Vero Vanden Abeele

Orcid: 0000-0002-3031-9579

Affiliations:
  • KU Leuven, Belgium


According to our database1, Vero Vanden Abeele authored at least 103 papers between 2006 and 2024.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

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Bibliography

2024
An Investigation of the Test-Retest Reliability of the miniPXI.
Proc. ACM Hum. Comput. Interact., 2024

Feedback, Control, or Explanations? Supporting Teachers With Steerable Distractor-Generating AI.
Proceedings of the 14th Learning Analytics and Knowledge Conference, 2024

Elevating Game User Research with a Guided Interface for Data Analysis.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024

Ten Years of CHI PLAY: A Panel on the Past, Present, and Future of the Conference.
Proceedings of the Companion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play, 2024

Designing and Evaluating Explanations for a Predictive Health Dashboard: A User-Centred Case Study.
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024

2023
Performance and Pleasure: Exploring the Perceived Usefulness and Appeal of Physical Activity Data Visualizations with Older Adults.
ACM Trans. Access. Comput., September, 2023

Designing and Personalising Hybrid Multi-Modal Health Explanations for Lay Users.
Proceedings of the 10th Joint Workshop on Interfaces and Human Decision Making for Recommender Systems (IntRS 2023) co-located with 17th ACM Conference on Recommender Systems (RecSys 2023), 2023

Preliminary Study of the Performance of the miniPXI when Measuring Player Experience throughout Game Development.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

GMap: Supporting Free-Form Text Entry of Game Titles in Games User Research.
Proceedings of the Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2023

Playful Reflection: Impact of Gamification on a Virtual Reality Simulation of Breastfeeding.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Challenges and Opportunities for Interactive Technology to Support Parents of HIV-Positive Children in Ethiopia in the Disclosure Process.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Influence of Motivational Design Techniques on Use and Acceptance of Self-Management Health Systems in Older Adults.
EAI Endorsed Trans. Pervasive Health Technol., 2022

miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory.
Proc. ACM Hum. Comput. Interact., 2022

Towards Tangible Algorithms: Exploring the Experiences of Tangible Interactions with Movie Recommender Algorithms.
Proc. ACM Hum. Comput. Interact., 2022

Designing and evaluating explainable AI for non-AI experts: challenges and opportunities.
Proceedings of the RecSys '22: Sixteenth ACM Conference on Recommender Systems, Seattle, WA, USA, September 18, 2022

Explaining Health Recommendations to Lay Users: The Dos and Dont's.
Proceedings of the Joint Proceedings of the IUI 2022 Workshops: APEx-UI, 2022

Explaining Call Recommendations in Nursing Homes: a User-Centered Design Approach for Interacting with Knowledge-Based Health Decision Support Systems.
Proceedings of the IUI 2022: 27th International Conference on Intelligent User Interfaces, Helsinki, Finland, March 22, 2022

Maker Technology and the Promise of Empowerment in a Flemish School for Disabled Children.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

The Challenge of (Non-)Disclosure: Exploring the Lived Experience of Ethiopian Adolescents with HIV and Their Attitudes Toward Technology.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Flexible Activity Tracking for Older Adults Using Mobility Aids - An Exploratory Study on Automatically Identifying Movement Modality.
Proceedings of the 24th International ACM SIGACCESS Conference on Computers and Accessibility, 2022

2021
Introducing Layers of Meaning (LoM): A Framework to Reduce Semantic Distance of Visualization In Humanistic Research.
IEEE Trans. Vis. Comput. Graph., 2021

Irrelevant Gadgets or a Source of Worry: Exploring Wearable Activity Trackers with Older Adults.
ACM Trans. Access. Comput., 2021

Immersive Virtual Reality for Older Adults: Empirically Grounded Design Guidelines.
ACM Trans. Access. Comput., 2021

Recognition of Bathroom Activities in Older Adults Using Wearable Sensors: A Systematic Review and Recommendations.
Sensors, 2021

Exploring Tangible Algorithmic Imaginaries in Movie Recommendations.
Proceedings of the TEI '21: Fifteenth International Conference on Tangible, 2021

TIEVis: a Visual Analytics Dashboard for Temporal Information Extracted from Clinical Reports.
Proceedings of the IUI '21: 26th International Conference on Intelligent User Interfaces, 2021

Human-centred Design of Self-management Health Systems with and for Older Adults: Challenges and Practical Guidelines.
Proceedings of the 7th International Conference on Information and Communication Technologies for Ageing Well and e-Health, 2021

A Systematic Review of the Effect of Gamification on Adherence Across Disciplines.
Proceedings of the HCI in Games: Experience Design and Game Mechanics, 2021

Towards Predicting Hexad User Types from Mobile Banking Data: An Expert Consensus Study.
Proceedings of the CHI PLAY '21: The Annual Symposium on Computer-Human Interaction in Play, 2021

