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Geke Ludden

Biographic Data

ID4860272
NAMEGeke Ludden
GIVEN NAMESGeke
FAMILY NAMELudden
SIGNATURELUDDEN G
AFFILIATIONSUniversity of Twente
ORCID0000-0003-4508-9865
VERIFIEDYes
TOTAL WORKS8
TOTAL CITATIONS4
WORKS AS AUTHOR8
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2007
LATEST PUBLICATION YEAR2026
H-INDEX1
  • Self‐Management in Home Care From the Perspective of Healthcare Professionals and Older Adults

    Open Access•Leonie Slots, Olga N Patijn et al.•ARTICLE•Health & Social Care in the…•2026•References: 2

    Background Most older adults prefer to age at home rather than in residential care, regardless of their health status. Yet this policy‐supported wish increases demand for home care services at a time when many Western countries already face substantial workforce shortages. To balance the supply and demand of care, governments are encouraging self‐management in both care tasks and daily activities. This policy presents issues for care professional…

  • Exploring adaptive invitation design

    Open Access•Rik Wesselink, Geke Ludden et al.•ARTICLE•Behaviour and Information…•2025

    People with dementia can benefit from listening to music in their daily lives, but may have limited access to music due to difficulties in product use and loss of initiative. Addressing these challenges is therefore critical in design for people with dementia. Previous work introduced inviting as a design principle to address the loss of initiative and demonstrated how it can be applied in the design of a music player for people with dementia. Th…

  • Values that Matter

    Merlijn Smits, Geke Ludden et al.•ARTICLE•Design Issues•2022

    In this article, we aim to strengthen the basis of designing for values, by relating it to philosophy of technology. We start by discussing several theories to understand technology-induced value mediation: mediation approach, technology assessment methods, and types of value change. We continue by connecting these theories to design practice by proposing a new design for values methodology: Values that Matter. This methodology provides the means…

  • Responsible design and assessment of a Sars-CoV virtual reality rehabilitation programme

    Open Access•Merlijn Smits, Geke Ludden et al.•ARTICLE•Journal of Responsible Innovation•2022

    In many digital health technologies, the design does not align with the needs and values of users within a specific healthcare context. This results in low uptake of these technologies. Health technology assessments should encourage successful technology adoption. Yet, its traditional focus on the cost-effectiveness of technology results in missing important qualitative insights. More recent initiatives to include qualitative outcomes in assessme…

  • This is Me

    Open Access•Kristina Niedderer, Vjera Holthoff‐Detto et al.•ARTICLE•Journal of Aging Studies•2021•Cited by: 1•References: 7

    Receiving a dementia diagnosis is a difficult experience for most people and often affects their wellbeing negatively. To support people's wellbeing, in a therapeutic context, life-storytelling, reminiscence and mindfulness are used with people with dementia. In an everyday context, traditional games are used as a resource for stimulating memory, cognition and social activity. While an increasing number of creative strategies are available to sup…

  • Beyond R2D2

    Open Access•Daphne Karreman, Daphne E Karreman et al.•ARTICLE•ACM Transactions on Human-Robot…•2019•Cited by: 1•References: 34

    Robots are expected to enter the everyday lives of people to entertain, educate, or support them. It is therefore important that people can intuitively understand the behavior of robots. Oftentimes, the behavior of people is used as a model because of its familiarity. However, it is as yet unclear what the best approach is to design interaction behaviors for non-humanoid robots. In this article, we explore two different approaches toward designin…

  • Surprise and humor in product design

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•Humor - International Journal of…•2012•References: 3

    When information from two or more sensory modalities conflicts, this can evoke a surprise reaction as well as feelings of amusement, interest, confusion or disappointment. In concurrence to joke theory, we argue that people appreciate and enjoy appropriate incongruities that can be related back to the product, whereas they are confused by and have negative opinions towards inappropriate incongruities. This paper reports the design and the evaluat…

  • Surprising the Senses

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•The Senses and Society•2007•Cited by: 2•References: 4

    We perceive the world around us and the objects in it with all our senses. Designers can therefore influence the way we experience everyday products by paying attention to the multiple sensory aspects of products.When sensory information from two or more senses conflicts, people can be surprised. Currently, more and more product designers are experimenting with designing products that provide incongruent sensory information. Creating such product…

  • Surprising the Senses

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•The Senses and Society•2007•Cited by: 2•References: 4

    We perceive the world around us and the objects in it with all our senses. Designers can therefore influence the way we experience everyday products by paying attention to the multiple sensory aspects of products.When sensory information from two or more senses conflicts, people can be surprised. Currently, more and more product designers are experimenting with designing products that provide incongruent sensory information. Creating such product…

  • This is Me

    Open Access•Kristina Niedderer, Vjera Holthoff‐Detto et al.•ARTICLE•Journal of Aging Studies•2021•Cited by: 1•References: 7

