Lizzy Bleumers

Lizzy Bleumers
Researcher
At iMinds-SMIT, Lizzy Bleumers is responsible for projects within the user research unit that are related to gaming, learning and participatory practice.

Her research is concerned with user and player experiences (in particular, mediated presence, enjoyment, motivation and perception of interactive narratives) and practices (e.g. situated learning, intergenerational play, pervasive gaming and game-making). Her methodological skill set encompasses both know-how on setting up experiments and human-centered design methods (observation, persona and scenario building, co-design and prototype evaluation).

Lizzy graduated in Psychology in 2004 and also holds a postgraduate degree in user-centered design. She has been working at iMinds-SMIT-VUB since 2008. As a member of the Flemish gaming association DiGRA Vlaanderen and participant of this association’s executive board, she aims to stay up to date with current gaming research and share her own research expertise. Related to this, she has organized yearly Ludic City lectures on the mutual shaping between pervasive game-play and urban life. She also recently co-organized a workshop on game-based HCI research at CHI2016 (https://hcigames.wordpress.com/).

 


E-mail
Phone + 32 2/ 629.16.47
Fax +32 2 629 17 00


Project Publication
Game-based HCI Methods: Workshop on Playfully Engaging Users in Design (2016)

An Audience Perspective on the 2nd Screen Phenomenon (2015)

Co-Creating Games with Children: A Case Study (2015)

Sensitivity to Parental Play Beliefs and Mediation in Young Children’s Hybrid Play Activities (2015)

The pleasure of being (there?): an explorative study into the effects of presence and identification on the enjoyment of an interactive theatrical performance using omnidirectional video (2014)

An Ontology Co-design Methodology for the Co-creation of a Continuous Care Ontology (2014)

Co-creating games with children - A case study (2014)

Extending the field of view: a human-centred design perspective on 360° TV. (2014)

Immersive Experiences in the Home: a Field Trial on Stereoscopic 3DTV (2013)

Developing assistive technology with multidisciplinary teams: a front-end procedure to stimulate collaboration and manage expectations. (2013)

Probe and proxies: Unraveling meaningful technology experiences (2013)

Capturing context: Mobile and pervasive game-play in participatory sensing (2013)

The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: Evidence and Opportunity for Policy. (2013)

Best Practices for Deploying Digital Games for Personal Empowerment and Social Inclusion (2013)

iMinds xTV, deliverable D6.4. Report on research of 'in situ' ODTV user practices (2012)

State of Play of Digital Games for Empowerment and Inclusion: A Review of Literature and Empirical Cases. (2012)

Empathy Experiments in Human-Robot Interaction (2012)

D3.3.1 - Design and evaluation of a real-time metric for measuring au- dio/video synchronization and lip sync (2012)

Assessing the Importance of Audio/Video Synchronization for Simultaneous Translation of Video Sequences. (2012)

Ladders and snakes: Lessons learned from applying contextual laddering to game prototype evaluation. (2012)

User-driven design of a context-aware application: an ambient-intelligent nurse call system (2012)

Seeing the bigger picture: A user perspective on 360° TV (2012)

The Pleasure of Being (There?). An Explorative Study into the Effects of Presence and Identification on the Enjoyment of an Interactive Theatrical Performance using Omni-Directional Video (2011)

IBBT xTV, deliverable D6.2.: Report on concept co-design through producer-user blending (2011)

From Sensory Dream to Television Format: Gathering User Feedback on the Use and Experience of Omnidirectional Video-based Solutions (2011)

Participatory design of a continuous care ontology: Towards a user-driven ontology engineering methodology (2011)

Towards ontology co-creation in institutionalized care settings (2011)

IBBT xTV, deliverable D6.1.: Report on conceptualising user experiences and practices in explorative tv (2011)

IBBT ACCIO, deliverable D1.1: Recommendation report based on the analysis of the current care practices within a institutionalized care context (2011)

Beyond being there: A grounded investigation of the value of virtual worlds for remote family interaction (2010)

School's out for Redesign: Involving Stakeholders in the Creation of a Teleclassroom Environment and Experience (2010)

How to approach a many splendored thing: Proxy Technology Assessment as a methodological praxis to study virtual experience (2010)

Criminal cities and enchanted forests: a user-centred assessment of the applicability of the Pervasive GameFlow model (2010)

School's out for redesign: involving stakeholders in the creation of a teleclassroom environment and experience (2010)

How to approach a many splendored thing: Proxy Technology Assessment as a methodological praxis to study virtual experience (2010)

IBBT HI-Masquerade, deliverable D3.2: Expert evaluation of the final demonstrator (2010)

IBBT H1-Masquerade. deliverable D2.2.1: Analysis of virtual worlds (2009)

IBBT HI Masquerade. deliverable D2.4.1: User research - Proxy technology assessment (2009)

IBBT Teleclassing, deliverable D5.3: Final report usability testing and lab demonstrator experiences (2009)

IBBT Teleclassing, deliverable D4.3.2: Classroom within a studio setting (2009)

IBBT HI-Masquerade, deliverable D2.4.1: User research - Proxy technology assessment (2009)

IBBT HI-Masquerade, deliverable D2.2.1: Analysis of virtual worlds (2009)

Let me hear your body talk: The meaning of gesture control and mixed reality in remote family interaction (2009)

Presence and mediated interaction: A means to an end? (2009)