References of "Lallemand, Carine 50009322"
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See detailPersonal Informatics at Work
van den Heuvel, Roy; Lallemand, Carine UL

Scientific Conference (2023, April)

An ever-increasing amount of sensor technologies surrounds our work environment, collecting data about workers? activity and wellbeing ? often without them having any say in this. This datafication of the ... [more ▼]

An ever-increasing amount of sensor technologies surrounds our work environment, collecting data about workers? activity and wellbeing ? often without them having any say in this. This datafication of the workplace can help find novel ways to stimulate healthy behaviors or increase productivity. However, the ubiquitous usage of data collectors in the workplace can also put employees in a position of power imbalance, where management is frequently aiming at ?optimizing? employees towards normative and more-than-often problematic standards of productivity and wellbeing. Yet, data-tracking practices might not only seek an optimum but also can be interpreted towards self-enhancement (Meissner, 2016). In this sense, optimization is not per se an improvement on previous goals, but rather allows ?the discovery of new opportunities?. Indeed, data can be a means of giving space for users to be curious about their own subjective work experiences. Personal Informatics research has mostly focused on leisure and health-related topics but it takes on different forms, requirements, and ethical considerations for a work context. To explore how such considerations emerge from material practices, we conducted a field study, deploying a research probe called Habilyzer at a workplace (N=5). Findings show that users explored aspects meaningful to them yet highlight discrepancies between the envisioned self-tracking goals and participants? practices. Regarding sensors? open-endedness, a balance between the burden of data collection and the value derived from it appeared critical. We contribute new insights into how open-ended sensor technologies can be designed to support self-tracking practices in the workplace. [less ▲]

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See detailEduCHI 2023 - 5th Annual Symposium on HCI Education
Gray, Colin; Macdonald, Craig; Lallemand, Carine UL et al

in CHI'23 Extended Abstracts (2023, April)

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See detailExploring the Embodied Experience of Walking Meetings through Bodystorming – Implications for Design
Jacob, Melodie; Damen, Ida; Lallemand, Carine UL

in TEI'23 Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction (2023, February)

Walking meetings are a promising way to reduce unhealthy sedentary behavior at the office. Some aspects of walking meetings are however hard to assess using traditional research approaches that do not ... [more ▼]

Walking meetings are a promising way to reduce unhealthy sedentary behavior at the office. Some aspects of walking meetings are however hard to assess using traditional research approaches that do not account well for the embodied experience of walking meetings. We conducted a series of 16 bodystorming sessions, featuring unusual walking meeting situations to engage participants (N=45) in a reflective experience. After each bodystorming, participants completed three tasks: a body map, an empathy map, and a rating of workload using the NASA-TLX scale. These embodied explorations provide insights on key themes related to walking meetings: material and tools, physical and mental demand, connection with the environment, social dynamics, and privacy. We discuss the role of technology and opportunities for technology-mediated walking meetings. We draw implications for the design of walking meeting technologies or services to account for embodied experiences, and the individual, social, and environmental factors at play. [less ▲]

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See detailBringing Movement to Digital Tasks at the Office: Designing an Acceptably Active Interface Interaction for Sending Emails
Keller, Philip; van den Heuvel, Roy; Lallemand, Carine UL

in Proceedings of the Seventeenth International Conference on Tangible, Embedded, and Embodied Interaction TEI'23 (2023, February)

While working on a computer typically involves sitting for prolonged periods of time, sedentary work routines are associated with numerous health issues. To address this societal concern, existing ... [more ▼]

While working on a computer typically involves sitting for prolonged periods of time, sedentary work routines are associated with numerous health issues. To address this societal concern, existing solutions trigger physical activity as a break from work, rather than a part of it. In this research, we explore a vision for physically active ways of working, by transforming mundane digital tasks into physically active ones. As a research artifact and design exemplar, we present A2-I2, an innovative tangible system for sending emails. After loading their email onto a physical “letter” token, office workers must walk to a physical mailbox located in the office space. Understanding what design qualities influence the experience and acceptability of such systems is a necessary step toward the design of acceptably active interface interactions. We report on a preliminary user test with 8 participants. With this project, we aim to inspire future tangible and embodied systems addressing the timely issue of sedentary behavior at work. [less ▲]

