3 papers
Ubiquitous computing and smart environments · 56% Design research and methods · 38% Usability and user experience research · 6%

Topics — the 2 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
qualitative analysis
0.012011
Rigid structures, independent units, monitoring: organizing patterns in frontline firefighting · CHI 2011
Usability and user experience research
technology acceptance
0.012009
Considerate home notification systems: A user study of acceptability of notifications in a living-room laboratory · Int. J. Hum. Comput. Stud. 2009

Methods — techniques the papers use, named apart from their topics

user study · 0.2workshop · 0.1grounded theory · 0.1field study · 0.1qualitative analysis · 0.1
YearPublicationVenuePosition
2015 Experiencing a Home Energy Management System: Finding Opportunities for Design
Bingxin Ni, Abdullah Al Mahmud 0001, David V. Keyson
INTERACT (4)3
2013 Supporting Improved Maternity Care by Midwives: Design Opportunities and Lessons Learned
Abdullah Al Mahmud 0001, David V. Keyson
INTERACT (4)2
2013 Post-error expression of speed and force while performing a simple, monotonous task with a haptic pen
abstract
Control errors often occur in repetitive and monotonous tasks, such as manual assembly tasks. Much research has been done in the area of human error identification; however, most existing systems focus solely on the prediction of errors, not on increasing worker accuracy. The current study examines force responses before, during and after errors in a simulated assembly line task in order to determine an optimal feedback system for error reduction. Confirming previous findings, enhanced movement speed and reduced force occurred before erroneous trials and slowing occurred after erroneous trials. Given the results, we suggest a haptic feedback system which stimulates users to exert increased force levels after completing an erroneous task in order to increase degree of control and re-build worker confidence and thereby reduce overall error rate.
Miguel Bruns Alonso, David V. Keyson, Maria E. Jabon, Caroline Hummels, Paul Hekkert, Jeremy N. Bailenson
Behav. Inf. Technol.2
2013 Measuring and adapting behavior during product interaction to influence affect
abstract
Sometimes, the way in which we interact with products implicitly communicates how we feel. Based on previous studies on how emotions can be detected and communicated via product interaction, we discuss how an interactive product could influence affect by responding and changing behaviors expressing affect. We discuss the proposal of the affective feedback loop in product interaction by its implementation in the prototype of a pen that senses two implicit behaviors related to restlessness, rock and roll. Furthermore, the pen provides inherent feedback, focusing on the perceptual motor skills, as a means to reflect on these behaviors. The pen was evaluated in an experiment, by which we explored whether this type of feedback would influence the emotional experience. Two participant groups were compared, and participants that used the pen with feedback showed a lower heart rate throughout the whole experiment. Because these participants were not aware that the pen provided any feedback, we propose the concept of unaware interaction and discuss what its implications are for design.
Miguel Bruns Alonso, Caroline Hummels, David V. Keyson, Paul Hekkert
Pers. Ubiquitous Comput.3
2012 Talking about implications for design in pattern language
abstract
In this paper we present our approach to capture and share knowledge from field studies using pattern language and thereby inform the design of ubiquitous computing. In our case, we studied frontline firefighting by observing the existing practice, by developing empathy through participation and by introducing new technology as triggering artifacts. Applying grounded theory, we distilled our findings into pattern language describing core aspects of this practice and their interaction. In a workshop, we introduced the pattern language to developers who had no previous knowledge of this practice and, in follow-up interviews, confronted them with new technology proposals for firefighters. Our study shows that pattern language, while not to be confused with an immutable description of the status quo or a direct path from contextual analysis to design, supports a reflective discussion of novel technology and the fit with and potential impact on existing practice.
Sebastian Denef, David V. Keyson
CHI2
2011 Rigid structures, independent units, monitoring: organizing patterns in frontline firefighting
abstract
Providing firefighters working on the frontline of interventions with ubiquitous computing support remains an open challenge. Designing meaningful solutions for this complex work environment requires reflective thought and conceptual understanding of its social configuration. This paper presents organizing patterns of firefighting frontline practice as a means to inform ubiquitous computing design processes. The patterns originate from a qualitative analysis of an extensive range of user studies conducted with French and German firefighters. As the patterns show, firefighting on the frontline is based on a rigid structure that gains its flexibility through independent units whose safety is ensured by a number of monitoring activities. We conclude that the interaction between the presented patterns forms a balanced whole and needs to be recognized by ubiquitous computing design.
Sebastian Denef, David V. Keyson, Reinhard Oppermann
CHI2
2010 SnowGlobe: the development of a prototype awareness system for longitudinal field studies
abstract
Awareness systems are a novel class of communication systems that enable people to be conscious of each other in a peripheral way. To better understand how people experience these systems over time, and how they blend in the user context, longitudinal field studies are needed. Although tangible awareness systems are considered to be more intimate and aesthetically pleasing than screen based awareness systems, they are not often evaluated in a longitudinal setting. This may be due to several factors that complicate the field evaluation of such systems, including the robustness and reliability of the prototype. This paper describes how the challenges of designing and evaluating a prototype have been addressed in the design of SnowGlobe. The system was evaluated in a longitudinal field setting with 12 users. The prototype enabled extensive data collection on the user experience and usage of such a tangible awareness system.
Thomas Visser, Martijn H. Vastenburg, David V. Keyson
Conference on Designing Interactive Systems3
2009 Tangible user interface for increasing social interaction among rural women
abstract
