Papers by Jeroen Vanattenhoven

This chapter provides an in-depth discussion on the impact of synchronization of TV-related appli... more This chapter provides an in-depth discussion on the impact of synchronization of TV-related applications on the user experience. After all, applications meant to be used in conjunction with TV watching are created for the benefit and pleasure of the viewer. In order to explain the main user-related aspects of media synchronization, we will first sketch how the television and media landscape has evolved and which timing and synchronization aspects are important for the makers of TV-related applications. Then, we will delve into the core topic of this chapter by presenting the main user experience aspects involved in the creation of second-screen (Attentive readers will notice that ‘second screen’ is sometimes written with, and sometimes without a hyphen. When using ‘second screen’ without a hyphen, we use it as a substantive (the second screen). When using ‘second-screen’ with a hyphen, it is used as an adjective (second-screen applications).) applications—a specific type of TV-relat...
2010 IFIP Wireless Days, 2010
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Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, 2010
The focus of this paper is on the use of the Experience Clip method for evaluating mobile applica... more The focus of this paper is on the use of the Experience Clip method for evaluating mobile applications. In this method one participant uses the tobe-evaluated mobile application while the other participant films whatever happens during the field test. Afterwards, participants are interviewed by the researcher(s) to clarify the recorded situations. Investigating the use of the Experience Clip method was achieved by evaluating two mobile multimedia geocaching applications. The method was found very suitable for capturing rich, emotional user experiences and uncovering usability issues. Furthermore, digital photo cameras, used by participants for filming, offer great image quality, ease-of-use, sufficient storage capacity, and attract little attention of bystanders. However, there is one concern that when participants film each other, another experience is added on top of the experience with the mobile application. It is unclear how the filming experience affects actual use and the validity of the collected data.
CHI '13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA '13, 2013
ABSTRACT Many present-day reading platforms for news consumption use topic selection and reading ... more ABSTRACT Many present-day reading platforms for news consumption use topic selection and reading histories to filter reading content and feed the various recommender systems. In an attempt to overcome the deficiencies of this approach, we suggest an alternative: mood-based content selection with personalizations, based on the reading context (time and place). In this work,we conducted contextual inquiry sessions and designed an interactive prototype with iterative user feedback.

Proceedings of the international conference on Multimedia - MM '10, 2010
This paper presents the results of a user study carried out to evaluate an application prototype ... more This paper presents the results of a user study carried out to evaluate an application prototype in which an audio-visual chat conversation between two users is augmented by pictures related to the topics of that conversation. The prototype analyses the conversation and deducts the topic of conversation by means of a keyword tree, augmented by an ontology. Then it retrieves pictures from Flickr based on this topic, after which the pictures are shown to the users. This mechanism is called conversationbased image retrieval. 15 participants were recruited for this user study; the duration of one session was approximately 30 minutes. Eye tracking and questionnaires were used to evaluate participants" experiences. We found that participants value the use of pictures to augment an audio-visual chat application. Furthermore, participants claimed they would use it in a social context: talking to family, friends and acquaintances. One significant improvement over the prototype would be to use their own pictures (personal user-generated content) instead of just random pictures.

CHI '13 Extended Abstracts on Human Factors in Computing Systems on - CHI EA '13, 2013
ABSTRACT This paper explores the potential of extreme input stimuli in brainstorming. Extreme sti... more ABSTRACT This paper explores the potential of extreme input stimuli in brainstorming. Extreme stimuli contain unfamiliar, ambiguous, critical and or provocative elements. The instrumental use of extreme input has only recently been investigated as a promising technique in ideation to get participants to think beyond the already known. It is not clear, though, which extreme mechanisms are most likely to trigger creativity. To investigate this, four brainstorm sessions were organized, of which three relied on extreme input stimuli: Extreme Ideas, Extreme Characters and Extreme Personas. The fourth session did not employ extreme input. Four experts assessed the output via a creative-idea-count. The preliminary results suggest that using Extreme Ideas as input for brainstorming in the early ideation phase leads to more original ideas than employing Non-Extreme Ideas.
2010 IFIP Wireless Days, 2010
I.

