I am a Full Professor of Computer Science at Hasselt University and deputy managing director of the Digital Future Lab. My research advances Intelligible Interactive Systems: interactive software systems that augment human capabilities while remaining transparent, inspectable, and engineerable.Across two decades of research, I have worked at the intersection of Human–Computer Interaction (HCI) and Software Engineering, with a strong emphasis on model-based methods, end-user empowerment, and Human–AI Interaction. My work appears primarily in ACM CHI, ACM EICS, and ACM IUI.
Curriculum Vitae PDF
AI, Human–AI Interaction and Intelligibility
My recent work focuses on making AI systems inspectable, controllable, and usable in high-stakes environments. I study how alternative model behaviors can be surfaced and explored interactively with a strong focus on intelligibility, not merely explanation.
- AI-Spectra — Interactive visual dashboard for exploring model multiplicity (2024)
- Every Move You Make — Visualizing near-future motion under delay for telerobotics (CHI 2026)
- DELEGACT — Task-level planning with multimodal LLMs for human–cobot interaction (CHI 2026)
- FortClash — Predicting and mediating unintended behavior in home automation (EICS 2022)
- DIVERSE — Disagreement-inducing vector evolution for Rashomon set exploration (2026)
Engineering Interactive Systems
Systematic engineering of interactive systems has been my initial research line, bridging HCI and software engineering. This includes model-based approaches, verification of interaction behavior, and engineering novel user interfaces. Earlier contributions addressed context-aware and distributed user interfaces, plasticity and multi-device interaction, model-driven UI generation, and runtime adaptation.
- Model-based engineering of feedforward usability functions for GUI widgets (Interacting with Computers, 2021)
- D-macs: Building Multi-Device UIs by Demonstrating, Sharing and Replaying Design Actions (UIST 2010)
- Choreobot: A Reference Framework and Visual Dashboard for Supporting Intelligible Robotic Systems (PACMHCI EICS, 2022)
- Timisto: A Technique to Extract Usage Sequences from Storyboards (EICS 2013)
- Designing Distributed User Interfaces for Ambient Intelligent Environments Using Models and Simulations (Computers & Graphics, 2006)
Feedforward and Intelligibility
Feedforward and Intelligibility have been and are two key aspects throughout my research. Feedforward is how an interface helps people anticipate what will happen before they act—by making options, constraints, and likely outcomes visible and comparable in advance. Intelligibility is how a system makes its internal logic inspectable—so people can understand why something happened, what the system believes, and what would change the result.
- Crossing the Bridge over Norman's Gulf of Execution: Revealing Feedforward's True Identity (CHI 2013)
- Fortunettes: Feedforward about the Future State of GUI Widgets (PACMHCI EICS 2019)
- ViRgilites: Multilevel Feedforward for Multimodal Interaction in VR (EICS 2024)
- I bet you look good on the wall: Making the invisible computer visible (Ambient Intelligence, 2009)
Interaction Techniques Beyond the Desktop
A sustained thread in my work explores how interaction can extend beyond traditional screen-based interfaces — through novel physical form factors, wearables, body-aware input, and context-sensitive adaptation. This includes deformable and tangible devices, near-eye displays, posture-aware systems, and techniques for users in mobile or physically demanding situations.
- Paddle: Highly Deformable Mobile Devices with Physical Controls (CHI 2014)
- Hidden in Plain Sight: A Visual Language for Near-Eye Out-of-Focus Displays (CHI 2016)
- Impact of Situational Impairment on Interaction with Wearable Displays (MobileHCI 2020)
- Inferring Affective States from Body Postures for Intelligent User Interfaces (IUI 2013)
- Integrating Serious Games and Tangible Objects for Functional Handgrip Training (DIS 2016)
Interactive Systems for Skilled Work and Fabrication
My work increasingly targets industrial and manufacturing contexts, integrating AI, visualization, and human-centered design for human–robot collaboration, visual augmentation of operator insight, AI-assisted labor support, and intelligent training environments. I also maintain a sustained interest in digital fabrication and democratized manufacturing.
- Choreobot: A reference framework and visual dashboard for supporting orchestration in human-robot interaction (EICS 2022)
- JigFab: Computational Fabrication of Constraints to Facilitate Woodworking (CHI 2019)
- Measurement Patterns: User-Oriented Strategies for Dealing with Measurements (CHI 2023)
- Silicone Devices: A Scalable DIY Approach for Fabricating Self-Contained Multi-Layered Soft Circuits (CHI 2018)
- PaperPulse: An Integrated Approach for Embedding Electronics in Paper Designs (CHI 2015)
Health and Well-being
I have a research line on interactive systems that support health, rehabilitation, and physical well-being. This work spans mobile cardiac rehabilitation, home-based exercise systems, and intelligibility in clinical e-coaching — combining HCI methods with real-world deployment in healthcare settings.
- Back on Bike: The BoB Mobile Cycling App for Secondary Prevention in Cardiac Rehabilitation (MobileHCI 2016)
- Enhancing Patient Motivation through Intelligibility in Cardiac Tele-Rehabilitation (Interacting with Computers, 2019)
- ReHappy: The House Elf that Serves Your Rehabilitation Exercises (CHI 2016)
- Coaching Compliance: A Tool for Personalized E-Coaching in Cardiac Rehabilitation (INTERACT 2017)
(Systems for) Education
I'm committed to advancing the field through education and methodological innovations. My educational efforts also spill over into research.
- Teaching as Training: Iterative and Incremental AI Skill Development (EURECA-PRO 2026)
- The Design of Context-Specific Educational Mobile Games (Museums and the Web, 2009)
- Supporting Social Interaction: A Collaborative Trading Game on PDA (Museums and the Web, 2007)