Mieke Haesen | Universiteit Hasselt (original) (raw)
Papers by Mieke Haesen
Collaboration in Creative Design, 2016
Collaboration in Creative Design, 2016
Studies in health technology and informatics, 2015
Studies in health technology and informatics, 2015
Since 1989-1990, Vlibank is the Flemish AT information database managed by the Flemish government... more Since 1989-1990, Vlibank is the Flemish AT information database managed by the Flemish government and aims to have a complete overview of AT devices in Flanders. The growing AT market increases the need for unbiased information on AT. However, maintaining and keeping a database up-to-date is a very challenging task. Because of recent changes in policy, the Flemish government needs to be able to reimburse a bigger group of AT devices, but also the changing needs of a larger group of people, regardless of their age. Because the crucial role of an AT information database in the selection of AT devices and the effectiveness of the service delivery, a functional analysis of an online information database is made. This paper describes the qualitative part of the study, in particular the focus groups that were held to gather views of three groups of stakeholders. Preliminary results indicate that there is consensus on the information needs next to product information and on the use of gene...
Lecture Notes in Computer Science, 2015
Proceedings of the 5th ACM SIGCHI symposium on Engineering interactive computing systems - EICS '13, 2013
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems - EICS '11, 2011
Prototypes are often used to clarify and evaluate design alternatives for a graphical user interf... more Prototypes are often used to clarify and evaluate design alternatives for a graphical user interface. They help stakeholders to decide on different aspects by making them visible and concrete. This is a highly iterative process in which the prototypes evolve into a design artifact that is close enough to the envisioned result to be implemented. People with different roles are involved in prototyping. Our claim is that integrated or inter-operable tools help design information propagate among people while prototyping and making the transition more accurately into the software development phase.
ABSTRACT Aim: The aim of this investigation is to inventorize training preferences and motives fo... more ABSTRACT Aim: The aim of this investigation is to inventorize training preferences and motives for motor rehabilitation of patients with neck pain. This knowledge is paramount in order to develop client-centered training for technology supported rehabilitation. Technology supported rehabilitation offers opportunities for increasing exercise variability during rehabilitation and may support patients to be compliant with home exercise regimes. The second aim of this study is to evaluate to which extent patients with neck pain are familiar with the use of technologies. Methods: Semi-structured interviews were conducted based on the Neck Disability Index (NDI) according to a method by Timmermans et al (Disability and Rehabilitation 31(16), 2009) and a questionnaire on technology use was conducted. The technologies that were examined were: PC/laptop, tablet, smartphone, mobile phone, MP3 player. Medical ethics approval for the study has been obtained from the medical ethical committee of Jessa Hospital (Hasselt) and Hasselt University (Belgium). Results: The preliminary results that are reported are based on the results of interviews with 16 patients (4 male and 12 female; age: average=41.5, SD=13.2) with neck pain (NDI: average= 18.12, SD=5.76) at the start of their rehabilitation program at Jessa Hospital (Hasselt, Belgium). The skills that patients prefer to train on most are: lifting (household and work), sitting (desk work and home), driving a car, walking, and ironing. Most training preferences are related to household or work related activities. The motivation of patients for training on these skills pertains to being fit for work (financial drive & participation in society), parenthood, partnership, hobby, and personal health. Respondents with neck pain are familiar with the proposed technologies: Only the MP3 player is “never used” by 8 patients, and “seldom used” by 3 patients. All patients use or a mobile phone (2/3 of the patients), or a smart phone (1/3). All patients use a computer or laptop (50% of the patients daily). All but two patients use a tablet (more than 60% daily). The electronic devices, as mentioned in the questionnaire, are used more often (twice as much) for personal use than for work purposes, illustrating voluntary adoption. PC/laptop and tablets are, while mainly used for communication and information searches, also used to visit social network sites, games, music and to watch a film. Mobile phones and smartphones are mainly used for communication purposes. Conclusions: Patients with neck pain prefer to train on exercises that support the improvement of everyday life skills at work or during household activities, such as lifting and (work activities while) sitting. They have adopted the use of technologies in their professional and personal life which lowers the threshold for the adoption of rehabilitation technologies.
Proceedings of the 9th International Conference on Software Engineering and Applications, 2014
The last decades, the use of interactive systems has increased. Current technologies allow a wide... more The last decades, the use of interactive systems has increased. Current technologies allow a wide range of end users to use several systems in various contexts. Interactive systems are not restricted to professional use anymore and end users expect to obtain a positive user experience from using these systems. Consequently, it is recommended to carefully consider the end user needs during the design and development of systems and their user interfaces. User-centered approaches for the design and development of interactive ...
