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Pieter Jan Stappers

dblp:40/6051 · DBLP profile ↗
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15ranked-venue papers
2as first author
0since 2021 · last 2017
0000-0002-5351-4828ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 12 · 1 first-authorArtificial intelligence and machine learning · 2Databases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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
4 papers
Interaction techniques and input · 37% Design research and methods · 30% Collaborative and social computing · 17%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
participatory design
0.212013
Design research by proxy: using children as researchers to gain contextual knowledge about user experience · CHI 2013
Collaborative and social computing
computer-supported cooperative work
0.112011
Supporting generation Y interactions: challenges for office work · CSCW 2011
Design research and methods
personas
0.012013
Design research by proxy: using children as researchers to gain contextual knowledge about user experience · CHI 2013
User interface design and tools › design guidelines
interaction design guidelines
0.012011
Supporting generation Y interactions: challenges for office work · CSCW 2011
Personal fabrication and tangible interfaces › interactive artifacts
interactive prototypes
0.012011
Demonstrating generation Y interactions through interactive prototyping · UbiComp 2011

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

thematic analysis · 0.2interviews · 0.2case study · 0.2literature review · 0.1interview study · 0.1
YearPublicationVenuePosition
2017 Using GOMS and NASA-TLX to Evaluate Human-Computer Interaction Process in Interactive Segmentation
abstract
HCI plays an important role in interactive medical image segmentation. The Goals, Operators, Methods, and Selection rules (GOMS) model and the National Aeronautics and Space Administration Task Load Index (NASA-TLX) questionnaire are different methods that are often used to evaluate the HCI process. In this article, we aim at improving the HCI process of interactive segmentation using both the GOMS model and the NASA-TLX questionnaire to: 1) identify the relations between these two methods and 2) propose HCI design suggestions based on the synthesis of the evaluation results using both methods. For this, we conducted an experiment where three physicians used two interactive segmentation approaches to segment different types of organs at risk for radiotherapy planning. Using the GOMS model, we identified 16 operators and 10 methods. Further analysis discovered strong relations between the use of GOMS operators and the results of the NASA-TLX questionnaire. Finally, HCI design issues were identified, and suggestions were proposed based on the evaluation results and the identified relations.
Anjana Ramkumar, Pieter Jan Stappers, Wiro J. Niessen, Sonja Adebahr, Tanja Schimek-Jasch, Ursula Nestle, Yu Song 0003
Int. J. Hum. Comput. Interact.2
2016 Playscapes: a Design Perspective on Young Children's Physical Play
abstract
In early childhood, children develop motor skills that form the basis of their future physical activities. This development can stagnate when children face long-term hospitalization due to injury or disease. Most interventions to facilitate their physical development are built on exercise and structured play, and have ignored the value of spontaneous and unstructured play. For this reason, we introduce 'Playscapes' as a design perspective on young children's physical play. Playscapes is inspired by outdoor play, and accounts for three qualities: bodily play, dispersed play and free play. These qualities can help interaction designers to generate designs that help children playfully develop physical competence. The design perspective is used for developing two design interventions specifically for children with cancer. To point out the merits of Playscapes, the design interventions are compared with two exercise-based interventions. Finally, challenges and future steps are discussed for further developing Playscapes.
Boudewijn Boon, Marco C. Rozendaal, Marry M. van den Heuvel-Eibrink, Janjaap van der Net, Pieter Jan Stappers
IDC5
2014 Children as coresearchers: more than just a roleplay
abstract
Coresearch is a method that engages participants in contextual user research by giving them the role of researcher. This method aids to capture their input in the fuzzy front end of the design process. A previous study [5] showed that children can act as coresearchers to gather contextual knowledge. In that study 20 children aged 912 interviewed their peers or their grandparents. One of the findings from that study was that the professional role of the coresearcher is a motivating and influencing factor, which we want to enhance in a followup study. Another finding was that the way of reporting (audiorecording and notes in a research booklet) could be improved.
Fenne van Doorn, Mathieu Gielen, Pieter Jan Stappers
IDC3
2013 Design research by proxy: using children as researchers to gain contextual knowledge about user experience
abstract
This paper explores the use of participants as research collaborators in the domain of contextual user research. In participatory- and co-design, users participate increasingly early in the design process. When conducting user research in order to gain contextual knowledge about the lives, experiences and wishes of users, collaborators can be of help in setting up, conducting research and analyzing the data. A case study was conducted to investigate if and how children are able to perform as research collaborators. Children conducted interviews with other participants, and in doing increased their knowledge about people close to them, and about themselves. The gained insights were personal and the used personas proved to be a valuable tool. In the role of researcher, the children discovered similarities and differences between themselves and others. Besides gaining valuable insights from their participants, they accessed and shared their own experiences, so while listening to others, the children got sensitized themselves. In other words, the current study found that next to gathering more data, "super-sources" are created when children become research collaborators.
