| 1 |
|
Product personality in interaction
In this study, we investigate if it is possible to intentionally implement personalities into the physical interaction which people later can recognize. Prior studies showed that people can recognize personalities in the appearance of products. Few studies however address personality in physical interaction. From experience, we know that people in some situations describe their interaction with products in terms of personality traits. Designers also often claim that they can implement personalities in products. Still, quantitative research on product personality in interaction is lacking. Is it actually possible to intentionally implement personalities in physical interaction that people recognize?
Two artefacts (stimuli) were designed in the study, with the intention to elicit one personality each (dominant and elegant) while interacting with them. The personalities were selected from literature and from an exploratory study among design students. In preparation for the designing the artefacts, the characteristics of both personalities were studied in the workshop. Following the workshop, a set of personality characteristics were defined and implemented in the design of the two artefacts. The personality characteristics experienced while physically interacting with stimuli were later evaluated in a quantitative study with 60 respondents.
The results of the study indicate that people recognize personalities while physically interacting with the products. The results also suggest that it seems possible to predefine (and intentionally embody) the personality people experience in the interaction. Besides discussing the implications of these findings for designers and companies, the study also includes a design process to support the implementation of personalities in the physical interaction of products.
|
[PDF]
[Abstract]
|
| 2 |
|
LINKX, a language toy for autistic toddlers
developed in co-creation with parents and pedagogues
This master thesis shows the design process of LINKX, a language toy for children with a disorder in the spectrum of autism. Children with autism have an inborn brain disorder and therefore play and learn differently than children with 'typical' development. Language and speech of children with autism develops slowly or not at all. These children's 'different being' indicates a need for different toys. Main goal of this project was to design a toy that stimulates language development in a playful way. Insight in how autistic children play and learn was mainly gained by high involvement throughout the whole process of autistic children, their parents, and their pedagogues. These children: Beer, Robbert and Jakob, played a leading role in this process. I observed them at home, at school, and at speech therapy, and interviewed their parents and pedagogues. Exploration resulted in a design framework for autistic children in which control, direct feedback, rewards, repetition, and memory, are important elements. After this exploration I realized that already within these three children there was much variation in needs. For example, the language development stage, in which children differed. A found similarity was that all children have trouble with giving meaning to words. Therefore they should learn to word objects in their environment. With this framework in mind, ideas were generated. The idea with most potential regarding interaction was chosen and evaluated with parents. Their opinions contributed in further concept development and eventually led to LINKX, the final design of this project. This design aims for a connection on three levels: motor, cognitive, and emotional. On motor level children literally link play-elements together and thereby receive a visual and audio reward. On cognitive level, the children are triggered to link an object with a word. On emotional level LINKX aims to connect parent and child by providing a way to play together. LINKX is elaborated into an experiential prototype and tested in several play-sessions with the participating children. Parents took on the role of co-researcher, because they are expert on their child's behaviour and feelings. The child's play served as reference for evaluation, both for me as for the parents. In general the children enjoyed playing with LINKX. They laughed and repeatedly linked elements to hear the sound and let it move. The characteristics described in the framework seemed to be true. Especially when the prototype did not function as expected, the importance of 'giving sense of control' was evident. For the future I hope that my framework can inform and inspire other designers to develop more toys that facilitate the learning process of children with autism. With growing technological possibilities, technique can help these children learn more, and thereby let them be more able to cope with life.
|
[PDF]
[Abstract]
|
| 3 |
|
Bio Inspired Design of a Scooter Body
Development of an electric scooter body by developing and applying the Bio Inspired Design method for Industrial Design Engineers.
|
[Abstract]
|
| 4 |
|
Together anywhere, together anytime: strategic design for connected lobby to enhance family "Togetherness" by balancing "Awareness" and "Privacy"
This report describes the process of the graduation project of Xu Chen. The project was carried out for Philips Consumer Lifestyle Netherlands on TA2 project and under supervision of the Faculty of Industrial Design Engineering at the Delft University of Technology. TA2, Together Anytime, Together Anywhere, is a large integrated multimedia project funded by European Union FP7. The main task of this graduation project is to look into the human factors in ambient intelligence, namely strategic design for “Connected Lobby” on how to enhance family “togetherness” while taking into account of people’s privacy. This thesis focused especially on investigating on the possibility of balancing “togetherness” and “privacy” through computer-mediated communication.
A new design approach was explored in the project to guide the strategic product planning process from expressing user’s latent experience by combining semantic differential scaling (SDS) experiment into user research. A context model was generated, providing the possibility of balancing “togetherness” and “privacy” through three factors in seven different usage contexts.
A design part followed the exploratory phase. A strategic design guideline on control scheme, namely how to use ambient awareness system to trigger people to communicate was generated. The concept of “smart awareness assistant” was developed and a renewed “Connected Lobby” interface was designed and tested.