Lecture Notes in Computer Science, 2011
The well-established Quality of Service and the relatively recently emerged Quality of Experience... more The well-established Quality of Service and the relatively recently emerged Quality of Experience research topics are unquestionably linked, yet to date little effort has been invested in the study of their precise correlation and mutual reciprocity. This paper examines the impact of three representative QoSrelated parameters on user QoE in the particular context of location-based multiplayer games played on mobile devices. The choice for this research context is motivated by the rapidly expanding popularity of this application domain. Analysis of the quantitative and qualitative results from an empirical study involving 32 participants confirms that modifications in the performance of the investigated technical parameters does indeed hold implications for the quality of the users' experiences; at the same time, the results clarify the magnitude of these implications. Our findings are valuable as they provide practical insight in the QoS/QoE relationship and can hence aid software developers in delivering high-quality usage experiences to their customers.
Journal of Network and Computer Applications, 2010
The last few years, we have witnessed an exponential growth in available content, much of which i... more The last few years, we have witnessed an exponential growth in available content, much of which is user generated (e.g. pictures, videos, blogs, reviews, etc.). The downside of this overwhelming amount of content is that it becomes increasingly difficult for users to identify the content they really need, resulting into considerable research efforts concerning personalised search and content retrieval.

Computers in Human …, Jan 1, 2009
There is an increasing demand on citizens to participate in social network websites and to create... more There is an increasing demand on citizens to participate in social network websites and to create and share their own user-generated content (UGC), such as photographs, videos, and blogs. So far, little is known about how elderly people respond to these new trends and master the techniques required. This paper reports on three studies that investigated elderly people’s user requirements related to consumption, sharing and co-creation of UGC in new media. The first study, conducted in Norway, identifies patterns of Internet usage, age differences, and participation in online communities and the consumption, sharing and co-creation of UGC on a macro level. The second study, conducted in Belgium, investigated the social requirements of elderly people on a group level. The third study, also conducted in Belgium, investigated user and context requirements on an individual level. The results of the first study show that the elderly rarely participate in online communities and share audio-visual UGC. However, they embrace some aspects of the new media and more often express themselves politically. The results of the second study show that the elderly are very motivated to contribute with UGC, given the right circumstances. The results of the third study show that it is important for elderly people that they be able to use the new technologies easily and identifies their worries about using them.
Computer, Jan 1, 2009
An analysis of three user studies of Web 2.0 applications reveals the most important requirements... more An analysis of three user studies of Web 2.0 applications reveals the most important requirements related to ethical issues. The development of features that support these requirements should be tailored to the type of application and specific community needs

By the end of this year visitors to the Flemish town of Mechelen can discover the city with the h... more By the end of this year visitors to the Flemish town of Mechelen can discover the city with the help of the new CityInMyPocket walking guide. Instead of following a person or a book, people can pick up a CityInMyPocket digital walking guide and go sightseeing at their own speed. So, leave your heavy guidebooks and many flyers at home. CityInMyPocket will tell you just as much, and even more. CityInMyPocket is like having a friend who lives in the neighbourhood showing you around. The goals are formulated, but how did we manage? In order to succeed, we started investigating how people usually visit a city. Are people just strolling around the city or do they strictly follow the walk mentioned in their walking guide? What are the information needs during their stay? In parallel with the user analysis, we looked at similar projects and applications to see how they approached the problem. Based on the results of the user needs and the tests of existing applications, we defined the concepts of the CityInMyPocket walking guide. Here, we can distinguish three main building blocks: the map application, the search engine and the route planner. When the overall concept was ready and the information needs where specified, we started building the information model based on the Topic Map standard. For the map information we explored the power of the SVG standard. The moment the first data set was prepared, we implemented the map application. The remaining concepts were built around the central map application. This paper describes in more detail how we managed to build the CityInMyPocket walking guide.
Every now and then existing methods in the User-Centered Design (UCD) process evolve and new meth... more Every now and then existing methods in the User-Centered Design (UCD) process evolve and new methods are being introduced. In this position paper we discuss our new approach for studying communities within the new media landscape. First, this new approach contains ways to improve the relations between the designers, researchers and developers on the one hand and the users on the other hand. Second, we suggest encouraging more contact between the users themselves during the research phase. Ultimately these two factors contribute to a better user involvement and participation in the study which provides better results and richer information from that study.
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Papers by Jeroen Vanattenhoven