Page 1. Mieke Haesen, Karel Robert, Kris Luyten, Karin Coninx Hasselt University - tUL - IBBT, Ex... more Page 1. Mieke Haesen, Karel Robert, Kris Luyten, Karin Coninx Hasselt University - tUL - IBBT, Expertise Centre for Digital Media, Diepenbeek, Belgium, firstname.lastname@ uhasselt.be Multi-touch Storyboarding for Multidisciplinary User - Centred Design Teams Meanwhile in the meeting room I've prepared a storyboard based on my user studies, scenario and personas. I'll share it with you on the multitouch display. Robbie describes some design considerations and adds his mockups, . . . . ...
Storyboards are excellent tools to create a high level specification of an interactive system. Be... more Storyboards are excellent tools to create a high level specification of an interactive system. Because of the emphasis on graphical depiction they are both an accessible means for communicating the requirements and properties of an interactive system and allow the specification of complex context-aware systems while avoiding the need for technical details.
Abstract Storyboards are used in user-centred design (UCD) to clarify a scenario that describes t... more Abstract Storyboards are used in user-centred design (UCD) to clarify a scenario that describes the future use of a system. Although there are many styles of storyboarding, the graphical notation and language are very accessible for all team members of a multidisciplinary team. This papers describes how principles and techniques from comics can facilitate storyboarding in our COMuICSer approach and tool.
Engineering Interactive …, Jan 1, 2008
In this paper we introduce MuiCSer, a conceptual process framework for Multi-disciplinary User-ce... more In this paper we introduce MuiCSer, a conceptual process framework for Multi-disciplinary User-centred Software Engineering (UCSE) processes. UCSE processes strive for the combination of basic principles and practices from software engineering and user-centred design approaches in order to increase the overall user experience with the resulting product. The MuiCSer framework aims to provide a common understanding of important components and associated activities of UCSE processes. As such, the conceptual framework acts as a frame of reference for future research regarding various aspects and concepts related to this kind of processes, including models, development artefacts and tools. We present the MuiCSer process framework and illustrate its instantiation in customized processes for the (re)design of a system. The conceptual framework has been helpful to investigate the role of members of a multi-disciplinary team when realizing artefacts in a model-based approach. In particular process coverage of existing artefact transformation tools has been studied.
Proc. Measuring …, Jan 1, 2005
In this paper, we present a "Virtual Lab for ICT Experience Prototyping" as a joint organization ... more In this paper, we present a "Virtual Lab for ICT Experience Prototyping" as a joint organization of a number of research groups in Belgium and The Netherlands. The main goal of the project is to provide a multidisciplinary, profiled, accessible service, organizing all of the prototyping steps for ICT in enterprises. To develop user-friendly prototypes, our approach will be based on ICT Experience Prototyping. We will describe a case study to illustrate the methodology, with special attention to observations of target users. The end product of this case study will be an evaluated prototype of a flexible user interface for the mobile journalist.
Human-Computer Interaction …, Jan 1, 2009
Current user-centred software engineering (UCSE) approaches provide many techniques to combine kn... more Current user-centred software engineering (UCSE) approaches provide many techniques to combine know-how available in multidisciplinary teams. Although the involvement of various disciplines is beneficial for the user experience of the future application, the transition from a user needs analysis to a structured interaction analysis and UI design is not always straightforward. We propose storyboards, enriched by metadata, to specify functional and nonfunctional requirements. Accompanying tool support should facilitate the creation and use of storyboards. We used a meta-storyboard for the verification of storyboarding approaches.
24th BCS Proceedings …, Jan 1, 2010
Storyboards are used in user-centred design (UCD) to clarify a scenario that describes the future... more Storyboards are used in user-centred design (UCD) to clarify a scenario that describes the future use of a system. Although there are many styles of storyboarding, the graphical notation and language are very accessible for all team members of a multidisciplinary team. This papers describes how principles and techniques from comics can facilitate storyboarding in our COMuICSer approach and tool. COMuICSer formalises the way that storyboards are created, while preserving creative aspects of storyboarding. In combination with tool support for COMuICSer, this simplifies the relation of storyboards with other artefacts created in UCD such as structured models and UI designs and supports communication in multidisciplinary teams.
Interactive Systems. …, Jan 1, 2008
This paper reports on our experience in using the MuiCSer process framework for the redesign of t... more This paper reports on our experience in using the MuiCSer process framework for the redesign of the user interface for operating an industrial digital printing system. MuiCSer is created to support the user-centered interface design of new and legacy systems by a multi-disciplinary team. The process framework is created to enhance increased flexibility, usability and sustainability of the designed user interfaces. Resulting user interfaces are decoupled from the application logic, but still help to maintain consistency with the available functionality even when this changes over time. This report focuses on the usage of the task model during the analysis of the current user interface, the creation of user interface prototypes at various fidelity levels and the still ongoing realization of a flexible user interface management system to support future changes of the deployed user interfaces.
