Kristof Vaes
Current Organizations / Institutes
The organizations/institutes from the scholar's latest article
Research Subjects
Kristof Vaes has a total of 15 co-authors. Here are the top co-authors by number of shared publications:
- Muriel De Boeck
University of Antwerp
2 shared publications Achiel Standaert
University of Antwerp
1 shared publicationDoris Van Boxem
University of Antwerp
1 shared publication- Elke Mestdagh
Product Development, Faculty of Design Sciences, University of Antwerp, 2000 Antwerp, Belgium
1 shared publication - Erik Haring
University of Antwerp
1 shared publication - Francesca Ostuzzi
Department of Industrial Systems Engineering and Product Design, Ghent University Faculty of Engineering and Architecture, Sint-Martens-Latemlaan 2B/5, Kortrijk, West-Vlaanderen, 8500, Belgium
1 shared publication
Latest Publications
- Open Access
- 31 July 2026
- Published by Springer Nature
- p. 127-132
O’Culo, A Serious Game on Culture-Sensitive Design
O’CULO is a serious game developed to enhance cultural awareness and sensitivity among design students and professionals. This paper details the development, gameplay, and impact of O’CULO, emphasizing its role in fostering cultural dialogue and introspection within design practices. The game addresses the necessity of interculturalization in design, driven by globalization and superdiversity, and underscores that cultures are not homogeneous entities. The iterative development process of O’CULO involved extensive literature research, psychological frameworks, and expert contributions, resulting in a game that promotes cultural sensitivity through engaging activities. O’CULO is structured into three levels: Cultural Encounters, Culversations, and Culture Cross, each targeting different aspects of cultural sensitivity. The game includes activities such as quizzes, discussions, and scenario analyses, which encourage players to confront and reflect on their cultural biases. The final level, Product Prophecy, presents design mismatches due to cultural differences, offering lessons on the importance of cultural awareness in design. The game concludes with a quartet game that highlights successful culture-aware designs and provides practical tips for real-world application. Tested in Inclusive Design courses and workshops, O’CULO has demonstrated its effectiveness in promoting cultural awareness and dialogue. Feedback from students and professionals indicates increased recognition and respect for cultural diversity. The game’s structure, real-world examples, and practical tips enhance its educational value, making it a valuable tool for fostering cultural sensitivity in design. Future research could explore the long-term impact of O’CULO on design practices and its adaptation for various educational and professional contexts. Digital versions of the game could further expand its accessibility and interactive features, ensuring its continued relevance and effectiveness.
- 31 July 2026
- Published by Springer Nature
- p. 127-132
Open AccessO’Culo, A Serious Game on Culture-Sensitive Design
O’CULO is a serious game developed to enhance cultural awareness and sensitivity among design students and professionals. This paper details the development, gameplay, and impact of O’CULO, emphasizing its role in fostering cultural dialogue and introspection within design practices. The game addresses the necessity of interculturalization in design, driven by globalization and superdiversity, and underscores that cultures are not homogeneous entities. The iterative development process of O’CULO involved extensive literature research, psychological frameworks, and expert contributions, resulting in a game that promotes cultural sensitivity through engaging activities. O’CULO is structured into three levels: Cultural Encounters, Culversations, and Culture Cross, each targeting different aspects of cultural sensitivity. The game includes activities such as quizzes, discussions, and scenario analyses, which encourage players to confront and reflect on their cultural biases. The final level, Product Prophecy, presents design mismatches due to cultural differences, offering lessons on the importance of cultural awareness in design. The game concludes with a quartet game that highlights successful culture-aware designs and provides practical tips for real-world application. Tested in Inclusive Design courses and workshops, O’CULO has demonstrated its effectiveness in promoting cultural awareness and dialogue. Feedback from students and professionals indicates increased recognition and respect for cultural diversity. The game’s structure, real-world examples, and practical tips enhance its educational value, making it a valuable tool for fostering cultural sensitivity in design. Future research could explore the long-term impact of O’CULO on design practices and its adaptation for various educational and professional contexts. Digital versions of the game could further expand its accessibility and interactive features, ensuring its continued relevance and effectiveness.
- Open Access
- 27 August 2025
- Published by Cambridge University Press (CUP) in Proceedings of the Design Society
- Vol. 5, 803-810
Bridging the gap: the role of designer’s awareness in co-design with people with lived experience
This paper, positioned within two universities’ contexts on design education, explores the critical role of awareness in co-design with individuals who have lived experiences. The study introduces a SkillsLab designed to prepare students for managing awkward moments during co-design sessions. A SkillsLab is an intensive learning activity combining hands-on practice, theoretical insights, and practical exercises to bridge the gap between theoretical knowledge on a topic and the real-life application of this knowledge in a project-based setting. The learning activity aims to enhance students’ confidence and skills in navigating awkward moments in co-design. The findings suggest that such educational interventions can significantly improve students’ preparedness for real-world co-design challenges, fostering a more inclusive and empathetic approach to design.