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See detailUX Needs Cards – A Pragmatic Tool to Support Experience Design Through Psychological Needs
Lallemand, Carine UL

in [ ] With Design: Reinventing Design Modes (2022, November)

The psychological needs-driven UX approach is a well-explored area in UX research and a powerful framework for the design of optimal experiences with systems and products. However, the transfer from ... [more ▼]

The psychological needs-driven UX approach is a well-explored area in UX research and a powerful framework for the design of optimal experiences with systems and products. However, the transfer from research to practice is slow and this approach is not yet widely used by practitioners. As card- based methods have been shown to support designers in both the generation of ideas and the evaluation of their designs, we created the UX needs cards as a pragmatic tool able to support a needs-driven UX process. We present the iterative development of the card-set and its associated techniques and report on three use cases, demonstrating the effectiveness of this tool for user research, idea generation and UX evaluation. Our empirical findings suggest that the UX needs cards are a valuable tool able to support design practice, being easily understood by lay users and a source of inspiration for designers. Acting as a tangible translation of a research framework, the UX needs cards promote theory-driven design strategies and provide researchers, designers, and educators with a tool to clearly communicate the framework of psychological needs. [less ▲]

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See detailAsynja: Sensorial Design for Running Motivation
Menheere, Daphne; Hilderink, Myrthe; Vos, Steven et al

in [ ] With Design: Reinventing Design Modes (2022, November)

If starting to run is an easy decision, committing to a long-term running routine proves to be a more challenging endeavor for many people. In this pictorial, we unravel the design process of Asynja, an ... [more ▼]

If starting to run is an easy decision, committing to a long-term running routine proves to be a more challenging endeavor for many people. In this pictorial, we unravel the design process of Asynja, an artefact that triggers exercise imagery by using natural scents related to running. Relying on peripheral interaction, this research probe subtly nudges users to go running, thereby supporting them to transform their positive intentions into actions. Exploring sensoriality as a design opportunity for behavior change interventions, we invite the community to expand the design space of exercise-related motivational products and systems. [less ▲]

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See detailDISCOV: Stimulating Physical Activity through an Explorative Interactive Walking Experience
van Renswouw, Loes; Verhoef, Jasmijn; Vos, Steven et al

in [ ] With Design: Reinventing Design Modes (2022, November)

Aware of the consequences of their inactive lifestyles, many people still struggle to integrate enough physical activity into their busy lives. Interventions that nudge to reinforce existing active ... [more ▼]

Aware of the consequences of their inactive lifestyles, many people still struggle to integrate enough physical activity into their busy lives. Interventions that nudge to reinforce existing active behavior seem therefore more likely to be effective than those adding an activity to daily routines. To encourage people to increase their physical activity level, we designed Discov, a network of physical waypoints triggering people to lengthen their walks. Placed in a public park, Discov encourages people to explore their surroundings in a fun and challenging way by creating an interactive walking experience. Adopting a Research-through-Design approach, we explore the potential of the design of accessible infrastructures and human-environment interactions to impact public health by nudging citizens into being more physically active. We discuss insights gathered through this process and report on first user tests of this interactive walking experience. [less ▲]

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See detailCreating active urban environments: insights from expert interviews
van Renswouw, Loes; Lallemand, Carine UL; van Wesemael, Pieter et al

in Cities & Health (2022)

Urban planning and design offer opportunities to nudge people towards more active behavior. This is a popular topic among urbanists and health professionals, with several guidelines and best practices ... [more ▼]

