Elisabeth Kersten - van Dijk is a PhD student at Eindhoven University of Technology. Her research focuses on employing the Quantified Self for self-insight and behavior change, as well as unintended side effects and broader implications of these technologies.

Naomi Jacobs is a PhD student at Eindhoven University of Technology where she works on the research project “Technologies for health-related behavior change in vulnerable people: values and design” at the departments of Human-Technology Interaction and Philosophy & Ethics.

Heleen Rutjes: is a PhD student in Data Science, in a collaborative project between Eindhoven University of Technology and Philips Research. With a background in psychology as well as mathematics, she studies in her current research project the optimal role of technology and data in the health coaching process.

Wijnand IJsselsteijn is a Professor of Cognition and Affect in Human-Technology Interaction at Eindhoven University of Technology. His research focus is on conceptualizing and measuring human experiences in relation to advanced media environments in the service of human learning, communication, health, and wellbeing.

Marc Hassenzahl is Professor of Experience and Interaction at the Folkwang University of the Arts in Essen where he is also head of the Experience Design group. His research interests revolve around the positive aspects of interactive products, their beauty and the question of how to design for positive experiences.

Boris de Ruyter works as principal researcher at Philips Research and is a part-time Professor of Human Interaction with Intelligent Systems at Radboud University Nijmegen. His research interests include awareness systems and social connectedness and social intelligence in home dialog systems and motivation and behavioral change.

Evangelos Karapanos is Assistant Professor at the department of Communication and Internet Studies at Cyprus University of Technology where he leads the Persuasive Technologies Lab. His work focuses on the design and evaluation of persuasive computing systems with a focus on the experiential and social consequences of their adaptation.