The paper presents a case of tangible user interface (TUI), which has been designed using traditional metaphors to access personal health information through an ICT based health system. An evaluative study of the designed TUI was conducted with (n=175) rural women in western India. The interaction with TUI was compared with previously designed customized iconic keyboard of an existing personal health information system. The results from the study illustrate that proposed TUI increased social interaction due to enhanced product engagement, product attachment, and community decision-making. As a consequence of increased social interaction, sensitive health information has been disseminated successfully to the rural women.
Vikram Parmar, Gert Groeneveld, Ashis Jalote-Parmar, David V. Keyson
TEI4
2009 Considerate home notification systems: A user study of acceptability of notifications in a living-room laboratory
Martijn H. Vastenburg, David V. Keyson, Huib de Ridder
Int. J. Hum. Comput. Stud.2
2009 Product features and task effects on experienced richness, control and engagement in voicemail browsing
abstract
A recent focus is on creating engaging user experiences with digital products and services such as voicemail. This study aims to design towards increased levels of engagement in voicemail browsing by using the ‘Richness, Control and Engagement’ (RC & E) framework. This framework explains the levels of engagement in terms of the levels of richness and control that are shaped by the features of a product and the user’s expertise. A product was developed that utilized gestures and sound to access digital voicemail contents. An experiment was conducted in which 28 participants interacted with the product while varying (1) the number of features of the user interface, (2) the amount of voicemail content and (3) the type of task. Results showed that the levels of engagement could be predicted according to the levels of richness and control experienced when a task-term was added to the framework. Implications of the refined RC & E framework for interaction design practice are discussed.
Marco C. Rozendaal, David V. Keyson, Huib de Ridder
Pers. Ubiquitous Comput.2
2008 Persuasive Technology for Shaping Social Beliefs of Rural Women in India: An Approach Based on the Theory of Planned Behaviour
Vikram Parmar, David V. Keyson, Cees deBont
PERSUASIVE2
2008 Squeeze, rock, and roll; can tangible interaction with affective products support stress reduction?
abstract
Affective computing focuses on the interpretation of users emotions via physiological and behavioral inputs. Irrelevant gestures with a pen were found to increase when users were given a mentally demanding task. Accordingly, an embedded tangible interface was developed which afforded and measured a rolling behavior, and guided the user towards reaching a balanced state of movement. During informal evaluations users acknowledged how the device could contribute to stress reduction. Conclusion, tangible interfaces appear to offer a non-obtrusive means towards interpreting and reducing stress in the office work context.
Miguel Bruns Alonso, David V. Keyson, Caroline Hummels
TEI2
2008 Considerate home notification systems: a field study of acceptability of notifications in the home
Martijn H. Vastenburg, David V. Keyson, Huib de Ridder
Pers. Ubiquitous Comput.2
2007 Exploring Manipulative Hand Movements During a Stressful Condition
Miguel Bruns Alonso, Michel Varkevisser, Paul Hekkert, David V. Keyson
ACII4
2007 The case of sculpting atmospheres: towards design principles for expressive tangible interaction in control of ambient systems
Philip R. Ross, David V. Keyson
Pers. Ubiquitous Comput.2
2006 MusicCube: a physical experience with digital music
Miguel Bruns Alonso, David V. Keyson
Pers. Ubiquitous Comput.2
2005 The usability crisis in high-tech home products: an opportunity for intelligent user interfaces?
abstract
Ordinary people already have great difficulty using the advanced features of digitally-operated household devices, such personal video recorders, DVD burners, etc., and "white goods," such as washing machines, microwave ovens, programmable thermostats, etc. And the problem is getting worse as more customization and programming features are continually being added. This is challenging and practical application for intelligent user interface research, and one in which new ideas are badly needed. This panel brings together industrial and academic researchers as well as business people to report on their activities and stimulate others to join.
Boris E. R. de Ruyter, Yogendra Jain, David V. Keyson, Charles Rich
IUI3
2003 Rapid Prototyping Collaborative Dialogue Interfaces
Elyon DeKoven, Marc de Hoogh, David V. Keyson
INTERACT3
2003 KidReporter: a user requirements gathering technique for designing with children
abstract
This paper describes a design method, novel to the domain of interaction design, for gathering user requirements from children called the KidReporter method. The KidReporter method was chosen and further refined based on assumptions about User-Centred Design. The method was considered to be suitable and appealing for children in terms of participating in design. Two school classes participated in making a newspaper about a zoo, to gather requirements for the design process of an interactive educational game. The educational game was developed to educate children about animals while walking through a zoo. The KidReporter method's main strengths are that it combines many techniques for eliciting information from children, such as interviews, drawing and making pictures. In this paper we describe how the KidReporter method was applied, in what manner it was successful and what we would do differently next time.
Mathilde M. Bekker, Julie Beusmans, David V. Keyson, Peter A. Lloyd
Interact. Comput.3
2002 Measuring task models in designing intelligent products
abstract
As part of a design process, designers may create a model of user tasks. If the task model were to be built into an intelligent product's reasoning capabilities, the product could provide timely assistance specific to the user's current tasks. Thus for both the design and the intelligence of the product, the more accurate the task model, the more likely such a product may fit the users' needs. In the current paper we describe a new approach for evaluating the usability of intelligent products, based on information available in the designer's task model. This measure is then used to determine the degree to which users are able to access the task support provided by the product, and to identify users' needs for additional assistance. In this way, the usability measures presented in this paper can contribute to an iterative user-centered design process for designing and building product intelligence.
Elyon DeKoven, David V. Keyson
IUI2