Arnold P. O. S. Vermeeren
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Research Interests
Arnold P. O. S. Vermeeren has a total of 96 co-authors. Here are the top co-authors by number of shared publications:
- Huib de Ridder
Perceptual Intelligence Lab, Faculty of Industrial Design Engineering, Delft University of Technology, Delft, the Netherlands
11 shared publications - Virpi Roto
Aalto University
8 shared publications Effie Lai-Chong Law
University of Leicester, Leicester, United Kingdom
5 shared publications- Kaisa Väänänen
Tampere University, Tampere, Finland
5 shared publications Tilde Bekker
5 shared publicationsValentijn Visch
4 shared publications
Latest Publications
- 2 July 2024
- Published by Taylor & Francis in Museums & Social Issues
- Vol. 18 (1-2) , 7-27
Small museums designing new visitor experiences: needs, limitations and opportunities
- 2 July 2024
- Published by Taylor & Francis in Museums & Social Issues
- Vol. 18 (1-2) , 7-27
Small museums designing new visitor experiences: needs, limitations and opportunities
- 9 August 2023
- Published by Taylor & Francis in Museum Management and Curatorship
- Vol. 39 (3) , 335-356
Digitally enriched museum experiences – what technology can do
- 9 August 2023
- Published by Taylor & Francis in Museum Management and Curatorship
- Vol. 39 (3) , 335-356
Digitally enriched museum experiences – what technology can do
- Open Access
- 1 January 2023
- Published by UCL Press in Research for All
- Vol. 7 (1)
Creating room for citizen perspectives in ‘smart city’ Amsterdam through interactive theatre
The ‘smart city’ vision is popular, but it lacks citizen perspectives. The aim of this study was to gain insight into whether and how art-based citizen engagement can create more room for citizen perspectives in smart cities by developing and testing an art-based citizen engagement project in Amsterdam, the Netherlands. To that end, a combination of interactive theatre, interaction design and social research methods was used to bring together diverse publics and innovation professionals for joint exploration of increased dataveillance in cities. The events were studied through observations, and through interviews with participants and organisers. Data analysis was guided by the outcomes, processes and challenges of the responsible innovation dimensions: inclusion, reflexivity, anticipation and responsiveness (Stilgoe et al., 2013). The most important achievements of art-based citizen engagement were: engaging people who would not have engaged with the topic otherwise, encouraging participants to question common phrases and assumptions, exploring future social implications of technologies, and staging meaningful interactions between citizens and professionals. The most significant challenge was to involve citizens in a way that could influence innovation trajectories.
- 1 January 2023
- Published by UCL Press in Research for All
- Vol. 7 (1)
Open AccessCreating room for citizen perspectives in ‘smart city’ Amsterdam through interactive theatre
The ‘smart city’ vision is popular, but it lacks citizen perspectives. The aim of this study was to gain insight into whether and how art-based citizen engagement can create more room for citizen perspectives in smart cities by developing and testing an art-based citizen engagement project in Amsterdam, the Netherlands. To that end, a combination of interactive theatre, interaction design and social research methods was used to bring together diverse publics and innovation professionals for joint exploration of increased dataveillance in cities. The events were studied through observations, and through interviews with participants and organisers. Data analysis was guided by the outcomes, processes and challenges of the responsible innovation dimensions: inclusion, reflexivity, anticipation and responsiveness (Stilgoe et al., 2013). The most important achievements of art-based citizen engagement were: engaging people who would not have engaged with the topic otherwise, encouraging participants to question common phrases and assumptions, exploring future social implications of technologies, and staging meaningful interactions between citizens and professionals. The most significant challenge was to involve citizens in a way that could influence innovation trajectories.
- 2 May 2019
- Published by Association for Computing Machinery (ACM)
- p. 1-6
Open AccessRelevance by Play
- Open Access
- 31 August 2018
- Published by Centre of Sociological Research, NGO in Human Technology: An Interdisciplinary Journal on Humans in ICT Environments
- Vol. 14 (2) , 176-208
A Case Study on Gamified Interventions for Team Cohesion in Factory Work
- 31 August 2018
- Published by Centre of Sociological Research, NGO in Human Technology: An Interdisciplinary Journal on Humans in ICT Environments
- Vol. 14 (2) , 176-208
Open AccessA Case Study on Gamified Interventions for Team Cohesion in Factory Work
- Open Access
- 26 March 2018
- Published by Serious Games Society in International Journal of Serious Games
- Vol. 5 (1) , 37-71
A cookbook method for Persuasive Game Design
Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners.
- 26 March 2018
- Published by Serious Games Society in International Journal of Serious Games
- Vol. 5 (1) , 37-71
Open AccessA cookbook method for Persuasive Game Design
Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes”) to use in creating their game and in each step, select which components(“ingredients”) to take into account and tools(“utensils”) to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners.
- 16 February 2018
- Published by Springer Nature
- p. 301-323
Designing Trajectories of Experiences: In Museums, Around Museums, or Including Museums
- 16 February 2018
- Published by Springer Nature
- p. 301-323
Designing Trajectories of Experiences: In Museums, Around Museums, or Including Museums
- 16 February 2018
- Published by Springer Nature
- p. 1-16
Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies
- 16 February 2018
- Published by Springer Nature
- p. 1-16
Future Museum Experience Design: Crowds, Ecosystems and Novel Technologies
- 16 February 2018
- Published by Springer Nature
- p. 239-258
Using Mobile Technologies to Capture the Visitor Experience
- 16 February 2018
- Published by Springer Nature
- p. 239-258
Using Mobile Technologies to Capture the Visitor Experience
- 1 January 2017
- Published by Elsevier in Safety Science
- Vol. 91, 381-393
On current crowd management practices and the need for increased situation awareness, prediction, and intervention
- 1 January 2017
- Published by Elsevier in Safety Science
- Vol. 91, 381-393
On current crowd management practices and the need for increased situation awareness, prediction, and intervention