2020
Critical Reflections on Technology to Support Physical Activity among Older Adults: An Exploration of Leading HCI Venues.
ACM Trans. Access. Comput., 2020

Middle-Aged Video Consumers' Beliefs About Algorithmic Recommendations on YouTube.
Proc. ACM Hum. Comput. Interact., 2020

Development and validation of the player experience inventory: A scale to measure player experiences at the level of functional and psychosocial consequences.
Int. J. Hum. Comput. Stud., 2020

Wearable Physical Activity Tracking Systems for Older Adults - A Systematic Review.
ACM Trans. Comput. Heal., 2020

From Promoting Dignity to Installing Distrust: Understanding the Role of Continence Care Technology in Nursing Homes.
Proceedings of the NordiCHI '20: Shaping Experiences, 2020

The Unacceptance of a Self-Management Health System by Healthy Older Adults.
Proceedings of the 6th International Conference on Information and Communication Technologies for Ageing Well and e-Health, 2020

Bathroom activity monitoring for older adults via wearable device.
Proceedings of the 8th IEEE International Conference on Healthcare Informatics, 2020

Worriers versus Warriors: Tailoring mHealth to Address Differences in Patients with Chronic Arthritis.
Proceedings of the 8th IEEE International Conference on Healthcare Informatics, 2020

Motivational design techniques to support healthy eating habits at work.
Proceedings of the 8th IEEE International Conference on Healthcare Informatics, 2020

Tailoring Gamification for Adolescents: a Validation Study of Big Five and Hexad in Dutch.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

Disambiguating Preferences for Gamification Strategies to Motivate Pro-Environmental Behaviour.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020

The Player Experience Inventory Bench: Providing Games User Researchers Actionable Insight into Player Experiences.
Proceedings of the CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, Virtual Event, Canada, November 2-4, 2020, 2020

Towards an Ambient Support System for Continence Management in Nursing Homes: An Exploratory Study.
Proceedings of the 13th International Joint Conference on Biomedical Engineering Systems and Technologies (BIOSTEC 2020), 2020

Designing a Tablet-Based Application for Self-Assessment Questionnaires with Nursing Home Residents.
Proceedings of the DIS '20: Designing Interactive Systems Conference 2020, 2020

2019
Paradoxes in Eye Health Care in Low-Income Countries and Design Strategies for Mobile Health Technology to Overcome them.
EAI Endorsed Trans. Pervasive Health Technol., 2019

Video games for mental health.
Interactions, 2019

Collaborative Design Thinking (CoDeT): A co-design approach for high child-to-adult ratios.
Int. J. Hum. Comput. Stud., 2019

Skweezee for Processing: A Software Library to Make Squeeze Interactions.
Proceedings of the Thirteenth International Conference on Tangible, 2019

"I Really Don't Know What 'Thumbs Up' Means": Algorithmic Experience in Movie Recommender Algorithms.
Proceedings of the Human-Computer Interaction - INTERACT 2019, 2019

Collecting Digital Biomarkers on Cognitive Health Through Computer Vision and Gameplay: an Image Processing Toolkit for Card Games.
Proceedings of the 2019 IEEE International Conference on Healthcare Informatics, 2019

A Dyad of Lenses for the Motivational Design of mHealth: Bridging the Gap between Health Theory and App Design.
Proceedings of the 2019 IEEE International Conference on Healthcare Informatics, 2019

Motivational Design Techniques to Increase Adherence to a Telemonitoring Therapy A Study with Adolescent Pectus Patients.
Proceedings of the 2019 IEEE International Conference on Healthcare Informatics, 2019

Sailing Skweezee: An Exploration of Squeeze Interaction in VR.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Juicy Game Design: Understanding the Impact of Visual Embellishments on Player Experience.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Age? It's in the Game: An Exploratory Study on Detection of Cognitive Aging through Card Games.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019

Ageing is Not a Disease: Pitfalls for the Acceptance of Self-Management Health Systems Supporting Healthy Ageing.
Proceedings of the 21st International ACM SIGACCESS Conference on Computers and Accessibility, 2019

2018
Turning tables: a structured focus group method to remediate unequal power during participatory design in health care.
Proceedings of the 15th Participatory Design Conference: Short Papers, Situated Actions, Workshops and Tutorial, 2018

Gamification and Serious Games in a Healthcare Informatics Context.
Proceedings of the IEEE International Conference on Healthcare Informatics, 2018

Forum on Video Games for Mental Health.
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018

2017
The GLID method: Moving from design features to underlying values in co-design.
Int. J. Hum. Comput. Stud., 2017

MeViTa: Interactive Visualizations to Help Older Adults with Their Medication Intake Using a Camera-Projector System.
Proceedings of the Human-Computer Interaction - INTERACT 2017, 2017

Games for the Assessment and Treatment of Mental Health.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

The Design of a Virtual Reality Game for Stroke-Induced Attention Deficits.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Can Card Games Be Used to Assess Mild Cognitive Impairment?: A Study of Klondike Solitaire and Cognitive Functions.
Proceedings of the Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, 2017

