Caroline Hummels

ORCID: 0000-0003-1630-7886
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About
Contact & Profiles
Research Areas
  • Innovative Human-Technology Interaction
  • Design Education and Practice
  • Interactive and Immersive Displays
  • Tactile and Sensory Interactions
  • Technology Use by Older Adults
  • Innovative Approaches in Technology and Social Development
  • Persona Design and Applications
  • Embodied and Extended Cognition
  • Usability and User Interface Design
  • Assistive Technology in Communication and Mobility
  • Information Systems Theories and Implementation
  • Innovative Education and Learning Practices
  • Color perception and design
  • Crafts, Textile, and Design
  • Aging and Gerontology Research
  • Digital Accessibility for Disabilities
  • Creativity in Education and Neuroscience
  • Virtual Reality Applications and Impacts
  • Engineering Education and Curriculum Development
  • Higher Education Learning Practices
  • Migration, Aging, and Tourism Studies
  • Child Development and Digital Technology
  • Participatory Visual Research Methods
  • Context-Aware Activity Recognition Systems
  • Reflective Practices in Education

Eindhoven University of Technology
2015-2024

Delft University of Technology
1998-2007

A set of prominent designers embarked on a research journey to explore aesthetics in movement-based design. Here we unpack one the design sensitivities unique our practice: strong first person perspective—where movements, somatics and aesthetic sensibilities designer, researcher user are at forefront. We present an annotated portfolio exemplars brief introduction some methods theory use, together substantiating explaining first-person perspective. At same time, show how this felt dimension,...

10.3390/informatics5010008 article EN cc-by Informatics 2018-02-01

Embodied Cognition has been proposed as a relevant theory for tangible and embedded interaction [14]. Based on two 2-year lasting Research-through-Design cases we identify three variations of the theory: 1) Distributed Representation Computation, 2) Socially Situated Practices 3) Sensorimotor Coupling & Enactment. Both social situatedness sensorimotor coupling proved design understanding user behavior in context. We show how 'social' 'sensorimotor' are part one integrated sensemaking process...

10.1145/2540930.2540934 article EN 2014-02-16

The TEI-community is based a various paradigms. We believe that the community matures by scrutinising these different paradigms and unravelling consequences for designing tangible, embedded embodied interaction. In this paper we explore possibilities of phenomenology-inspired theory, more specifically concept sensemaking, i.e. human sensemaking using sensorimotor couplings to support social coordination between people. Based on our theoretical setting, introduce seven design principles...

10.1145/2677199.2680577 article EN 2015-01-12

This paper presents the design case study of a connected baby bottle, which is used as an exploration towards data-enabled framework for designing intelligent products, services and ecosystems targeting behavior change. We explore how contextual, behavioral experiential data can be material remote insight collection intervention. The first "contextual" iteration sets out to understand context with its complexities, based on combination quantitative sensor qualitative interview sessions....

10.1145/2901790.2901855 article EN 2016-06-04

How may we design coherent, physical-digital hybrid artifacts as meaningful, mediating elements in a persons' embodied "Being-in-the-World" We explore this question through two cases, one of designing for person with autism spectrum disorder and people dementia. reflected an iterative way on how the designs evolved, our theoretical lens, grounded theory, helped to shape designs. In final round reflection, compared both case studies, looking overall commonalities, which formed basis resulting...

10.1145/3024969.3025007 article EN 2017-03-20

Here we present LinguaBytes, a modular, tangible play-and-learning system developed to stimulate the language and communication skills of toddlers (with developmental age between 1 4 years) with multiple disabilities. The typical characteristics these children their common learning environment call for intelligent systems that are quickly easily adaptable, or, even better, adjust themselves proactively. Over last two half years have designed tested such within LinguaBytes. In this paper will...

10.1145/1517664.1517702 article EN 2009-02-16

In this paper we present the final research prototype of LinguaBytes, a tangible interface aimed at stimulating language development non- or hardly speaking children between 1 and 4 years old. LinguaBytes was developed in three-year Research through Design process which five incremental prototypes were designed, built evaluated real-life settings. original starting points project, describe our method illustrate resulting end-design using example scenarios use. We give an overview most...

10.1145/2460625.2460664 article EN 2013-02-10

research-article Share on Matter of transformation: designing an alternative tomorrow inspired by phenomenology Authors: Caroline Hummels Eindhoven University Technology TechnologyView Profile , Pierre Lévy Authors Info & Claims InteractionsVolume 20Issue 6November + December 2013 pp 42–49https://doi.org/10.1145/2533713Online:01 November 2013Publication History 10citation3,291DownloadsMetricsTotal Citations10Total Downloads3,291Last 12 Months208Last 6 weeks15 Get Citation AlertsNew Alert...

