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Daan van Eijk

dblp:135/0723 · DBLP profile ↗
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2ranked-venue papers
0as first author
0since 2021 · last 2017
0000-0002-5148-0521ORCID · corroborated

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

Human-computer interaction and ubiquitous computing · 2

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
1 paper
Design research and methods · 100%

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

TopicWeightPapersLastEvidence papers
Design research and methods › design practice
practice-oriented design
0.212013
Practices as a unit of design: An exploration of theoretical guidelines in a study on bathing · ACM Trans. Comput. Hum. Interact. 2013
Design research and methods
sustainable HCI
0.212013
Practices as a unit of design: An exploration of theoretical guidelines in a study on bathing · ACM Trans. Comput. Hum. Interact. 2013

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

low-fidelity prototypes · 0.2generative improv performances · 0.2empirical study · 0.2
YearPublicationVenuePosition
2017 Barriers to and Enablers of Usability in Electronic Consumer Product Development: A Multiple Case Study
abstract
This study identified practitioner-reported barriers to and enablers of usability in the development of electronic consumer products. Barriers and enablers are properties, situations, or conditions in the product development process, team, or context that negatively or positively influence the usability of a product. Based on a review of literature on user-centered design and exploratory expert interview, central concepts for studying usability in practice were identified. This was used as input for the case study, which was conducted at 5 product development groups in large multinationals, making (a) portable audio/video players, (b) personal navigation devices, (c) cell phones, (d) laundry care products, and (e) home control products. Data were primarily collected through interviews with 31 product development practitioners. Based on the data collected, case descriptions were created and more than 1,500 barriers and enablers were identified, categorized, and analyzed. The results of the study are 23 sets of barriers and enablers, of which it is indicated in which of the cases they occur, and accompanied with illustrative quotations from the interviewees. In barriers and enablers, a predominantly “outside–in” relation was observed, from the more external properties of companies (market, company organization) to the more internal (process, team, project). This seems to indicate that the user-centeredness of a product development process is highly influenced by the context in which it is executed. The results also lead to the conclusion that if the goal is to make usable products, one cannot only address activities that are generally considered typical of user-centered design, such as conducting user research and user testing. One also has to take into account how these activities are integrated with and supported by the rest of the product development process, which in turn has to be supported by the product development organization.
Jasper van Kuijk, Heimrich Kanis, Henri Christiaans, Daan van Eijk
Hum. Comput. Interact.4
2013 Practices as a unit of design: An exploration of theoretical guidelines in a study on bathing
abstract
The sustainability challenges facing society today require approaches that look beyond single product-user interactions. Focusing on socially shared practices—e.g. cooking, laundering—has been identified as a promising direction. Building on a growing body of research in sustainable HCI that takes practices as unit of analysis, this article explores what it means to take practices as a unit of design. Drawing on theories of practice, it proposes that practice-oriented design approaches should: involve bodily performance, create crises of routine and generate a variety of performances. These guidelines were integrated into a Generative Improv Performances (GIP) approach, entailing a series of performances by improvisation actors with low-fidelity prototypes in a lab environment. The approach was implemented in an empirical study on bathing. Although the empirical example does not deal with common types of interactive technologies, the guidelines and GIP approach offer sustainable HCI a way to think beyond immediate interactions and to conceptualize change on a practice level.
Lenneke Kuijer, Annelise de Jong, Daan van Eijk
ACM Trans. Comput. Hum. Interact.3