- 27 August 2025
- Published by Cambridge University Press (CUP) in Proceedings of the Design Society
- Vol. 5, 803-810
Open AccessBridging the gap: the role of designer’s awareness in co-design with people with lived experience
This paper, positioned within two universities’ contexts on design education, explores the critical role of awareness in co-design with individuals who have lived experiences. The study introduces a SkillsLab designed to prepare students for managing awkward moments during co-design sessions. A SkillsLab is an intensive learning activity combining hands-on practice, theoretical insights, and practical exercises to bridge the gap between theoretical knowledge on a topic and the real-life application of this knowledge in a project-based setting. The learning activity aims to enhance students’ confidence and skills in navigating awkward moments in co-design. The findings suggest that such educational interventions can significantly improve students’ preparedness for real-world co-design challenges, fostering a more inclusive and empathetic approach to design.
- Open Access
The Content-Specific Display: Between Medium and Metaphor
This paper examines the current generation of displays, as found primarily in smartphones, laptops and tablet computers, from an interaction design perspective. Today’s displays are multifunctional, versatile devices with a standardized, rectangular shape and a standardized interaction. We distinguish two pitfalls. First, they facilitate an interaction that is isolated and detached from the physical environment in which they are used. Second, their multi-touch interface provides users with few tangible clues and handles. From our background in embodied interaction, we establish an alternate, hypothetical vision of displays: the content-specific display. The content-specific display is defined as a display designed for one specific function and one type of on-screen content. We explore this concept in three student projects from the First Year Master’s program at Product Development, University of Antwerp, and present two key themes that emerge from it: causality and transformation. Both themes reside in the field of coupling, a concept well-known within the field of embodied interaction, and aim at a more seamless integration of on-screen content within the physical world. Finally, we discuss how the content-specific display influences the design process of digital products, and how it fosters collaboration between product designers and designers of graphical user interfaces.
Open AccessThe Content-Specific Display: Between Medium and Metaphor
This paper examines the current generation of displays, as found primarily in smartphones, laptops and tablet computers, from an interaction design perspective. Today’s displays are multifunctional, versatile devices with a standardized, rectangular shape and a standardized interaction. We distinguish two pitfalls. First, they facilitate an interaction that is isolated and detached from the physical environment in which they are used. Second, their multi-touch interface provides users with few tangible clues and handles. From our background in embodied interaction, we establish an alternate, hypothetical vision of displays: the content-specific display. The content-specific display is defined as a display designed for one specific function and one type of on-screen content. We explore this concept in three student projects from the First Year Master’s program at Product Development, University of Antwerp, and present two key themes that emerge from it: causality and transformation. Both themes reside in the field of coupling, a concept well-known within the field of embodied interaction, and aim at a more seamless integration of on-screen content within the physical world. Finally, we discuss how the content-specific display influences the design process of digital products, and how it fosters collaboration between product designers and designers of graphical user interfaces.
- 29 August 2024
- Published by Springer Nature in Augmented Human Research
- Vol. 9 (1) , 1-6
Validation of a Design Method for Human Augmentation
- 29 August 2024
- Published by Springer Nature in Augmented Human Research
- Vol. 9 (1) , 1-6
Validation of a Design Method for Human Augmentation
- Open Access
- 2 January 2024
- Published by Taylor & Francis in International Journal of Design Creativity and Innovation
- Vol. 12 (1) , 61-80
Human augmentation and its new design perspectives
- 2 January 2024
- Published by Taylor & Francis in International Journal of Design Creativity and Innovation
- Vol. 12 (1) , 61-80
Open AccessHuman augmentation and its new design perspectives
- Open Access
- 1 January 2023
- Published by OAPEN Foundation
Connectivity and creativity in times of conflict
- 1 January 2023
- Published by OAPEN Foundation
Open AccessConnectivity and creativity in times of conflict
- 13 June 2019
- Published by Springer Nature
- p. 844-850
Abstract Vocabulary as Base for Training with Pattern Recognition EMG Control
- 13 June 2019
- Published by Springer Nature
- p. 844-850
Abstract Vocabulary as Base for Training with Pattern Recognition EMG Control
- 11 August 2018
- Published by Springer Nature
- p. 1012-1030
Design for Empowerment, the Stigma-Free Design Toolkit
- 11 August 2018
- Published by Springer Nature
- p. 1012-1030
Design for Empowerment, the Stigma-Free Design Toolkit
- Open Access
- 27 June 2016
- Published by Design Research Society
- Vol. 8
Measuring Product - Related Stigma in Design
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- 27 June 2016
- Published by Design Research Society
- Vol. 8
Open AccessMeasuring Product - Related Stigma in Design
Dropbox is a free service that lets you bring your photos, docs, and videos anywhere and share them easily. Never email yourself a file again!