10.1145/2533713 article EN interactions 2013-11-01

In this paper, we show the development of Ideating in Skills (IiS) toolset: an embodied design tool aimed at supporting co-design processes. The iterative process developing toolset was carried out by students. They worked individually first, exploring their own skills and moods through movement, visualisations poetry. These explorations were translated into objects that able to communicate connect with each other. iteration, qualities these connections based on findings previous...

10.1145/2839462.2839497 article EN 2016-02-14

This paper presents a designerly exploration of the potential values parent-tracked baby data in interactions between parents and healthcare professionals (HCPs). Where previous work has used as part solution to problem, we contribute by starting our design from data, using it creative material process. As intend towards system that could be viable across different levels care, invited three types HCPs five families with newborns, for five-week situated exploration. Facilitated an open...

10.1145/3173574.3173871 article EN 2018-04-20

Movement-based interaction design is increasingly popular, with application domains ranging from dance, sport, gaming to physical rehabilitation. In a workshop at CHI 2016, set of prominent artists, game design-ers, and designers embarked on research journey explore what we came refer as "aesthetics in soma-based design". this follow-up work-shop, would like take the next step, shifting discussing philosophical underpinnings draw upon explain substantiate our practice, form own theory...

10.1145/3027063.3027082 article EN 2017-05-01

The department of Industrial Design at the Eindhoven University Technology distinct itself through a unique combination focus (designing highly intelligent systems, products, and related services) education model (competency-centred learning). Based on foundations our we identify three implications for preferred design process: it is flexible open, values action as generator knowledge driven by vision opportunities that are afforded emerging technology. In this paper explain reflective...

10.1145/1520340.1520376 article EN 2009-04-04

Design-driven innovation aims to release the business potential of a new type innovation, based on radical shift meaning. In order do that, it is essential achieve deep understanding what meaning is, how possible create (new) and develop transferable methods that empower designers transfer design shifts in leap innovation-wise. one-week Master's class, we have approached this exploration from phenomenological perspective, where created interaction. The class trains students deeply scrutinize...

10.1145/2347504.2347506 article EN 2011-06-22

This paper describes the process of designing Blue Studio: an interactive space for embodied multi-stakeholder ideation processes. Inspired by sensemaking -- way people make sense things through external expression and interaction with other we iteratively designed material, spatial interventions in Studio evaluated them participants various studies. Thereupon, analyzed impact design interventions, based on seven principles to highlighted opportunities refining our ideation. Based insights...

10.1145/3024969.3025002 article EN 2017-03-20

This papers shows the Embodied Encounters Studio (EES) which facilitates live encounters between 2-4 persons while stimulating them to have a hands-on discussion, and also recording of encounters, thus collecting data for further analysis. EES is especially developed project "Engaging Encounters: sketching futures together", during I explore with 100 inspirators all over world potential futures. The studio based on principle participatory sensemaking grounded in embodied situated...

10.1145/2851581.2890272 article EN 2016-05-06

We investigate the use of five postphenomenological concepts by bringing them to design practice and using as a "generative lens" in research. The these research creates tension between general particular. In constructive process, we resolve this tension. follow two complementary lines inquiry: first, ritual support analysis workplace. discuss insights regarding ordering formulation concepts, selecting technological intermediary assessing technologies. second, postphenomenology generative...

10.21606/drs.2020.337 article EN cc-by-nc Proceedings of DRS 2020-09-10

In the development of gestural interfaces for product design, perceptual-motor skills designer and expressive, creative process design need to be supported. To accomplish this goal, we propose a different approach than currently used in research on gestures. We that meaning is central definition "gesture" discuss new categorisation gestures which refer (simultaneously) four aspects, namely space, pathic information, symbols emotion. This also ask type experimentation. show with two...

10.1109/afgr.1998.671012 article EN 2002-11-27

This paper presents a design case study from industry that explores designing for personal health ecosystems. Following on previous work ecologies gives predominantly theoretical perspective, we present more applied and design-oriented perspective. To do so, build our previously-developed data-enabled approach, which utilizes contextual, behavioral experiential data situated experiments as creative material. approach comprises two steps, of this the first (contextual) step. We introduced...

10.1145/3196709.3196769 article EN 2018-06-08
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