Marit Bentvelzen

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13ranked-venue papers
4as first author
13since 2021 · last 2026
0000-0002-0146-8444ORCID · verified

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Human-computer interaction and ubiquitous computing · 13 · 4 first-author · 13 since 2021
YearPublicationVenuePosition
2026 The First Reflection in Creative Experience (RiCE) Workshop
abstract
Reflection and metacognition are central to the creative user experience. However, most HCI research on reflection focuses on clear, task-oriented goals such as to reflect on personal data or pedagogical outcomes. This contrasts with the open-ended and challenging to articulate goals of creative user experiences. For the first time, this workshop brings together interdisciplinary researchers, designers, educators, and artists across HCI, Cognitive Science, Design, AI, Learning Sciences, and Digital Art to examine reflection in creative interaction. The workshop will discuss themes, drawn from earlier discussions with HCI researchers and artists, on: how best to capture reflection in creative contexts, how to leverage the arts to support reflection for ethical change, and how to design creative AI that enhances – not hinders – critical thinking. By bringing interdisciplinary perspectives on reflection into discussion, the workshop will develop a guiding taxonomy for reflection in creative interaction to inform future creative practice and tool development.
Corey Ford 0002, Olga Sutskova, Samuel Rhys Cox, Sarah Sterman, Max Kreminski, Rosa van Koningsbruggen, Anqi Wang 0003, Ege Otenen, Karly Ross, Giulia Di Fede, Yinmiao Li, Salvatore Andolina, Marit Bentvelzen, Pan Hui 0001, Nick Bryan-Kinns
Creativity & Cognition13
2026 Does Tone Matter? Exploring Context-Aware Explanations in Route Recommendations
abstract
Recommendation algorithms support decision-making, yet their reasoning is often opaque. Explanations can improve user understanding, but the role of tone has received little attention, particularly in relation to situational context. This is especially relevant for route recommendations, where factors such as urgency shape travellers’ needs. Using a mixed-method approach (focus groups, n = 15; validation study, n = 32; online experiment, n = 150), we examine how tone is perceived across contextual conditions in public transport. Unlike prior work comparing tone across domains and users, we focus on within-domain, situational context-dependent effects. Results show that situational context affects tone preferences. In urgent situations, humorous and empathetic tones are less appreciated than neutral or authoritative ones, and some tones are more context-sensitive than others. Our findings emphasise considering situational context when designing recommendation explanations, and offer guidance for designers and researchers.
Marloes Vredenborg, Marit Bentvelzen, Christine Bauer 0001, Judith Masthoff
UMAP2
2025 Unhealthy Comparisons to Promote Healthy Behavior? Exploring the Impact of Social Comparison Strategies in Personal Informatics
abstract
Previous work on Social Comparison Theory shows that comparing oneself to others can lead to negative self-perceptions and rumination, reducing self-confidence. Despite these harmful effects, social comparisons are frequently used as engagement strategies in personal informatics systems, such as health and wellness apps. There is limited understanding of how users perceive these comparisons and their impact on wellbeing. To address this, we reviewed the Top 50 Health & Wellness smartphone applications to analyse implemented comparison strategies and the metrics such comparisons are used for. We conducted an online vignette study (n=192) and an interview study (n=12) to further explore the impact of social comparisons on users. Our study shows that comparisons in personal informatics motivate users but simultaneously lead to negative emotions (e.g., inferiority, disappointment), potentially leading to obsessive thoughts and overtraining. Based on our findings, we propose design guidelines for implementing social comparison features that prioritise users' wellbeing.
Daphne van Zandvoort, Marloes Vredenborg, Marit Bentvelzen
CHI3
2023 VeatherReflect: Employing Weather as Qualitative Representation of Stress Data in Virtual Reality
abstract
While personal trackers can collect a vast amount of information about their users, the representation of such data has remained unchanged, with bar charts being the most dominant. However, to build systems that facilitate reflection and support well-being, it is crucial to explore alternative ways of representation. Thus, we designed VeatherReflect, a VR application that uses weather metaphors to illustrate tracker stress scores, aiming to encourage users to reflect on their stress data. In a pre-study, we mapped stress scores to weather states. We then compared VeatherReflect with a standard visualisation of stress data presented in VR. VeatherReflect increased participant engagement with personal data and stress awareness. Participants reported reflective insights for stress-reducing behaviour. We contribute findings on how virtual weather as a metaphor for stress can support reflection. We discuss design recommendations for VR applications aiming to facilitate a deeper understanding of complex personal data through engaging qualitative experiences.