Urban planning and design offer opportunities to nudge people towards more active behavior. This is a popular topic among urbanists and health professionals, with several guidelines and best practices already developed. However, a gap exists between theory and practice and the complex realization process of such active environments is rarely documented. In this study, we investigated the process of designing, implementing, and evaluating active urban environments through semi-structured interviews with 11 European practitioner experts in the field of active environment design and development. We additionally analyzed 51 examples of active environments they provided. We discuss definitions of active environments and their added value to encourage active behavior and provide an overview of the spectrum of design strategies, elements and boundaries used to create them. We also describe typical steps in the design and realization process, including types of stakeholders, main gaps, and points of friction in this practice [less ▲]

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See detailHyaku: A Qualitative Negotiation-Through-Interaction Interface to Support Runners in Achieving Balanced Training Sessions
Restrepo, Juan; Vos, Steven; Verhagen, Evert et al

Scientific Conference (2022, June)

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See detailTheme Track - Valuing the qualitative in design and data
Lockton, Dan; Lallemand, Carine UL; Menheere, Daphne et al

in Proceedings of DRS 2022 (2022, June)

The DRS 2022 track ‘Valuing the Qualitative in Design and Data’ features eleven accepted papers on topics including visualisation and physicalisation of qualitative data, the use of materials in this ... [more ▼]

The DRS 2022 track ‘Valuing the Qualitative in Design and Data’ features eleven accepted papers on topics including visualisation and physicalisation of qualitative data, the use of materials in this context, practical applications in design and education, and applications in personal informatics. In this editorial, the track chairs introduce the track, and the reasoning behind it, together with a short introduction to the papers. [less ▲]

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See detailDesigning for Qualitative Interfaces: Experiences from Studio Education
Lockton, Dan; Lallemand, Carine UL; Menheere, Daphne

Scientific Conference (2022, June)

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See detailImpressions that last: representing the meaningful museum experience
Morse, Christopher UL; Niess, Jasmin UL; Bongard, Kerstin UL et al

in Behaviour and Information Technology (2022)

Research in human–computer interaction (HCI) has identified meaning as an important, yet poorly understood concept in interaction design contexts. Central to this development is the increasing emphasis on ... [more ▼]

Research in human–computer interaction (HCI) has identified meaning as an important, yet poorly understood concept in interaction design contexts. Central to this development is the increasing emphasis on designing products and technologies that promote leisure, personal fulfillment, and well-being. As spaces of profound historical significance and societal value, museums offer a unique perspective on how people construct meaning during their interactions in museum spaces and with collections, which may help to deepen notions of the content of meaningful interaction and support innovative design for cultural heritage contexts. The present work reports on the results of two studies that investigate meaning-making in museums. The first is an experience narrative study (N = 32) that analyzed 175 memorable museum visits, resulting in the establishment of 23 triggers that inform meaningful interaction in museums. A second study (N = 354) validated the comprehensiveness and generalisability of the triggers by asking participants to apply them to their own memorable museum experiences. We conclude with a framework of meaning in museums featuring the 23 triggers and two descriptive categories of temporality and scope. Our findings contribute to meaning research in HCI for museums through an articulation of the content of meaning-making in the cultural sector. [less ▲]

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See detailEduCHI 2022 - 4th Annual Symposium on HCI Education
McDonald, Craig; St-Cyr, Olivier; Gray, Colin M. et al

in Proceedings of the CHI 2022 Conference on Human Factors in Computing Systems (2022, April)

EduCHI 2022 will bring together an international community of scholars, practitioners, and researchers to shape the future of Human-Computer Interaction (HCI) education. Held as part of the CHI 2022 ... [more ▼]

EduCHI 2022 will bring together an international community of scholars, practitioners, and researchers to shape the future of Human-Computer Interaction (HCI) education. Held as part of the CHI 2022 conference, the two-day symposium will feature in- teractive discussions about trends, curricula, pedagogies, teaching practices, and current and future challenges facing HCI educators. In addition to providing a platform to share curriculum plans and teaching materials, EduCHI 2022 will also provide opportunities for HCI educators to learn new instructional strategies and deepen their pedagogical knowledge. [less ▲]

