in recent years, our research has expanded to
include designing services. Therefore, we are
becoming more and more interested in designing mobile and online applications. We are
slowly growing some experience in that area,
but we definitely need to have more in-house
expertise in the coming years. • The LINKX prototype. • The SnowGlobe prototype.
How would you describe how people
interact in your lab?
There is an informal atmosphere, with no particular hierarchy, and nobody is secretive about their
work. Communication continues in shared coffee or lunch breaks, or when someone is working
on a weird prototype whose purpose is unclear.
Our website ( www.studiolab.nl) is used mainly
for external communication. It has profile pages
of all the researchers, including related courses,
publications, and design projects. The only two
formal weekly events are a weekly opening and
a StudioLabTalk. Every Monday morning, lab
members gather and share any upcoming events
or events of the past week. These range from
conference visits to museum exhibitions or documentary films, as long as they somehow relate to
ID-StudioLab work. On Wednesday afternoons, one
lab member gives a talk about his or her work for
an audience of about 20 to 30 colleagues. This may
be a proposal for a study, an overview of recent
work, or, for example, a practice round for a conference presentation. Occasionally, guests of the
school and visiting researchers are invited to share
their ideas and work with the lab.
LINKX for children with autism disorder.
Children with autism are often behind in language development. LINKX
is an interactive toy that supports children with autism in learning their
first 100 words. Children play with blocks that emit the words of everyday
objects as audio samples. For example, by connecting a block to a toy
truck, the block will say, “Toy truck.”
Helma van Rijn | firstname.lastname@example.org
Exploring crowdsourcing as a formative user research tool.
The research is revealing advantages of quickly and easily gaining a lot
of input from a large and diverse population, as well as uncertainty in
accepting user information from people who are not explicitly selected
from the target population. This knowledge has been used to develop a
framework and guidelines for practical applications.
Brian Tidball | email@example.com
SnowGlobe is a presence lamp that supports social connectedness
between two people. Two globes are connected over the Internet; when
one detects motion, the other will shine brighter. We studied how such
presence systems are used in daily life and how the key design decisions
affected the user experience of social well-being. The prototype was used
in field studies that lasted over six months.
Thomas Visser | firstname.lastname@example.org
What is the one thing you see as most
important about what you do here?
Promoting design as part of scientific research, and
DOI: 10.1145/2168931.2168950 © 2012 ACM 1072-5220/12/05 $10.00
Designing rich user-product experiences through negative emotions.
Negative emotions play a crucial role in the enjoyment of entertainment
forms like film, music, and video games: Thriller movies frighten us,
poignant music saddens us, and video games frustrate us. This project
investigates how negative emotions can be deliberately applied in design
to create richer user-product experiences.
Steven Fokkinga | email@example.com