Nadine Wagener, Marit Bentvelzen, Bastian Dänekas, Pawel W. Wozniak, Jasmin Niess
Conference on Designing Interactive Systems2
2023 Quantifying Meaningful Interaction: Developing the Eudaimonic Technology Experience Scale
abstract
Recent research has shown that users increasingly seek meaning in technologies and that eudaimonic user experience (UX) is part of everyday encounters with technology. Yet, to date, there is no validated means to assess eudaimonic properties in interactive artefacts. We conceptualised, developed and validated a six-item questionnaire for measuring eudaimonic properties of technologies—the Eudaimonic Technology Experience Scale (ETES). Our scale includes two factors, which describe what aspects of a eudaimonic experience can be supported by technology: eudaimonic goals and self-knowlege. We consulted work in Human-Computer Interaction (HCI), psychology and philosophy to gather an initial set of concepts that could contribute to eudaimonic UX. We then built the scale based on expert interviews and exploratory factor analysis and verified its quality in a number of tests (confirmatory factor analysis, reliability and validity checks). ETES provides a standardised tool for identifying eudaimonic qualities in interactive systems and allows for rapidly comparing prototypes.
Pawel W. Wozniak, Mitch Hak, Elizaveta Kotova, Jasmin Niess, Marit Bentvelzen, Henrike Weingärtner, Svenja Yvonne Schött, Jakob Karolus
Conference on Designing Interactive Systems5
2023 MagiBricks: Fostering Intergenerational Connectedness in Distributed Play with Smart Toy Bricks
abstract
Playing together is crucial to the unique and invaluable bond between grandparents and grandchildren. However, co-located interactions and play can be limited due to time, distance, or pandemic-related restrictions. To facilitate distributed play, we developed MagiBricks, a system comprised of 3D-printed smart toy bricks and baseplates that provide feedback regarding their placement. The familiarity and appeal of toy bricks to both older adults and children make them ideal for intergenerational play. We conducted a within-subjects study with six grandparent-grandchildren pairs. We compared the interactions and perceived connectedness of the pairs while playing over a distance with either i) MagiBricks or ii) identical regular toy bricks. We found that MagiBricks affected communication dynamics, role taking, nature of play, and perception of connectedness during playtime compared to regular bricks, and were unanimously preferred. We contribute design implications for future systems leveraging (smart) tangibles and fostering intergenerational connectedness.
Evropi Stefanidi, Julia Dominiak, Marit Bentvelzen, Pawel W. Wozniak, Johannes Schöning, Yvonne Rogers, Jasmin Niess
IDC3
2023 How Instructional Data Physicalisation Fosters Reflection in Personal Informatics
abstract
The ever-increasing number of devices quantifying our lives offers a perspective of high awareness of one’s wellbeing, yet it remains a challenge for personal informatics (PI) to effectively support data-based reflection. Effective reflection is recognised as a key factor for PI technologies to foster wellbeing. Here, we investigate whether building tangible representations of health data can offer engaging and reflective experiences. We conducted a between-subjects study where n = 60 participants explored their immediate blood pressure data in relation to medical norms. They either used a standard mobile app, built a data representation from LEGO® bricks based on instructions, or completed a free-form brick build. We found that building with instructions fostered more comparison and using bricks fostered focused attention. The free-form condition required extra time to complete, and lacked usability. Our work shows that designing instructional physicalisation experiences for PI is a means of improving engagement and understanding of personal data.
Marit Bentvelzen, Julia Dominiak, Jasmin Niess, Frederique Henraat, Pawel W. Wozniak
CHI1
2023 Literature Reviews in HCI: A Review of Reviews
abstract
This paper analyses Human-Computer Interaction (HCI) literature reviews to provide a clear conceptual basis for authors, reviewers, and readers. HCI is multidisciplinary and various types of literature reviews exist, from systematic to critical reviews in the style of essays. Yet, there is insufficient consensus of what to expect of literature reviews in HCI. Thus, a shared understanding of literature reviews and clear terminology is needed to plan, evaluate, and use literature reviews, and to further improve review methodology. We analysed 189 literature reviews published at all SIGCHI conferences and ACM Transactions on Computer-Human Interaction (TOCHI) up until August 2022. We report on the main dimensions of variation: (i) contribution types and topics; and (ii) structure and methodologies applied. We identify gaps and trends to inform future meta work in HCI and provide a starting point on how to move towards a more comprehensive terminology system of literature reviews in HCI.