Collaboration in Creative Design, 2016
Collaboration in Creative Design, 2016
Studies in health technology and informatics, 2015
Studies in health technology and informatics, 2015
Since 1989-1990, Vlibank is the Flemish AT information database managed by the Flemish government... more Since 1989-1990, Vlibank is the Flemish AT information database managed by the Flemish government and aims to have a complete overview of AT devices in Flanders. The growing AT market increases the need for unbiased information on AT. However, maintaining and keeping a database up-to-date is a very challenging task. Because of recent changes in policy, the Flemish government needs to be able to reimburse a bigger group of AT devices, but also the changing needs of a larger group of people, regardless of their age. Because the crucial role of an AT information database in the selection of AT devices and the effectiveness of the service delivery, a functional analysis of an online information database is made. This paper describes the qualitative part of the study, in particular the focus groups that were held to gather views of three groups of stakeholders. Preliminary results indicate that there is consensus on the information needs next to product information and on the use of gene...
Lecture Notes in Computer Science, 2015
Proceedings of the 5th ACM SIGCHI symposium on Engineering interactive computing systems - EICS '13, 2013
Proceedings of the 3rd ACM SIGCHI symposium on Engineering interactive computing systems - EICS '11, 2011
Prototypes are often used to clarify and evaluate design alternatives for a graphical user interf... more Prototypes are often used to clarify and evaluate design alternatives for a graphical user interface. They help stakeholders to decide on different aspects by making them visible and concrete. This is a highly iterative process in which the prototypes evolve into a design artifact that is close enough to the envisioned result to be implemented. People with different roles are involved in prototyping. Our claim is that integrated or inter-operable tools help design information propagate among people while prototyping and making the transition more accurately into the software development phase.
ABSTRACT Aim: The aim of this investigation is to inventorize training preferences and motives fo... more ABSTRACT Aim: The aim of this investigation is to inventorize training preferences and motives for motor rehabilitation of patients with neck pain. This knowledge is paramount in order to develop client-centered training for technology supported rehabilitation. Technology supported rehabilitation offers opportunities for increasing exercise variability during rehabilitation and may support patients to be compliant with home exercise regimes. The second aim of this study is to evaluate to which extent patients with neck pain are familiar with the use of technologies. Methods: Semi-structured interviews were conducted based on the Neck Disability Index (NDI) according to a method by Timmermans et al (Disability and Rehabilitation 31(16), 2009) and a questionnaire on technology use was conducted. The technologies that were examined were: PC/laptop, tablet, smartphone, mobile phone, MP3 player. Medical ethics approval for the study has been obtained from the medical ethical committee of Jessa Hospital (Hasselt) and Hasselt University (Belgium). Results: The preliminary results that are reported are based on the results of interviews with 16 patients (4 male and 12 female; age: average=41.5, SD=13.2) with neck pain (NDI: average= 18.12, SD=5.76) at the start of their rehabilitation program at Jessa Hospital (Hasselt, Belgium). The skills that patients prefer to train on most are: lifting (household and work), sitting (desk work and home), driving a car, walking, and ironing. Most training preferences are related to household or work related activities. The motivation of patients for training on these skills pertains to being fit for work (financial drive & participation in society), parenthood, partnership, hobby, and personal health. Respondents with neck pain are familiar with the proposed technologies: Only the MP3 player is “never used” by 8 patients, and “seldom used” by 3 patients. All patients use or a mobile phone (2/3 of the patients), or a smart phone (1/3). All patients use a computer or laptop (50% of the patients daily). All but two patients use a tablet (more than 60% daily). The electronic devices, as mentioned in the questionnaire, are used more often (twice as much) for personal use than for work purposes, illustrating voluntary adoption. PC/laptop and tablets are, while mainly used for communication and information searches, also used to visit social network sites, games, music and to watch a film. Mobile phones and smartphones are mainly used for communication purposes. Conclusions: Patients with neck pain prefer to train on exercises that support the improvement of everyday life skills at work or during household activities, such as lifting and (work activities while) sitting. They have adopted the use of technologies in their professional and personal life which lowers the threshold for the adoption of rehabilitation technologies.
Proceedings of the 9th International Conference on Software Engineering and Applications, 2014
The last decades, the use of interactive systems has increased. Current technologies allow a wide... more The last decades, the use of interactive systems has increased. Current technologies allow a wide range of end users to use several systems in various contexts. Interactive systems are not restricted to professional use anymore and end users expect to obtain a positive user experience from using these systems. Consequently, it is recommended to carefully consider the end user needs during the design and development of systems and their user interfaces. User-centered approaches for the design and development of interactive ...
