Kasper Hornbæk
Biographic Data
| ID | 7594333 |
|---|---|
| NAME | Kasper Hornbæk |
| GIVEN NAMES | Kasper |
| FAMILY NAME | Hornbæk |
| SIGNATURE | HORNBÆK K |
| AFFILIATIONS | University of Copenhagen |
| ORCID | 0000-0001-8742-1198 |
| VERIFIED | Yes |
| TOTAL WORKS | 21 |
| TOTAL CITATIONS | 0 |
| WORKS AS AUTHOR | 21 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 0 |
Chaining subtle gaze direction cues to guide users in extended reality
Directing a person’s attention by guiding their gaze to an object of interest is a promising application of extended reality (XR) to support people’s everyday life. XR gaze guidance is not only useful for assisting visual search, but also for influencing a person’s viewing order of objects, which affects memory and comprehension. For example, following an expert’s eye movements can enhance one’s proficiency in identifying relevant information. Ex…
Why and how to act through multiple avatars in virtual reality
In virtual reality (VR), users typically control one virtual body — their avatar. Previous works enable users to act through multiple avatars simultaneously. These works, though, lack a systematic account of why users want to interact with multiple avatars and do not explain how users can manipulate and generate avatars. To address this, we run six workshops with 12 VR experts and develop a design space that captures four fundamental dimensions f…
Demand characteristics in human–computer experiments
Demand characteristics refer to cues that can inform participants in experiments about the hypothesis and influence their behavior. They lead researchers to erroneously infer non-existing effects, undermining the experimental integrity of empirical studies. Furthermore, demand characteristics are considered to mainly effect subjective measures. As a result, demand characteristics often remain uncontrolled in studies involving computers, and in pa…
Understanding the inference and design of haptic experiences
Haptic experiences – technology-mediated experiences of touch – are complex and enigmatic; they are intertwined with the user’s motivations, context, and past experiences and are deeply interwoven with other sensory modalities. To better understand such experiences, we develop the Inference-Design Model for Haptic Experience. The model separates stimulus, sensation, and experience and identifies two diametrical processes: inference and design. In…
Vipins
Does the peak-end rule apply to judgments of body ownership in virtual reality
While body ownership is central to research in virtual reality (VR), it remains unclear how experiencing an avatar over time shapes a person’s summary judgment of it. Such a judgment could be a simple average of the bodily experience, or it could follow the peak-end rule, which suggests that people’s retrospective judgment correlates with the most intense and recent moments in their experiencing. We systematically manipulate body ownership over a…
Dira
The user interface is a central concept in human–computer interaction, but peculiarly fuzzy. This affects discussions of the fundamentals of our discipline and the positioning of our work. We propose a model of the user interface that consists of four elements: Devices, Interaction Techniques, Representations, and Assemblies (DIRA). We explain their roles in the user interface and discuss some associated concerns about evaluation and design. We t…
Rethinking HCI Education for the Era of AI
Charting User Experience in Physical Human–Robot Interaction
Robots increasingly interact with humans through touch, where people are touching or being touched by robots. Yet, little is known about how such interactions shape a user’s experience. To inform future work in this area, we conduct a systematic review of 44 studies on physical human–robot interaction (pHRI). Our review examines the parameters of the touch (e.g., the role of touch, location), the experimental variations used by researchers, and t…
Augmenting the feel of real objects
Advances in haptic technologies can alter how real objects feel to our touch and create the experience of haptic augmented reality (AR). However, the definition, use cases, and value to end users of such haptic AR remain unclear. Existing work is concerned with technological implementation and lacks a user-centered perspective. To address these limitations, we analyze haptic AR systems in the literature to understand what constitutes haptic AR, w…
Implications of Human-Computer Interaction Research
research-article Share on Implications of Human-Computer Interaction Research Authors: Niels van Berkel Aalborg University Aalborg UniversityView Profile , Kasper Hornbæk University of Copenhagen University of CopenhagenView Profile Authors Info & Claims InteractionsVolume 30Issue 4July - August 2023pp 50–55https://doi.org/10.1145/3600103Published:28 June 2023Publication History 0citation395DownloadsMetricsTotal Citations0Total Downloads395Last 1…
A user-derived mapping for mid-air haptic experiences
Mid-air haptic stimulation can enrich user experience during human-computer interaction. However, the design space of such stimuli is large due to the number and range of stimulation parameters. It therefore remains difficult for designers to select a stimulus to induce an intended experience. We derive a mapping for mid-air experiences based on two user studies. In the first study, participants rated 36 stimuli varied across three parameters (fr…
Commentary
In the article “The Usability Construct: A Dead End?”, Noam Tractinsky (2017) argues that the construct of usability is in dire straits. One reason is that usability is an umbrella construct, subsu
Leisure and Work, Good and Bad