    Receiving a dementia diagnosis is a difficult experience for most people and often affects their wellbeing negatively. To support people's wellbeing, in a therapeutic context, life-storytelling, reminiscence and mindfulness are used with people with dementia. In an everyday context, traditional games are used as a resource for stimulating memory, cognition and social activity. While an increasing number of creative strategies are available to sup…

  • Beyond R2D2

    Open Access•Daphne Karreman, Daphne E Karreman et al.•ARTICLE•ACM Transactions on Human-Robot…•2019•Cited by: 1•References: 34

    Robots are expected to enter the everyday lives of people to entertain, educate, or support them. It is therefore important that people can intuitively understand the behavior of robots. Oftentimes, the behavior of people is used as a model because of its familiarity. However, it is as yet unclear what the best approach is to design interaction behaviors for non-humanoid robots. In this article, we explore two different approaches toward designin…

  • Surprising the Senses

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•The Senses and Society•2007•Cited by: 2•References: 4

    We perceive the world around us and the objects in it with all our senses. Designers can therefore influence the way we experience everyday products by paying attention to the multiple sensory aspects of products.When sensory information from two or more senses conflicts, people can be surprised. Currently, more and more product designers are experimenting with designing products that provide incongruent sensory information. Creating such product…

  • Surprise and humor in product design

    Geke D S Ludden, Geke Ludden et al.•ARTICLE•Humor - International Journal of…•2012•References: 3

    When information from two or more sensory modalities conflicts, this can evoke a surprise reaction as well as feelings of amusement, interest, confusion or disappointment. In concurrence to joke theory, we argue that people appreciate and enjoy appropriate incongruities that can be related back to the product, whereas they are confused by and have negative opinions towards inappropriate incongruities. This paper reports the design and the evaluat…

  • Beyond R2D2

    Open Access•Daphne Karreman, Daphne E Karreman et al.•ARTICLE•ACM Transactions on Human-Robot…•2019•Cited by: 1•References: 34

    Robots are expected to enter the everyday lives of people to entertain, educate, or support them. It is therefore important that people can intuitively understand the behavior of robots. Oftentimes, the behavior of people is used as a model because of its familiarity. However, it is as yet unclear what the best approach is to design interaction behaviors for non-humanoid robots. In this article, we explore two different approaches toward designin…

  • This is Me

    Open Access•Kristina Niedderer, Vjera Holthoff‐Detto et al.•ARTICLE•Journal of Aging Studies•2021•Cited by: 1•References: 7

    Receiving a dementia diagnosis is a difficult experience for most people and often affects their wellbeing negatively. To support people's wellbeing, in a therapeutic context, life-storytelling, reminiscence and mindfulness are used with people with dementia. In an everyday context, traditional games are used as a resource for stimulating memory, cognition and social activity. While an increasing number of creative strategies are available to sup…

  • Values that Matter

    Merlijn Smits, Geke Ludden et al.•ARTICLE•Design Issues•2022

    In this article, we aim to strengthen the basis of designing for values, by relating it to philosophy of technology. We start by discussing several theories to understand technology-induced value mediation: mediation approach, technology assessment methods, and types of value change. We continue by connecting these theories to design practice by proposing a new design for values methodology: Values that Matter. This methodology provides the means…

  • Responsible design and assessment of a Sars-CoV virtual reality rehabilitation programme

    Open Access•Merlijn Smits, Geke Ludden et al.•ARTICLE•Journal of Responsible Innovation•2022

    In many digital health technologies, the design does not align with the needs and values of users within a specific healthcare context. This results in low uptake of these technologies. Health technology assessments should encourage successful technology adoption. Yet, its traditional focus on the cost-effectiveness of technology results in missing important qualitative insights. More recent initiatives to include qualitative outcomes in assessme…

  • Exploring adaptive invitation design

    Open Access•Rik Wesselink, Geke Ludden et al.•ARTICLE•Behaviour and Information…•2025

    People with dementia can benefit from listening to music in their daily lives, but may have limited access to music due to difficulties in product use and loss of initiative. Addressing these challenges is therefore critical in design for people with dementia. Previous work introduced inviting as a design principle to address the loss of initiative and demonstrated how it can be applied in the design of a music player for people with dementia. Th…

  • Self‐Management in Home Care From the Perspective of Healthcare Professionals and Older Adults

    Open Access•Leonie Slots, Olga N Patijn et al.•ARTICLE•Health & Social Care in the…•2026•References: 2

    Background Most older adults prefer to age at home rather than in residential care, regardless of their health status. Yet this policy‐supported wish increases demand for home care services at a time when many Western countries already face substantial workforce shortages. To balance the supply and demand of care, governments are encouraging self‐management in both care tasks and daily activities. This policy presents issues for care professional…

Psychology (7 works) · Computer Science (5 works) · Cognitive psychology (4 works) · Human–computer interaction (3 works) · Medicine (3 works) · Color perception and design (2 works) · Context (archaeology (2 works) · Dementia (2 works) · Engineering (2 works) · Engineering ethics (2 works)

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