Papers by Panos Markopoulos
ACM International Conference Proceeding Series, 2004
In this demonstration, we will show a context-aware information system intended for mobile users.... more In this demonstration, we will show a context-aware information system intended for mobile users. The demonstration involves special-purpose hardware devices, called 'context tags', which can work with mobile devices such as mobile phones, to provide ambient information to users on the move. Key to the framework is special support for content service providers, through software that allows existing content to be delivered seamlessly to mobile devices, as and when it is needed by users. The demonstration will show how these components work together to provide an effective ambient information system for mobile users.

Interaction Design and Children
Many children suffer from sleep problems which can be detrimental to their development and well-b... more Many children suffer from sleep problems which can be detrimental to their development and well-being. Treating clinicians rely on sleep diaries to assess how patients experience sleep. Currently used sleep diaries are made for adults and parents are asked to fill them in for their children. Digital sleep diaries for children could provide more reliable reports and enhance children's involvement in their treatment. We report on the design of Snoozy, a chatbot-based sleep diary for children eight to twelve. Following an informant-based design approach, we: 1) interviewed clinicians and parents 2) involved children as co-designers (N=8), user-test participants (N=17) and field-test participants (N=5). Earlier works have examined the potential of chatbots in non-clinical personal informatics for children. Our study demonstrates how children can report on sleep-related experiences to clinicians, through a chatbot that asks clear and guided questions and communicates with kindness and empathy. • Human-centered computing; • Human computer interaction (HCI); • HCI design and evaluation methods; • field studies;; • Interaction design; • Interaction design process and methods;
This paper discusses the use of social goal setting as a strategy to achieve persuasion through t... more This paper discusses the use of social goal setting as a strategy to achieve persuasion through technology. This approach was applied in the design of ActiveShare a system developed to motivate people with sedentary lifestyles to increase their physical activity. In this system, users obtain and share their goals through challenges, which are posted on a social networking website. The paper describes the iterative design process followed, including concept tests, a focus group, and a field test with a fully functional prototype. Preliminary results are promising, although we found no significant increase on physical activity during the one week test. Suggested improvements to the design and plans for a follow up study are outlined.

International Journal of Child-Computer Interaction, 2021
Child-Computer Interaction (CCI) is a steadily growing field that focuses on children as a promin... more Child-Computer Interaction (CCI) is a steadily growing field that focuses on children as a prominent and emergent user group. For more than twenty years, the Interaction Design for Children (IDC) community has developed, extended, and advanced research and design methods for children's involvement in designing and evaluating interactive technologies. However, as the CCI field evolves, the need arises for an integrated understanding of interaction design methods currently applied. To that end, we analyzed 272 full papers across a selection of journals and conference venues from 2005 to 2020. Our review contributes to the literature on this topic by (1) examining a holistic child population, including developmentally diverse children and children from 0 to 18 years old, (2) illustrating the interplay of children's and adults' roles across different methods, and (3) identifying patterns of triangulation in the methods applied while taking recent ethical debates about children's involvement in design into account. While we found that most studies were conducted in natural settings, we observed a preference for evaluating interactive artifacts at a single point in time. Method triangulation was applied in two-thirds of the papers, with a preference for qualitative methods. Researchers used triangulation predominantly with respect to mainstream methods that were not specifically developed for child participants, such as user observation combined with semi-structured interviews or activity logging. However, the CCI field employs a wide variety of creative design methods which engage children more actively in the design process by having them take on roles such as informant and design partner. In turn, we see that more passive children's roles, e.g., user or tester, are more often linked to an expert mindset by the adult. Adults take on a wider spectrum of roles in the design process when addressing specific developmental groups, such as children with autism spectrum disorder. We conclude with a critical discussion about the constraints involved in conducting CCI research and discuss implications that can inform future methodological advances in the field and underlying challenges.

The Design Journal, 2017
Rapid technological progression results in exciting new ways of interacting with our world whilst... more Rapid technological progression results in exciting new ways of interacting with our world whilst simultaneously limiting our experiences. Due to the pervasiveness of emerging technologies, designers are constantly faced with complexities and challenges, which necessitate the use of various tools and methodologies. This paper combines inspiration from the fields of aesthetics of interaction (Overbeek 1999), somaesthetics (Shusterman, 1999), design ethnography (Salvador, 1999), design fiction (Bleecker, 2009) and speculative design (Auger, 2013), to explore a designerly way of overcoming the complexity of implementing technologies into our daily life. We propose a holistic design approach to envision possibilities for emerging technology, integrating the physicality of human bodies with technological materiality. Further, we present a plausible narrative, containing visionary aspects and the investigated methodologies, alongside a series of design concepts that drive the storyline and form the basis for examining social implications, design and future contexts, and improving the way in which designers handle the limitations of a technology driven design approach.
Socio-digital experiences
The LivingLab is a planned research infrastructure that is pivotal for user-system interaction re... more The LivingLab is a planned research infrastructure that is pivotal for user-system interaction research in the next decade. This article presents the concept and outlines a research pro gramme that will be served by this facility. These future plans are motivated by a vision of future developments concerning interaction with intelligent environments.
Lecture Notes in Computer Science, 2008
Human-Computer Interaction Series, 2009
This paper describes the design and evaluation of a prototypical information appliance for displa... more This paper describes the design and evaluation of a prototypical information appliance for displaying and exchanging paper and electronic notes and pictures at home. This study addresses two research problems: how to provide minimal and relevant functionality to home users and to investigate novel interaction styles that rely on a combination of computer-vision based technology with commercial pen input devices in order to support easy and learnable interaction. Evaluation of the prototype application suggests that participants were quickly able to use the application and that they liked the idea of combining paper and electronic media.