Recent research suggests that psychological needs such as competence and relatedness are involved in users’ experience with technology and are related to the perception of a product's hedonic and pragmatic quality. This line of research, however, predominately focuses on positive leisure experiences, and it is unclear whether need fulfillment plays a similar role in negative experiences or in other activity domains such as work. Therefore, this s…
Nine questions for HCI researchers in the making
column Share on Nine questions for HCI researchers in the making Authors: Susanne Bødker Aarhus University Aarhus UniversityView Profile , Kasper Hornbæk University of Copenhagen University of CopenhagenView Profile , Antti Oulasvirta Aalto University Aalto UniversityView Profile , Stuart Reeves University of Nottingham University of NottinghamView Profile Authors Info & Claims InteractionsVolume 23Issue 4July - August 2016pp 58–61https://doi.org…
Interactive Instruction in Bayesian Inference
An instructional approach is presented to improve human performance in solving Bayesian inference problems. Starting from the original text of the classic Mammography Problem, the textual expression is modified and visualizations are added according to Mayer’s principles of instruction. These principles concern coherence, personalization, signaling, segmenting, multimedia, spatial contiguity, and pretraining. Principles of self-explanation and in…
We must be more wrong in HCI research
No abstract available
Foci and blind spots in user experience research
research-article Foci and blind spots in user experience research Share on Authors: Javier Bargas-Avila Google/YouTube User Experience Research Google/YouTube User Experience ResearchView Profile , Kasper Hornbæk University of Copenhagen University of CopenhagenView Profile Authors Info & Claims InteractionsVolume 19Issue 6November + December 2012 pp 24–27https://doi.org/10.1145/2377783.2377790Online:01 November 2012Publication History 23citation…
A Study of the Evaluator Effect in Usability Testing
The evaluator effect names the observation that usability evaluators in similar conditions identify substantially different sets of usability problems. Yet little is known about the factors involved in the evaluator effect. We present a study of 50 novice evaluators' usability tests and subsequent comparisons, in teams and individually, of the resulting usability problems. The same problems were analyzed independently by 10 human–computer interac…
Reading patterns and usability in visualizations of electronic documents
No abstract available
Navigation patterns & usability of zoomable user interfaces
The following abstracts are from recent issues and the forthcoming issue of ACM's Transactions of Computer Human Interaction (ToCHI). They are included here to alert interactions' readers to what research is being done in the field of Computer Human Interaction. The complete papers, when published, can be found in ACM's Digital Library at www.acm.org/pubs/contents/journals/tochi
No prominent works on this page.
Navigation patterns & usability of zoomable user interfaces
The following abstracts are from recent issues and the forthcoming issue of ACM's Transactions of Computer Human Interaction (ToCHI). They are included here to alert interactions' readers to what research is being done in the field of Computer Human Interaction. The complete papers, when published, can be found in ACM's Digital Library at www.acm.org/pubs/contents/journals/tochi
Reading patterns and usability in visualizations of electronic documents
No abstract available
A Study of the Evaluator Effect in Usability Testing
The evaluator effect names the observation that usability evaluators in similar conditions identify substantially different sets of usability problems. Yet little is known about the factors involved in the evaluator effect. We present a study of 50 novice evaluators' usability tests and subsequent comparisons, in teams and individually, of the resulting usability problems. The same problems were analyzed independently by 10 human–computer interac…
Foci and blind spots in user experience research
research-article Foci and blind spots in user experience research Share on Authors: Javier Bargas-Avila Google/YouTube User Experience Research Google/YouTube User Experience ResearchView Profile , Kasper Hornbæk University of Copenhagen University of CopenhagenView Profile Authors Info & Claims InteractionsVolume 19Issue 6November + December 2012 pp 24–27https://doi.org/10.1145/2377783.2377790Online:01 November 2012Publication History 23citation…
We must be more wrong in HCI research
No abstract available
Leisure and Work, Good and Bad
Recent research suggests that psychological needs such as competence and relatedness are involved in users’ experience with technology and are related to the perception of a product's hedonic and pragmatic quality. This line of research, however, predominately focuses on positive leisure experiences, and it is unclear whether need fulfillment plays a similar role in negative experiences or in other activity domains such as work. Therefore, this s…
Nine questions for HCI researchers in the making
column Share on Nine questions for HCI researchers in the making Authors: Susanne Bødker Aarhus University Aarhus UniversityView Profile , Kasper Hornbæk University of Copenhagen University of CopenhagenView Profile , Antti Oulasvirta Aalto University Aalto UniversityView Profile , Stuart Reeves University of Nottingham University of NottinghamView Profile Authors Info & Claims InteractionsVolume 23Issue 4July - August 2016pp 58–61https://doi.org…
Interactive Instruction in Bayesian Inference
An instructional approach is presented to improve human performance in solving Bayesian inference problems. Starting from the original text of the classic Mammography Problem, the textual expression is modified and visualizations are added according to Mayer’s principles of instruction. These principles concern coherence, personalization, signaling, segmenting, multimedia, spatial contiguity, and pretraining. Principles of self-explanation and in…