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See detailEmpathy in Design Scale: Development and Initial Insights
Drouet, Luce UL; Bongard, Kerstin UL; Koenig, Vincent UL et al

in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April)

Empathy towards users is crucial to the design of user-centered technologies and services. Previous research focused on defining empathy and its role in the design process for triggering empathy for end ... [more ▼]

Empathy towards users is crucial to the design of user-centered technologies and services. Previous research focused on defining empathy and its role in the design process for triggering empathy for end-users. However, there is a lack of empathy measurement instruments in design. Most previous work focused on designers, overlooking the need for other stakeholders to develop empathy towards the users to break organizational silos and deliver high-quality user-centered services and products. In this contribution, we share the preliminary stages of the development of an empathy scale for service design. We build on empathy literature from psychology and design to define 18 items representing four empathy dimensions. We report on the definition of these dimensions and their underlying items, and present preliminary studies in which we reviewed the first version of the scale with experts and stakeholders. [less ▲]

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See detailPhysical Journey Maps: Staging Users’ Experiences to Increase Stakeholders’ Empathy towards Users
Lallemand, Carine UL; Lauret, Jessie; Drouet, Luce UL

in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April)

Customer Journey Mapping is a widespread service design tool that synthesizes and communicates user research insights to stakeholders. In its common form, a journey map is a synthetic (typically non ... [more ▼]

Customer Journey Mapping is a widespread service design tool that synthesizes and communicates user research insights to stakeholders. In its common form, a journey map is a synthetic (typically non-interactive) visualization of the key steps of the users’ experience with a service or product. By decomposing the elements of a journey map and staging them under the form of a physical and interactive installation, we intend to leverage the power of journey mapping to break silos and prompt employees within an organization to discover end-users journeys in a compelling and empathic way. This aims to support the user-centered maturity of the organization by developing employees’ curiosity and empathy towards users. We illustrate this approach through a case study on railway passengers’ experiences. We explore the value of richer transfers of user research insights through physical journey maps and discuss design processes and mediums enabling journey maps to come to life. [less ▲]

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See detailData-Enabled Design: Hands-on Teaching Activities to Onboard Design Students in the Use of Sensor Data as a Creative Material
Lallemand, Carine UL; van den Heuvel, Roy; van Renswouw, Loes et al

Scientific Conference (2022, April)

This contribution presents two hands-on teaching activities introducing the use of sensor data to design students. We designed two sequential workshops to educate on why and how to use data as a creative ... [more ▼]

This contribution presents two hands-on teaching activities introducing the use of sensor data to design students. We designed two sequential workshops to educate on why and how to use data as a creative material in the design process and provide students with the technical means to quickly prototype connected data-collecting probes. Workshop 1 (Human Sensors) consists of a role-play exercise where teams of students simulate the collection of data in-situ by acting out various sensor types. In workshop 2 (Coffee Cup Challenge), students build their own data-collection artefacts using sensors. Modular, both activities can be adapted to any similar course that uses sensor technologies and data to conduct user research and extract insights to be used in the design process. We describe the activities in detail, provide generalizable materials, and reflect on their use, supported by student reflections and insights from our teaching practice. [less ▲]

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See detailOptimizing the Use of the Sentence Completion Survey Technique in User Research – A Case Study on the Experience of E-Reading
Lallemand, Carine UL; Mercier, Emeline

in Proceeding of the CHI 2022 Conference on Human Factors in Computing Systems (2022, April)

Sentence completion, originally a semi-projective psychological technique, has been used as an effective and lightweight user research method in user experience (UX) design. More information is yet still ... [more ▼]

