Searched for: author%3A%22Vermeeren%2C+A.P.O.S.%22
(1 - 17 of 17)
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Lucho Lingan, C.R. (author), Li, M. (author), Vermeeren, A.P.O.S. (author)
The present work introduces a cyclical model which showcases the process of immersion during Immersive Technological Experiences (ITEs) such as Virtual Reality, Augmented Reality and Mixed Reality. This model is based on the identified concepts around immersion and immersive environments across 30 years. The concepts' similarities were used...
journal article 2021
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Vegt, N.J.H. (author), Visch, V.T. (author), Vermeeren, A.P.O.S. (author), de Ridder, H. (author), Hayde, Zsolt (author)
This article describes a user-centered design experiment investigating positive and negative effects of adding game rules to brainstorms. We studied effects on brainstorm output and user experience and behavior. A coin-based gamification was developed with rules intended to improve brainstorm output in relation to quality and quantity of...
journal article 2019
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Vermeeren, A.P.O.S. (author), Calvi, Licia (author), Sabiescu, Amalia (author), Trocchianesi, Raffaella (author), Stuedahl, Dagny (author), Giaccardi, Elisa (author), Radice, Sara (author)
The museum world is rapidly changing from being collection-centred to being community-centred and for the public. Apart from broadening access to collections through, for example, digitisation initiatives, new ways of involving the public more meaningfully and at various levels have emerged. Experiences inside museums have become more...
book chapter 2018
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Vegt, N.J.H. (author), Visch, V.T. (author), Vermeeren, A.P.O.S. (author), de Ridder, H. (author)
In this article, we aim to provide insights into the design and implementation of game elements for teamwork on the work floor and to study their effect. Inventing games to break monotonous jobs is a long-standing practice, yet conscious implementation of motivational elements of games at work is a recent phenomenon. Generally, gamification is...
journal article 2018
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Rozendaal, M.C. (author), Vermeeren, A.P.O.S. (author), Issidorides, Diana C. (author)
Museums give much consideration to how visitors experience their exhibits. Mobile technologies, such as apps on mobile phones and tablets can capture the visitor experience in an automated, on-the-spot manner. Two apps were designed and used to capture visitors’ experiences of interactive exhibits at a science museum. Based on our...
book chapter 2018
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Vegt, N.J.H. (author), Visch, V.T. (author), Vermeeren, A.P.O.S. (author), de Ridder, H. (author)
Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven...
journal article 2016
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Calvi, L. (author), Vermeeren, A.P.O.S. (author)
In this paper, we introduce a unique approach to designing museum experiences for small museums. This approach entails methods for end users and stakeholders to collaboratively design experiences without the direct involvement of design professionals, and a platform for embodying the required design knowledge to do so, based on DIY technology...
conference paper 2015
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Li, J. (author), Vermeeren, A.P.O.S. (author), De Ridder, H. (author)
In this article, we present examples of using designerly ways to explore “crowd” phenomenon in a cross-disciplinary project named EWiDS. The phrase ‘designerly ways’ refers to visual communication methods such as drawings and videos, which are widely acknowledged as effective approaches to crossdisciplinary collaboration. This study started with...
journal article 2014
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Li, J. (author), Erkin, Z. (author), De Ridder, H. (author), Vermeeren, A.P.O.S. (author)
Crowd experience is inevitable in daily life. Crowd managers need tools to accurately estimate the psychological aspects of crowds, an important one being crowd emotion. In this study, we explore the feasibility of obtaining a real-time, dynamic map of crowd emotions through self-reporting by crowd members. To this end, a smart phone application...
conference paper 2013
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Li, J. (author), de Ridder, H. (author), Vermeeren, A.P.O.S. (author), Conrado, C. (author), Martella, C. (author)
This paper introduces the concept of crowd well-being and the needs for sustaining it. Crowd well-being can be interpreted as crowd members’ evaluations on their emotional reactions, moods and judgments they form about their satisfactions, goals or needs fulfillment in a crowded situation according to the definition of subjective well-being by...
conference paper 2013
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Vermeeren, A.P.O.S. (author), Cockton, G. (author)
The workshop Made for Sharing: HCI Stories of Transfer, Triumph & Tragedy focuses on collecting cases in which practitioners have used their HCI methods in new contexts. For analyzing the collected body of cases we propose to apply a framework inspired by the Diffusion of Innovations approach which focuses on what facilitates the adoption, re...
conference paper 2013
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Rozendaal, M.C. (author), Vermeeren, A.P.O.S. (author)
De perfecte totaalbeleving. Dat is waar industrieel ontwerpers naar streven. Een stoel moet niet alleen mooi zijn, maar ook lekker zitten, uitnodigen tot luieren dan wel werken, en zo mogelijk ook nog van verantwoord materiaal gemaakt zijn. De ideale laptop is niet alleen vederlicht en ultradun, maar ziet er ook strak uit, is van alle nieuwste...
journal article 2013
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Li, J. (author), De Ridder, H. (author), Vermeeren, A.P.O.S. (author), Conrado, C. (author), Martella, C. (author)
This paper investigates the needs or criteria for sustaining well-being in crowded situations through two focus group discussions with a total of ten participants. We conclude that pursuing crowd well-being could be divided into two different cases: one is obtaining the enhancement of the current state in normal situations, and the other is...
conference paper 2013
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Law, E.L.C. (author), Abrahão, S. (author), Vermeeren, A.P.O.S. (author), Hvannberg, E.T. (author)
User Experience (UX) is an emerging research area pertaining to as well as extending beyond the traditional usability. Issues in the realm of usability may be amplified in UX because of its larger scope. Four key non-orthogonal issues are: definition, modeling, method selection, and interplay between evaluation and development. Leveraging the...
conference paper 2012
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Law, E.L.C. (author), Abrahão, S. (author), Vermeeren, A.P.O.S. (author), Hvannberg, E.T. (author)
User Experience (UX) is an emerging research area pertaining to as well as extending beyond the traditional usability. Issues in the realm of usability may be amplified in UX because of its larger scope. Four key non-orthogonal issues are: definition, modeling, method selection, and interplay between evaluation and development. Leveraging the...
conference paper 2012
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Vermeeren, A.P.O.S. (author)
During the process of developing products difficulties in use (usability problems) are hard to predict. This especially holds for interactive products with embedded software. In user tests conducted during the design process analysts try to foresee which problems people will run into when using a product. Once they have identified and understood...
doctoral thesis 2009
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Vermeeren, A.P.O.S. (author), Attema, J. (author), Akar, E. (author), De Ridder, H. (author), Van Doorn, A.J. (author), Erburg, Ç. (author), Berkman, A.E. (author), Maguire, M. (author)
This study explores issues of consistency and inspectability in usability test data analysis processes and reports. Problem reports resulting from usability tests performed by three professional usability labs in three different countries are compared. Each of the labs conducted a usability test on the same product, applying a test protocol that...
journal article 2008
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