Computer Supported Cooperative Work (CSCW), 2012
This paper addresses the need of interpersonal privacy coordination mechanisms in the context of ... more This paper addresses the need of interpersonal privacy coordination mechanisms in the context of mediated communication, emphasizing the dialectic and dynamic nature of privacy. We contribute the Privacy Grounding Model-built upon the Common Ground theory-that describes how connected individuals create and adapt privacy borders dynamically and in a collaborative process. We present the theoretical foundations of the model. We also show the applicability of the model, where we give evidence from a field study that illustrates how it can describe privacy coordination mechanisms amongst users of an instant messaging application and a desktop awareness system. The model describes efficient and effective factors that communicators consider in their decisions to use mechanisms for coordination. The Privacy Grounding Model aims to help designers reflect on how their system supports, or fails to support, people's need for lightweight and distinctive privacy coordination mechanisms, and in particular how communicators within the system create and use privacy border representations for grounding their needs to interact with each other.
SID, 2007
This paper summarizes an invited lecture for the SID 2007 conference, with the same title; it dis... more This paper summarizes an invited lecture for the SID 2007 conference, with the same title; it discusses awareness systems for supporting informal social relationships, focusing on some of they key concerns for designers and researchers. The discussion is general, but examples from ...

DOI to the publisher's website. • The final author version and the galley proof are versions of t... more DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal. If the publication is distributed under the terms of Article 25fa of the Dutch Copyright Act, indicated by the "Taverne" license above, please follow below link for the End User Agreement:
IDC'14 : Proceedings of the 2014 Conference on Interaction Design and Children, June 17-20, 2014, Aarhus, Denmark

Interaction Design and Children
The role of fun in learning, and specifically in learning to code, is critical but not yet fully ... more The role of fun in learning, and specifically in learning to code, is critical but not yet fully understood. Fun is typically measured by post session questionnaires, which are coarse-grained, evaluating activities that sometimes last an hour, a day or longer. Here we examine how fun impacts learning during a coding activity, combining continuous physiological response data from wristbands and facial expressions from facial camera videos, along with self-reported measures (i.e. knowledge test and reported fun). Data were collected from primary school students (N = 53) in a single-occasion, two-hours long coding workshop, with the BBC micro:bits. We found that a) sadness, anger and stress are negatively, and arousal is positively related to students' relative learning gain (RLG), b) experienced fun is positively related to students' RLG and c) RLG and fun are related to certain physiological markers derived from the physiological response data. CCS CONCEPTS • General and reference; • Cross-computing tools and techniques; • Empirical studies; • Computing methodologies; • Machine learning;

International Journal of Child-Computer Interaction, 2022
DOI to the publisher's website. • The final author version and the galley proof are versions of t... more DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal. If the publication is distributed under the terms of Article 25fa of the Dutch Copyright Act, indicated by the "Taverne" license above, please follow below link for the End User Agreement:

Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019
DOI to the publisher's website. • The final author version and the galley proof are versions of t... more DOI to the publisher's website. • The final author version and the galley proof are versions of the publication after peer review. • The final published version features the final layout of the paper including the volume, issue and page numbers. Link to publication General rights Copyright and moral rights for the publications made accessible in the public portal are retained by the authors and/or other copyright owners and it is a condition of accessing publications that users recognise and abide by the legal requirements associated with these rights. • Users may download and print one copy of any publication from the public portal for the purpose of private study or research. • You may not further distribute the material or use it for any profit-making activity or commercial gain • You may freely distribute the URL identifying the publication in the public portal. If the publication is distributed under the terms of Article 25fa of the Dutch Copyright Act, indicated by the "Taverne" license above, please follow below link for the End User Agreement:
Child-Computer Interaction SIG: Looking Forward After 18 Years
Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020
This SIG will provide child-computer interaction researchers and practitioners an opportunity to ... more This SIG will provide child-computer interaction researchers and practitioners an opportunity to discuss future directions for the field after 18 years of Interaction Design and Children conferences. Topics for discussion include interdisciplinarity, theory and rigor, impact, emerging areas of research, and ethics.

Current Psychology, 2021
Researchers and practitioners in learning sciences, educational technology and child-computer int... more Researchers and practitioners in learning sciences, educational technology and child-computer interaction often argue that fun is an essential element of learning. Therefore, researchers in the above fields aim to explore how learning activities could be made more enjoyable in order to facilitate engagement in the learning process and to improve the learning outcomes. Despite such wide interest, there has been little systematic effort to define and measure fun. The herein introduced research aims to (a) define the term “fun” and (b) to create a tool for the reliable measurement of it. In the first study testing the initial item pool 75 students (μage = 11.78); in the think-aloud study testing the comprehensibility of the items six 11-year-old children and in the final validation study, 128 students (μage = 12.15) participated. We applied a deductive scale development approach. For the model testing, CFA was used and second-order latent variable models were fitted. In this paper, we ...
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Papers by Panos Markopoulos