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Jettie Hoonhout

dblp:32/6470 · DBLP profile ↗
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8ranked-venue papers
0as first author
0since 2021 · last 2015
—ORCID · none

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

Human-computer interaction and ubiquitous computing · 7Artificial intelligence and machine learning · 2Applied, 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
2 papers
Design research and methods · 52% Health and well-being technologies · 36% User interface design and tools · 12%

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

TopicWeightPapersLastEvidence papers
Design research and methods
human-food interaction
0.212014
Designing for human-food interaction: An introduction to the special issue on 'food and interaction design' · Int. J. Hum. Comput. Stud. 2014
Health and well-being technologies
food practices
0.212013
Food practices as situated action: exploring and designing for everyday food practices with households · CHI 2013
User interface design and tools
interaction design
0.112014
Designing for human-food interaction: An introduction to the special issue on 'food and interaction design' · Int. J. Hum. Comput. Stud. 2014
Design research and methods › user-centered design
contextual inquiry
0.012013
Food practices as situated action: exploring and designing for everyday food practices with households · CHI 2013

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

shop-a-longs · 0.2interviews · 0.2contextual inquiry · 0.2
YearPublicationVenuePosition
2015 The Landscape of UX Requirements Practices
Gregorio Convertino, Nancy Frishberg, Jettie Hoonhout, Rosa Lanzilotti, Marta Kristín Lárusdóttir, Effie Lai-Chong Law
INTERACT (4)3
2015 Disruption as a Research Method for Studying Technology Use in Homes
abstract
In this paper, we present disruption of household routines as a method to study home technology usage.Using three case studies as guidance, we show how disrupting household practices-either through changing the technology, task or division of labor-can provide valuable insight into current and future technology usage, and can guide the design of future technologies.Based on our case studies, we outline best practices and challenges with respect to the pragmatics of disruptive research methods. RESEARCH HIGHLIGHTS• We present disruption as a method for studying technology use in homes.• Grounded in three case studies, we provide best practices for using this method.• We address pragmatic and ethical challenges of using disruption as a method.
Erika S. Poole, Rob Comber, Jettie Hoonhout
Interact. Comput.3
2014 Designing for human-food interaction: An introduction to the special issue on 'food and interaction design'
Rob Comber, Jaz Hee-jeong Choi, Jettie Hoonhout, Kenton O'Hara
Int. J. Hum. Comput. Stud.3
2013 Food practices as situated action: exploring and designing for everyday food practices with households
abstract
Household food practices are complex. Many people are unable to effectively respond to challenges in their food environment to maintain diets considered to be in line with national and international standards for healthy eating. We argue that recognizing food practices as situated action affords opportunities to identify and design for practiced, local and achievable solutions to such food problems. Interviews and shop-a-longs were carried as part of a contextual inquiry with ten households. From this, we identify food practices, such as fitting food, stocking up, food value transitions, and having fun with others and how these practices are enacted in different ways with varied outcomes. We explore how HCI might respond to these practices through issues of social fooding, the presence of others, conceptions about food practices and food routines.
Rob Comber, Jettie Hoonhout, Aart van Halteren, Paula Moynihan, Patrick Olivier
CHI2
2012 The message in the bottle: best practices for transferring the knowledge from qualitative user studies
abstract
This workshop aims to identify and improve current strategies and practices for transferring knowledge from qualitative user studies to become inspiration for an experience-centered design process. The message (e.g., qualitative user study results) can be skewed when passed on from one phase to another in the design and development process. Moreover, the way insights are communicated is often not inspiring enough. We intend to get practitioners and academics engaged in a discussion about how to best transfer research findings of especially qualitative user studies and prevent loss of valuable information. Best practices, failure and success stories are especially welcomed as contributions. At the end of this workshop we will have identified strengths of a few methods, tools, and techniques selected from examples of best practices. Also, we will have summarized limitations and challenges of knowledge transfer and communication practices within experience-centered design.
Marianna Obrist, Daniela Wurhofer, Petra Sundström, Elke Beck, Elizabeth A. Buie, Jettie Hoonhout
Conference on Designing Interactive Systems6
2007 TagTiles: optimal challenge in educational electronics
abstract
In this paper we describe TagTiles, a tangible electronic board game for educational purposes. It was designed to be suitable for investigating the balance between challenge and control by providing fine-grained and wide ranged difficulty levels. TagTiles can address a range of skills including fine motor skills, cognitive and social skills. Evaluation of the game showed that the children appreciated the game and that most of them were offered a challenge that was appropriate for their skill level.
Janneke Verhaegh, Willem Fontijn, Jettie Hoonhout
TEI3
2006 Investigating the relationship between the personality of a robotic TV assistant and the level of user control
abstract
This paper describes the design and evaluation of a robotic TV assistant that helps users find a TV-programme that fits their interests. Questions that were addressed include: What personality do users prefer for the robotic TV-assistant? What level of control do they prefer? How do personality and the level of control relate to each other? Four prototypes were developed by combining two personalities and two levels of user control. In the high control condition, a speech-based command-and-control interaction style was used, whereas the interaction style in the low control condition consisted of speech-based system-initiative natural language dialogue. The results demonstrated an interaction between the effects of personality and level of control on user preferences. Overall, the most preferred combination was an extravert and friendly personality with low user control. Additionally, it was found that perceived level of control was influenced by the robot's personality. This suggests that the robot's personality can be used as a means to increase the amount of control that users perceive
Bernt Meerbeek, Jettie Hoonhout, Peter Bingley, Jacques M. B. Terken
RO-MAN2
2004 INSPIRE: Evaluation of a Smart-Home System for Infotainment Management and Device Control
Sebastian Möller 0001, Jan Felix Krebber, Alexander Raake, Paula M. T. Smeele, Martin Rajman, Mirek Melichar, Vincenzo Pallotta, Gianna Tsakou, Basilis Kladis, Anestis Vovos, Jettie Hoonhout, Dietmar Schuchardt, Nikos Fakotakis, Todor Ganchev, Ilyas Potamitis
LREC11