Sentence completion, originally a semi-projective psychological technique, has been used as an effective and lightweight user research method in user experience (UX) design. More information is yet still needed to understand how different sentence stems probe users’ insights, thereby providing recommendations for effective sentence completion surveys. We used the completion method on a large-scale sample to explore (e-)readers’ experiences and needs. Depending on their reading habits, participants (N=1880) were asked to complete a set of sentences, as part of a web survey. With 14143 user ideas collected in two weeks, our results confirm that remote online sentence completion is a cost-effective data collection method able to uncover feelings, attitudes, motivations, needs, or frustrations. Variation in sentence stems affected collected data in terms of item response rate, idea quantity as well as variety and originality. Building on previous research, this paper delivers actionable insights to optimize the richness of sentence completion outputs. [less ▲]

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See detailHabilyzer: A User-Driven Open-Ended Sensor Kit for Office Workers
van den Heuvel, Roy; van Bussel, Tjeu; Lallemand, Carine UL

in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April)

Office work presents health and wellbeing challenges, triggered by working habits or environmental factors. While technological interventions gain popularity in the workplace, they often fall short of ... [more ▼]

Office work presents health and wellbeing challenges, triggered by working habits or environmental factors. While technological interventions gain popularity in the workplace, they often fall short of acknowledging personal needs. Building on approaches from personal informatics, we present our vision on the use of user-driven, situated sensor probes in an office context and how the community might deal with complex yet timely questions around the use of data to empower people in becoming explorers of their own habits and experiences. We demonstrate Habilyzer, an open-ended sensor toolkit for office workers, which enables user-driven explorations in self-tracking their work routines. This research contributes an alternative approach to improving working habits and vitality in the workplace, moving from solution-oriented technologies to inquiry-enabling tools. Through this demonstration, we also aim to trigger discussions on the use of sensors and data in the office context, in the light of privacy, consent and data ownership. [less ▲]

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See detailFontana: Triggering Physical Activity and Social Connectedness through an Interactive Water Installation
van Renswouw, Loes; van Hamersveld, Yvonne; Huibers, Hugo et al

in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April)

Promoting healthy and active lifestyles is an important objective for many governing agencies. The design of active urban environments can be an effective tool to encourage more active behaviors and water ... [more ▼]

Promoting healthy and active lifestyles is an important objective for many governing agencies. The design of active urban environments can be an effective tool to encourage more active behaviors and water features can attract people, improving their experience of the urban space. To explore the potential of these concepts, we designed Fontana; an interactive public installation that aims to stimulate physical activity and social connectedness in the urban outdoor space, using the multidimensional attractiveness of water. We focus on the use of embedded interactive technology to promote physical activity, using water as a linking element between users. Adopting a research-through-design approach, we explored how such installations can nudge people into an active behavior while additionally strengthening social connectedness, using inclusive design principles. We report on insights gathered through this case study and findings of a preliminary user test, discussing the implications of this work for design researchers and practitioners. [less ▲]

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See detailHabilyzer: Empowering Office Workers to Investigate their Working Habits using an Open-Ended Sensor Kit
van Bussel, Tjeu; van den Heuvel, Roy; Lallemand, Carine UL

in Proceedings of the Extended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems (2022, April)

Office work presents health and wellbeing challenges, triggered by unhealthy working habits or environmental factors. While technologies for vitality in the office context gain popularity, they are often ... [more ▼]

Office work presents health and wellbeing challenges, triggered by unhealthy working habits or environmental factors. While technologies for vitality in the office context gain popularity, they are often solution-focused and fall short in acknowledging personal needs. Building on approaches from personal informatics, we see value in opening up the design space of tracking and sensing technologies for office workers. We designed and deployed an open-ended sensor kit and conducted two complementary studies to investigate the value of empowering office workers to investigate their own working habits. Findings show that Habilyzer triggers curiosity about working habits, and wireless sensors contribute to inquire into those habits, possibly supported by additional tools. We contribute new insights into how an open-ended sensor kit can be designed to support self-tracking practices and underlying reflections in the underexplored context of office work. It is an alternative approach to workplace vitality, moving from solution-oriented technologies to inquiry-enabling tools. [less ▲]

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