Kim, D.; Vegt, N.J.H.; Visch, V.T.; Bos-De Vos, M. (2024). How Much Decision Power Should (A)I Have?: Investigating Patients’ Preferences Towards AI Autonomy in Healthcare Decision Making. In Proceedings of the CHI Conference on Human Factors in Computing Systems (CHI ’24). Association for Computing Machinery, New York, NY, USA, Article 439, 1–17. https://doi.org/10.1145/3613904.3642883
Vegt, N.J.H.; Visch V.T.; Spooren, W.P.M.S.; van Rossum, E.F.C.; Evers, A.W.M.; van Boeijen, A.G.C. (2024). Erasing stigmas through storytelling: why interactive storytelling environments could reduce health-related stigmas. Design for Health, 8(1), 46-77. https://doi.org/10.1080/24735132.2024.2306771
Schifferstein, H.N.J.; Lemke, M.; Vegt, N.J.H. (2023). Enhancing Desirable Food Behaviors by Increasing or Decreasing Disgust: Designing and Testing Infographics. International Journal of Design, 17(3). https://doi.org/10.57698/v17i3.04
Poot, C.C.; Meijer, E., Bruil ,A.; Venema, M.; Vegt, N.J.H.; Donkel, N.; van Noort, V.; Chavannes, N.H.; Roest, A.A.W. (2023). How to use participatory design to develop an eHealth intervention to reduce preprocedural stress and anxiety among children visiting the hospital: The Hospital Hero app multi-study and pilot report. Frontiers in Pediatrics, 11. https://doi.org/10.3389/fped.2023.1132639
Van Lonkhuizen, P.J.C., Vegt, N.J.H., Meijer, E., Van Duijn, E., de Bot, S.T., Klempíř, J., … & Heemskerk, A.W. (2021). Study Protocol for the Development of a European eHealth Platform to Improve Quality of Life in Individuals With Huntington’s Disease and Their Partners (HD-eHelp Study): A User-Centered Design Approach. Frontiers in Neurology, 1433. https://doi.org/10.3389/fneur.2021.719460
Vegt, N.J.H., Visch, V.T., van Boeijen, A.G.C., & Spooren, W.P.M.S. (2021). ‘Er is nog één smal stoeltje vrij. Wat doe je?’ – Spel maakt stigmatisering van overgewicht bespreekbaar. Onze Taal, 90(1), 18-20.
Vegt, N.J.H.; Visch, V.; Vermeeren, A.; de Ridder, H; Hayde, Z. (2019) Balancing Game Rules for Improving Creative Output of Group Brainstorms. International Journal of Design, 13(1), pp 1-19. http://www.ijdesign.org/index.php/IJDesign/article/view/3030/843
Vegt, N.J.H.; Visch, V.; Vermeeren, A.; de Ridder, H. (2018) A Case Study on Gamified Interventions for Team Cohesion in Factory Work. Human Technology, 14(2), pp 176-208. https://doi.org/10.17011/ht/urn.201808103816
Vegt, N.J.H.; Visch, V.; Vermeeren, A.; de Ridder, H. (2016) Player Experiences and Behaviors in a Multiplayer Game: Designing Game Rules to Change Interdependent Behavior. International Journal of Serious Games, 3(4), pp 69-85. doi:10.17083/ijsg.v3i4.150
Vegt, N.J.H.; Visch, V.; de Ridder, H.; Vermeeren, A. (2014) Designing Gamification to Guide Competitive and Cooperative Behavior in Teamwork. In Reiners, T. & Wood, L. C. (Eds.) Gamification in Education and Business (pp 513-533). Springer International Publishing AG: Cham. doi:10.1007/978-3-319-10208-5_26
Vegt, N.J.H.; Visch, V. (2013) Social Gaming Rules: changing people’s behavior through games. CHI’13 workshop Game Jam, Paris.
Dimitrova, M.; Vegt, N.J.H.; Barakova, E.I. (2012) Designing a system of interactive robots for training collaborative skills to autistic children. 15th International Conference on Interactive Collaborative Learning (ICL), pp 1-8.