Anthropomorphism-Based Focus Group Protocol to Select Gamification Mechanics.
Proceedings of the Positive Gaming: Workshop on Gamification and Games for Wellbeing co-located with the ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play (CHI PLAY 2017), 2017

2016
Lenses of Motivational Design for mHealth.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Design and Preliminary Validation of The Player Experience Inventory.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

2015
The domestication of digital games in the lives of older adults.
New Media Soc., 2015

Empowering Occupational Therapists with a DIY-toolkit for Smart Soft Objects.
Proceedings of the Ninth International Conference on Tangible, 2015

Game-based Experiments on Human Visual Attention.
Proceedings of the 10th International Conference on the Foundations of Digital Games, 2015

Game-based Assessment of Psycho-acoustic Thresholds: Not All Games Are Equal!
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Challenging group dynamics in participatory design with children: lessons from social interdependence theory.
Proceedings of the 14th International Conference on Interaction Design and Children, 2015

2014
Editorial: Learning from failures in game design for children.
Int. J. Child Comput. Interact., 2014

Motivation profiles of online Poker players and the role of interface preferences: A laddering study among amateur and (semi-) professionals.
Comput. Hum. Behav., 2014

Skweezee studio: turn your own plush toys into interactive squeezable objects.
Proceedings of the Eighth International Conference on Tangible, 2014

Requirements for an Architecture of a Generic Health Game Data Management System.
Proceedings of the Games for Health 2014, 2014

Gradequest - Evaluating the impact of using game design techniques in an undergraduate course.
Proceedings of the 9th International Conference on the Foundations of Digital Games, 2014

Participatory design for serious game design: truth and lies.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Playfully learning visual perspective taking skills with sifteo cubes.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Exploring challenging group dynamics in participatory design with children.
Proceedings of the IDC '14, 2014

2013
Measuring product liking in preschool children: An evaluation of the Smileyometer and This or That methods.
Int. J. Child Comput. Interact., 2013

Video games in therapy: a therapist's perspective.
Int. J. Arts Technol., 2013

The skweezee system: enabling the design and the programming of squeeze interactions.
Proceedings of the 26th Annual ACM Symposium on User Interface Software and Technology, 2013

DYSL-X: Design of a tablet game for early risk detection of dyslexia in preschoolers.
Proceedings of the Games for Health, 2013

More naturalness, less control: The effect of natural mapping on the co-located player experience.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Let's talk about failures: why was the game for children not a success?
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Translating preschoolers' game experiences into design guidelines via a laddering study.
Proceedings of the Interaction Design and Children 2013, 2013

2012
Editorial: the evolving field of tangible interaction for children: the challenge of empirical validation.
Pers. Ubiquitous Comput., 2012

User eXperience Laddering with preschoolers: unveiling attributes and benefits of cuddly toy interfaces.
Pers. Ubiquitous Comput., 2012

Splash controllers: game controllers involving the uncareful manipulation of water.
Proceedings of the 6th International Conference on Tangible and Embedded Interaction 2012, 2012

No sweat, no fun: large-gesture recognition for computer games.
Proceedings of the 4th International Conference on Fun and Games, 2012

Boneshaker: a generic framework for building physical therapy games.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Increasing the reliability and validity of quantitative laddering data with LadderUX.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

2011
Digital games for physical therapy: fulfilling the need for calibration and adaptation.
Proceedings of the 5th International Conference on Tangible and Embedded Interaction 2011, 2011

2010
Designing intergenerational play via enactive interaction, competition and acceleration.
Pers. Ubiquitous Comput., 2010

Designing meaningful play within the psycho-social context of older adults.
Proceedings of the Fun and Games, 2010

Videogames in therapy: a therapist's perspective.
Proceedings of the Fun and Games, 2010

Laddering with young children in User eXperience evaluations: theoretical groundings and a practical case.
Proceedings of the Interaction Design and Children, 2010

2009
Tangibles for children, : the challenges.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

2008
The Extended Likeability Framework: A Theoretical Framework for and a Practical Case of Designing Likeable Media Applications for Preschoolers.
Adv. Hum. Comput. Interact., 2008

The Unlikeability of a Cuddly Toy Interface: An Experimental Study of Preschoolers' Likeability and Usability of a 3D Game Played with a Cuddly Toy Versus a Keyboard.
Proceedings of the Fun and Games, 2008

2007
A Soft Approach to Computer Science: Designing & Developing Computer Games for and with Senior Citizens.
J. Game Dev., 2007

Towards a likeability framework that meets child-computer interaction & communication sciences.
Proceedings of the Interaction Design and Children, 2007

2006
Introducing human-centered research to game design: designing game concepts for and with senior citizens.
Proceedings of the Extended Abstracts Proceedings of the 2006 Conference on Human Factors in Computing Systems, 2006


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