Doménique van Gennip is an interaction designer and researcher at University of Technology Sydney. His recent work explores how augmented reality can improve professional practice and how interactive media influence and benefit reminiscing in everyday life.
He has tutored in several subjects, ranging from Design Thinking to Design Futuring, Interaction Design, and Human-Centred Research Methods.
Zürn, X, Broekhuijsen, M, van Gennip, D, Bakker, S, Zijlema, A & van den Hoven, E 2019, 'Stimulating Photo Curation on Smartphones', Proceedings of the 2019 Conference on Human Information Interaction and Retrieval - CHIIR '19, the 2019 Conference, ACM Press.View/Download from: UTS OPUS or Publisher's site
Van Gennip, DA, van den Hoven, E & Markopoulos, P 2016, 'The Phenomenology of Remembered Experience: A Repertoire for Design', http://dl.acm.org/citation.cfm?id=2970930, European Conference on Cognitive Ergonomics, ACM Press, Nottingham, United Kingdom, pp. 1-8.View/Download from: UTS OPUS or Publisher's site
There is a growing interest in interactive technologies that support remembering by considering functional, experiential, and emotional support to their users. Design driven research benefits from an understanding of how people experience autobiographical remembering. We present a phenomenological study in which twenty-two adults were interviewed using the repertory grid technique; we aimed at soliciting personal constructs that characterize people's remembered experiences. Inductive coding revealed that 77,8% of identified constructs could be reliably coded in five categories referring to contentment, confidence/unease, social interactions, reflection, and intensity. These results align with earlier classifications of personal constructs and models of human emotion. The categorization derived from this study provides an empirically founded characterization of the design space of technologies for supporting remembering. We discuss its potential value as a tool for evaluating interactive systems in relation to personal and social memory talk, and outline future improvements.
Van Gennip, DA, Orth, D, Imtiaz, MA, van den Hoven, E & Plimmer, B 2016, 'Tangible Cognition: Bringing Together Tangible Interaction and Cognition in HCI', OzCHI'16: Proceedings of the 28th Australian Conference on Human-Computer Interaction, ACM, Launceston, Tasmania, Australia.View/Download from: UTS OPUS or Publisher's site
This workshop will explore the relationship between HCI using tangible user interfaces (TUIs) and cognition. We see exciting opportunities for tangible interaction to address some of the cognitive challenges of concern to the HCI community, in areas such as education, healthcare, games, reminiscing and reflection, and community issues. Drawing together the Australasian community, with those from further afield, we hope to strengthen research and build a local community in this exciting and rapidly developing field. Participation is invited from researchers working in tangible user interfaces or those interested in cognition and interaction. During the workshop the majority of the time will be spent in small group discussions and brainstorming solutions.
van Gennip, D, van den Hoven, E & Markopoulos, P 2015, 'Things That Make Us Reminisce: Everyday Memory Cues As Opportunities for Interaction Design', Proceedings of the 33rd Annual CHI Conference on Human Factors in Computing Systems, Conference on Human Factors in Computing Systems, ACM, Seoul, Republic of Korea, pp. 3443-3452.View/Download from: UTS OPUS or Publisher's site
Interactive devices can support personal remembering to benefit well-being. These designs require insight into what brings the past to mind, and how people relate to such cues. Prior work focused on mementos in the home; instead, this paper presents a diary and interview study of involuntary memory cueing in everyday life. Data was collected from fifteen adult individuals, using sentence completion diaries, combined with debriefing interviews. Qualitative analysis of the data showed that these participants were relying on everyday physical objects like food items for cueing memories during everyday life, locations and (repeated) activities, while digital items and photos were shown to be less frequent stimulants. Meaningful relations to memory cues can be partially explained from a memory cueing perspective. We discuss how design for remembering can benefit from our insights, through careful trade-offs in timing, exposure to cues, and supporting a process of personal attachment with items invoking memories.
van Gennip, DAP 2018, 'Bringing up the past : interaction design for serendipitous reminiscing'.
People reminisce to entertain themselves, to connect with others, and to increase self-awareness. Photographs have proven a great resource to support reminiscing. However, with a move towards digital capture and storage, people have more photos that end up undervalued and underused. This thesis explores how interaction design can support reminiscing in everyday life, in particular through the use of digital photos. We focus on serendipitous reminiscing: the casual recollection and reliving of past experiences, brought about by chance encounters with things that remind of one's past. These encounters are easily afforded to physical things but not to digital photos.
Based on a diary study on involuntary reminiscing, a repertory grid study on remembering as experience, and two research-through-design studies on interactive photo displays, this thesis explores how people relate to memory cues in everyday life. We confirm that encounters with personal media and other things that remind one of one's past are welcome, and that the value of photo displays stems from making photos present in everyday life (rather than their interactive features). The findings contribute to design research by furthering the understanding of remembering as experience and the development of several novel concepts that facilitate serendipitous reminiscing.