Commentary
In the article “The Usability Construct: A Dead End?”, Noam Tractinsky (2017) argues that the construct of usability is in dire straits. One reason is that usability is an umbrella construct, subsu
A user-derived mapping for mid-air haptic experiences
Mid-air haptic stimulation can enrich user experience during human-computer interaction. However, the design space of such stimuli is large due to the number and range of stimulation parameters. It therefore remains difficult for designers to select a stimulus to induce an intended experience. We derive a mapping for mid-air experiences based on two user studies. In the first study, participants rated 36 stimuli varied across three parameters (fr…
Implications of Human-Computer Interaction Research
research-article Share on Implications of Human-Computer Interaction Research Authors: Niels van Berkel Aalborg University Aalborg UniversityView Profile , Kasper Hornbæk University of Copenhagen University of CopenhagenView Profile Authors Info & Claims InteractionsVolume 30Issue 4July - August 2023pp 50–55https://doi.org/10.1145/3600103Published:28 June 2023Publication History 0citation395DownloadsMetricsTotal Citations0Total Downloads395Last 1…
Charting User Experience in Physical Human–Robot Interaction
Robots increasingly interact with humans through touch, where people are touching or being touched by robots. Yet, little is known about how such interactions shape a user’s experience. To inform future work in this area, we conduct a systematic review of 44 studies on physical human–robot interaction (pHRI). Our review examines the parameters of the touch (e.g., the role of touch, location), the experimental variations used by researchers, and t…
Augmenting the feel of real objects
Advances in haptic technologies can alter how real objects feel to our touch and create the experience of haptic augmented reality (AR). However, the definition, use cases, and value to end users of such haptic AR remain unclear. Existing work is concerned with technological implementation and lacks a user-centered perspective. To address these limitations, we analyze haptic AR systems in the literature to understand what constitutes haptic AR, w…
Demand characteristics in human–computer experiments
Demand characteristics refer to cues that can inform participants in experiments about the hypothesis and influence their behavior. They lead researchers to erroneously infer non-existing effects, undermining the experimental integrity of empirical studies. Furthermore, demand characteristics are considered to mainly effect subjective measures. As a result, demand characteristics often remain uncontrolled in studies involving computers, and in pa…
Understanding the inference and design of haptic experiences
Haptic experiences – technology-mediated experiences of touch – are complex and enigmatic; they are intertwined with the user’s motivations, context, and past experiences and are deeply interwoven with other sensory modalities. To better understand such experiences, we develop the Inference-Design Model for Haptic Experience. The model separates stimulus, sensation, and experience and identifies two diametrical processes: inference and design. In…
Vipins
Does the peak-end rule apply to judgments of body ownership in virtual reality
While body ownership is central to research in virtual reality (VR), it remains unclear how experiencing an avatar over time shapes a person’s summary judgment of it. Such a judgment could be a simple average of the bodily experience, or it could follow the peak-end rule, which suggests that people’s retrospective judgment correlates with the most intense and recent moments in their experiencing. We systematically manipulate body ownership over a…
Dira
The user interface is a central concept in human–computer interaction, but peculiarly fuzzy. This affects discussions of the fundamentals of our discipline and the positioning of our work. We propose a model of the user interface that consists of four elements: Devices, Interaction Techniques, Representations, and Assemblies (DIRA). We explain their roles in the user interface and discuss some associated concerns about evaluation and design. We t…
Rethinking HCI Education for the Era of AI
Chaining subtle gaze direction cues to guide users in extended reality
Directing a person’s attention by guiding their gaze to an object of interest is a promising application of extended reality (XR) to support people’s everyday life. XR gaze guidance is not only useful for assisting visual search, but also for influencing a person’s viewing order of objects, which affects memory and comprehension. For example, following an expert’s eye movements can enhance one’s proficiency in identifying relevant information. Ex…
Why and how to act through multiple avatars in virtual reality
In virtual reality (VR), users typically control one virtual body — their avatar. Previous works enable users to act through multiple avatars simultaneously. These works, though, lack a systematic account of why users want to interact with multiple avatars and do not explain how users can manipulate and generate avatars. To address this, we run six workshops with 12 VR experts and develop a design space that captures four fundamental dimensions f…
Computer Science (16 works) · Human–computer interaction (10 works) · Innovative Human-Technology Interaction (6 works) · Tactile and Sensory Interactions (6 works) · Artificial Intelligence (5 works) · Usability (5 works) · Usability and User Interface Design (5 works) · World Wide Web (5 works) · Psychology (4 works) · Virtual Reality Applications and Impacts (4 works)