Evropi Stefanidi, Marit Bentvelzen, Pawel W. Wozniak, Thomas Kosch, Mikolaj Wozniak, Thomas Eßmeyer, Stefan Schneegaß, Heiko Müller 0002, Jasmin Niess
CHI2
2023 SelVReflect: A Guided VR Experience Fostering Reflection on Personal Challenges
abstract
Reflecting on personal challenges can be difficult. Without encouragement, the reflection process often remains superficial, thus inhibiting deeper understanding and learning from past experiences. To allow people to immerse themselves in and deeply reflect on past challenges, we developed SelVReflect, a VR experience which offers active voice-based guidance and a space to freely express oneself. SelVReflect was developed in an iterative design process (N=5) and evaluated in a user study with N=20 participants. We found that SelVReflect enabled participants to approach their challenge and its (emotional) components from different perspectives and to discover new relationships between these components. By making use of the spatial possibilities in VR, participants developed a better understanding of the situation and of themselves. We contribute empirical evidence of how a guided VR experience can support reflection. We discuss opportunities and design requirements for guided VR experiences that aim to foster deeper reflection.
Nadine Wagener, Leon Reicherts, Nima Zargham, Natalia Bartlomiejczyk, Ava Scott, Katherine Wang, Marit Bentvelzen, Evropi Stefanidi, Thomas Eßmeyer, Yvonne Rogers, Jasmin Niess
CHI7
2022 Tailor My Zwift: How to Design for Amateur Sports in the Virtual World
abstract
Physical activity is entering the virtual realm. Zwift is an at-home cycling system that is enjoying increasing popularity, yet the specifics of the experience of a virtual cyclist have not been studied to date. Building virtual sports systems can make physical activity accessible to more diverse user groups. To understand how and why users engage in virtual cycling, we conducted n=22 interviews with Zwift users. Through charting the motivations behind using Zwift, we determined that it allowed users to engage in a range of cycling activities traditionally reserved for professional cyclists. Our work reports on key motivations and identifies five key strategies which Zwift uses to create an engaging virtual sports experience. Further, we discuss how Zwift creates a world of virtual professionalism. Our findings offer a structured understanding of the experience of Zwift which can be used to inspire the design of future virtual amateur sports systems.
Marit Bentvelzen, Gian-Luca Savino, Jasmin Niess, Judith Masthoff, Pawel W. Wozniak
Proc. ACM Hum. Comput. Interact.1
2021 The Technology-Mediated Reflection Model: Barriers and Assistance in Data-Driven Reflection
abstract
Current personal informatics models consider reflection as an important stage in users’ journeys with trackers. However, these models describe reflection from a meta perspective and it remains unclear what this stage entails. To design interactive technologies that support reflection, we need a more thorough understanding of how people reflect on their personal data in practice. To that end, we conducted semi-structured interviews with users of fitness trackers and an online survey to study practices in reflecting on fitness data. Our results show that users reported reflecting on data despite lacking reflection support from their tracking technology. Based on our results, we introduce the Technology-Mediated Reflection Model, which describes conditions and barriers for reflection on personal data. Our model consists of the temporal and conceptual cycles of reflection and helps designers identify the possible barriers a user might face when using a system for reflection.
Marit Bentvelzen, Jasmin Niess, Pawel W. Wozniak
CHI1
2021 The Development and Validation of the Technology-Supported Reflection Inventory
abstract
Reflection is an often addressed design goal in Human-Computer Interaction (HCI) research. An increasing number of artefacts for reflection have been developed in recent years. However, evaluating if and how an interactive technology helps a user reflect is still complex. This makes it difficult to compare artefacts (or prototypes) for reflection, impeding future design efforts. To address this issue, we developed the Technology-Supported Reflection Inventory (TSRI), which is a scale that evaluates how effectively a system supports reflection. We first created a list of possible scale items based on past work in defining reflection. The items were then reviewed by experts. Next, we performed exploratory factor analysis to reduce the scale to its final length of nine items. Subsequently, we confirmed test-retest validity of our instrument, as well as its construct validity. The TSRI enables researchers and practitioners to compare prototypes designed to support reflection.
Marit Bentvelzen, Jasmin Niess, Mikolaj Wozniak, Pawel W. Wozniak
CHI1
2021 MTBalance: Assisting Novice Mountain Bikers with Real-Time Proprioceptive Feedback
abstract
Mountain Biking (MTB) is an increasingly popular outdoors activity which offers a unqiue connection to nature along with the health benefits of cardiovascular exercise. Yet, complex MTB technique is an entry barrier that often prevent novices from enjoying the sport. Developing interactive systems, which can support developing MTB proficiency can augment the outdoor experience and make the sport available to a larger group of users. To that end, we designed, implemented and evaluate MTBalance - a system which provides body posture feedback for beginner mountain bikers. Based on inertial tracking, MTBalance informs the user about how to correct their posture to improve MTB performance. We conducted a study in which we compared different feedback modalities for MTBalance. We observed that the system increased perceived balance awareness. Our work provides insights for designing body awareness systems for outdoor sports.
Mark J. Berentsen, Marit Bentvelzen, Pawel W. Wozniak
Proc. ACM Hum. Comput. Interact.2