Geke Ludden
Biographic Data
| ID | 4860272 |
|---|---|
| NAME | Geke Ludden |
| GIVEN NAMES | Geke |
| FAMILY NAME | Ludden |
| SIGNATURE | LUDDEN G |
| AFFILIATIONS | University of Twente |
| ORCID | 0000-0003-4508-9865 |
| VERIFIED | Yes |
| TOTAL WORKS | 8 |
| TOTAL CITATIONS | 4 |
| WORKS AS AUTHOR | 8 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2007 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 1 |
Self‐Management in Home Care From the Perspective of Healthcare Professionals and Older Adults
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)