Fenne van Doorn, Pieter Jan Stappers, Mathieu Gielen
CHI2
2012 Making the office catch up: comparing generation Y interactions at home and work
abstract
Information technology (IT) support of office work has increased rapidly in functionality, but the interaction styles have evolved more slowly. This study explores interaction qualities of IT supported activities in the contexts of home and work. A series of contextual interviews was conducted with six Generation Y office workers. An interview toolkit was used to sensitize them to the subject of interaction qualities, experiences, and demands of future ways of working. This study resulted in a set of design guidelines, aiming to support Generation Y interactions in future office work. Designers and researchers who focus on understanding (rich interactions in) the work context would benefit from the result of this study.
Wei Liu 0020, Gert Pasman, Pieter Jan Stappers, Jenneke Taal-Fokker
Conference on Designing Interactive Systems3
2012 Interactive pong: exploring ways of user inputs through prototyping with sensors
abstract
This study aimed to explore ways of user inputs through designing interactive game controllers with different type of sensor. From building four experiential prototypes on Pong, we learned to drive design by focusing on interaction qualities, which determine the use of sensors. We found that the interaction qualities together as a set offer a way to design aesthetics of behavior in interaction.
Wei Liu 0020, Aadjan J. C. van der Helm, Pieter Jan Stappers, Walter A. Aprile, Gert Pasman, Ianus Keller
UbiComp3
2011 Supporting generation Y interactions: challenges for office work
abstract
With Generation Y entering the workforce, for the first time IT supported tools at home are more advanced than these tools at work. This project aims to understand and model this friction and its challenges through a sequence of literature review and interviews. We identified six qualities of interactions and how they occur in private and work contexts. Based on these findings, we aim to develop guidelines as well as demonstrators that support Generation Y interactions in future office work.
Wei Liu 0020, Pieter Jan Stappers, Gert Pasman, Jenneke Taal-Fokker
CSCW2
2011 Demonstrating generation Y interactions through interactive prototyping
abstract
With Generation Y entering the workforce, for the first time IT tools at home are richer in interaction than tools at work. This study aims to demonstrate novel Generation Y interactions by mapping three interaction qualities identified in private and work contexts. In an interactive prototyping course three prototypes were built in which these qualities are demonstrated. From these prototypes, guidelines for supporting Generation Y interactions in future office contexts, were subsequently deducted.
Wei Liu 0020, Pieter Jan Stappers, Gert Pasman, Aadjan J. C. van der Helm
UbiComp2
2010 Get up and move: an interactive cuddly toy that stimulates physical activity
abstract
Health experts are worried about the increase in the number of overweight children and the decrease in activity levels among this age group. This project explores the possibilities of using interactive toys and social interaction in encouraging children to become more physically active. To arrive at the final concept, research was conducted into the factors that encourage and discourage physically active play in children. Based on that knowledge, four key elements were used to develop the product: fantasy, social interaction, surmounting physical and cultural barriers and inspirational factors. The project resulted in a cuddly toy that stimulates young children aged 4–8 to care for it through their own physical actions. First limited tests indicated that children appreciated and understood the toys’ key elements, and suggest that it could be possible to use interactive toys and social interaction to change behaviour with regard to physical activity.
Andrea Leal Penados, Mathieu Gielen, Pieter Jan Stappers, Tinus Jongert
Pers. Ubiquitous Comput.3
2009 Designing for other people's strengths and motivations: Three cases using context, visions, and experiential prototypes
Pieter Jan Stappers, Helma van Rijn, S. C. Kistemaker, A. E. Hennink, Froukje Sleeswijk Visser
Adv. Eng. Informatics1
2006 Taking clues from the world outside: navigating interactive panoramas
Aldo Hoeben, Pieter Jan Stappers
Pers. Ubiquitous Comput.2
2006 Creative connections: user, designer, context, and tools
Pieter Jan Stappers
Pers. Ubiquitous Comput.1
2005 Direct talkback in computer supported tools for the conceptual stage of design
Aldo Hoeben, Pieter Jan Stappers
Knowl. Based Syst.2
2004 Friction in scheduling and coordinating lives of families: designing from an interaction metaphor
abstract
Families with working parents have busy and mobile lives. This typically causes a lot of friction in their schedules. This paper discusses two conceptual information appliances for scheduling and coordinating based on this friction and designed from user studies in the lives of these families.The interaction principles of the designs are based on a friction metaphor. This metaphor was explored through looking in depth at friction in mechanical constructions. This unconventional design approach led to product and interaction design that is both appropriate and expressive: the long-term planner is a large display that visualizes entangled family schedules and provides shared tangible interaction when scheduling new appointments; the coordination watch is a mobile device that allows distributed haptic interaction when changing appointments.These concept designs and their design process aim to inspire the design of future information appliances.
Stephan Hoefnagels, Erik Geelhoed, Pieter Jan Stappers, Aldo Hoeben, Remko van der Lugt
Conference on Designing Interactive Systems3
1998 Meaningful Gestures for Human Computer Interaction: Beyond Hand Postures
Caroline Hummels, Pieter Jan Stappers
FG2