Page 1. Mieke Haesen, Karel Robert, Kris Luyten, Karin Coninx Hasselt University - tUL - IBBT, Ex... more Page 1. Mieke Haesen, Karel Robert, Kris Luyten, Karin Coninx Hasselt University - tUL - IBBT, Expertise Centre for Digital Media, Diepenbeek, Belgium, firstname.lastname@ uhasselt.be Multi-touch Storyboarding for Multidisciplinary User - Centred Design Teams Meanwhile in the meeting room I've prepared a storyboard based on my user studies, scenario and personas. I'll share it with you on the multitouch display. Robbie describes some design considerations and adds his mockups, . . . . ...
Storyboards are excellent tools to create a high level specification of an interactive system. Be... more Storyboards are excellent tools to create a high level specification of an interactive system. Because of the emphasis on graphical depiction they are both an accessible means for communicating the requirements and properties of an interactive system and allow the specification of complex context-aware systems while avoiding the need for technical details.
Abstract Storyboards are used in user-centred design (UCD) to clarify a scenario that describes t... more Abstract Storyboards are used in user-centred design (UCD) to clarify a scenario that describes the future use of a system. Although there are many styles of storyboarding, the graphical notation and language are very accessible for all team members of a multidisciplinary team. This papers describes how principles and techniques from comics can facilitate storyboarding in our COMuICSer approach and tool.
Engineering Interactive …, Jan 1, 2008
In this paper we introduce MuiCSer, a conceptual process framework for Multi-disciplinary User-ce... more In this paper we introduce MuiCSer, a conceptual process framework for Multi-disciplinary User-centred Software Engineering (UCSE) processes. UCSE processes strive for the combination of basic principles and practices from software engineering and user-centred design approaches in order to increase the overall user experience with the resulting product. The MuiCSer framework aims to provide a common understanding of important components and associated activities of UCSE processes. As such, the conceptual framework acts as a frame of reference for future research regarding various aspects and concepts related to this kind of processes, including models, development artefacts and tools. We present the MuiCSer process framework and illustrate its instantiation in customized processes for the (re)design of a system. The conceptual framework has been helpful to investigate the role of members of a multi-disciplinary team when realizing artefacts in a model-based approach. In particular process coverage of existing artefact transformation tools has been studied.
Proc. Measuring …, Jan 1, 2005
In this paper, we present a "Virtual Lab for ICT Experience Prototyping" as a joint organization ... more In this paper, we present a "Virtual Lab for ICT Experience Prototyping" as a joint organization of a number of research groups in Belgium and The Netherlands. The main goal of the project is to provide a multidisciplinary, profiled, accessible service, organizing all of the prototyping steps for ICT in enterprises. To develop user-friendly prototypes, our approach will be based on ICT Experience Prototyping. We will describe a case study to illustrate the methodology, with special attention to observations of target users. The end product of this case study will be an evaluated prototype of a flexible user interface for the mobile journalist.
Human-Computer Interaction …, Jan 1, 2009
Current user-centred software engineering (UCSE) approaches provide many techniques to combine kn... more Current user-centred software engineering (UCSE) approaches provide many techniques to combine know-how available in multidisciplinary teams. Although the involvement of various disciplines is beneficial for the user experience of the future application, the transition from a user needs analysis to a structured interaction analysis and UI design is not always straightforward. We propose storyboards, enriched by metadata, to specify functional and nonfunctional requirements. Accompanying tool support should facilitate the creation and use of storyboards. We used a meta-storyboard for the verification of storyboarding approaches.
24th BCS Proceedings …, Jan 1, 2010
Storyboards are used in user-centred design (UCD) to clarify a scenario that describes the future... more Storyboards are used in user-centred design (UCD) to clarify a scenario that describes the future use of a system. Although there are many styles of storyboarding, the graphical notation and language are very accessible for all team members of a multidisciplinary team. This papers describes how principles and techniques from comics can facilitate storyboarding in our COMuICSer approach and tool. COMuICSer formalises the way that storyboards are created, while preserving creative aspects of storyboarding. In combination with tool support for COMuICSer, this simplifies the relation of storyboards with other artefacts created in UCD such as structured models and UI designs and supports communication in multidisciplinary teams.
Interactive Systems. …, Jan 1, 2008
This paper reports on our experience in using the MuiCSer process framework for the redesign of t... more This paper reports on our experience in using the MuiCSer process framework for the redesign of the user interface for operating an industrial digital printing system. MuiCSer is created to support the user-centered interface design of new and legacy systems by a multi-disciplinary team. The process framework is created to enhance increased flexibility, usability and sustainability of the designed user interfaces. Resulting user interfaces are decoupled from the application logic, but still help to maintain consistency with the available functionality even when this changes over time. This report focuses on the usage of the task model during the analysis of the current user interface, the creation of user interface prototypes at various fidelity levels and the still ongoing realization of a flexible user interface management system to support future changes of the deployed user interfaces.