The “smart awareness assistant” could trigger the family members to share the meaningful moment with each other at the right time, and filter the unwanted information exchange when the user is not available to communicate, which could enhance family “togetherness” through balancing “awareness” and “privacy”.
|
[Abstract]
|
| 5 |
|
Youth meeting point of the future
Introduction
You only have to read the paper or watch the evening news to understand the problems local hang-out youth is causing recently. Last year, Mayor Mr. Cohen called youth-molestation one of the biggest problems of the city of Amsterdam. Humiliation of the youth, safety cameras, the Mosquito1 and gathering restriction orders; in recent discussions, nothing is too much to control youth which is hanging out on the streets. This graduation assignment will give a positive solution for the Youth Meeting Point of the Future.
Context
To understand the meeting adolescents in the public space, the first step of the process, was to build up the current context by a questionnaire (left behind at youth forums), observation (of meeting points), generative techniques (with more structural hangout youth) and literature research.
It seemed that the adolescence phase of life is very important in the process of creating an own identity. Part of this process is belonging to different groups of cliques and seeking for sensation (risky behaviour).
The youth’s transition from dependence to independence happens in different adolescence arenas. Home and school are the most common arenas. Some adolescents have to cope with a lot of stress in these scenes, because the internal structure of schools cannot stimulate them and the financial situation of their parents is not sufficient.
A relatively new arena is the virtual world, which is, especially during adolescence, important to get and maintain social contacts. The fourth arena is the public space, which is for 80 percent of the (Dutch) youth a place the meet friends and escape from supervision.
Future Context
In a world that is becoming more stressful (by an economic recession), more crowded (bigger cities) and more individual (lack of religion, leisure planning), youth will be pushed towards the Boy’s Room Culture (having all the technical and social possibilities, which is being conducted behind closed doors) or the Street Culture (being excessive assertive/ aggressive, driven by the lack of success experiences, financial pressure and low self-esteem).
In both situations, youth does experience an individuality, which does not work for all adolescents. Either way, youth has to self-explore their values, education, leisure time and social interactions.
Vision
In order to provide the adolescents and others in the neighbourhood of the social interactions they need for creating their own identity, the statement I would like to make is: I want to enable adolescents to express their social and explorative behaviour, in such a way, that it stimulates the participation of strangers.
Product
The product that fulfills this statement consists of LED-tiles integrated with pressure censors. The configuration of the tiles is, that it provides the adolescents of a place to meet their friends (see figure). While meeting, users will be challenged to hit tiles, that spontaneous light up. When users doing extremely good, they will be rewarded by, for example, an entire floor that starts blinking. To find out what really happened, or to achieve the same result, youngsters will become active. The exploring, searching, doubting and trying, create an interaction that can be called vulnerable, which makes the situation more approachable for strangers. Since the configuration has a boundless character, it also invites by-passers to hit a certain tile. The result is a social interaction between the different users of the public space.
Test
To find out if the concept worked out as described, a prototype has been built to execute a usability test. The prototype consisted of seven interactive tiles (tiles with a lighting heart and four switches) and one remote control, which was necessary to tune in certain programs. The usability test was nothing more than the placement of the prototype in an environment that was suitable for youth meeting each other (place of retreat and interaction). In total three groups of youth were observed during their exploration with the prototype. The interaction with the product could be described as active and vulnerable. According to the youth itself, the concept was inviting and challenging. Some by-passers stopped to look at the action that was going on.
|
[Abstract]
|
| 6 |
|
A Human Powered Fitness Bicycle: Generating electricity in fitness clubs
On the initiative of Michael Weber, a cooperation has started between the Delft University of Technology (Faculty of Industrial Design Engineering, department Design of Sustainability), the Rotterdam Climate Initiative and Creditz (Michael Weber). Together they have set the goal to reduce the energy needs of fitness clubs by utilizing human power. This graduation report describes how human power in fitness clubs can be harvested and utilized. Therefore a strategy has been defined in the first part of the report that explains how human power can be introduced in fitness clubs and what the stakeholders (the initiator, fitness equipment producers, fitness clubs and customers) require to commit to their part. An estimation is made on the human power potential in fitness clubs. It is investigated which fitness equipment is most suitable for generating electricity, the intensity but also the frequency of use. Existing equipment can be categorized in: electrically braked equipment, mechanically braked equipment and equipment that requires electricity to function.
Based on these outcomes and the insights from research to the market opportunities and the users two strategic product directions have been determined: 1. Retrofitting existing cardio equipment, especially cross trainers and cardio bicycles. 2. The selected direction, the development of a new framework design that is a best-in-class in utilizing human power from fitness equipment. This fitness bicycle combines the advantages of a cardio and a spinning bicycle with which both scalability and communicative value play an important role. The spinning bicycle offers a much leaner platform and the cardio bicycle a higher potential energy output, combining to increased environmental advantages. Because an important difference between these bicycles is taken out, the hybrid platform offers advantages in production costs (both financial and environmental). This new platform can become an important competitor for existing fitness equipment.
The second part of the report focuses on the technological and environmental aspect of the development of this fitness bicycle. Central in the design of the bicycle is the optimization of the efficiency. This is an outcome of the comparison between a cardio and spinning bicycle with which comfort and performance should unite in the new design. The second part also focuses on the human product interaction, in the area of physical ergonomics, the development of a new interface and aesthetics.
To enlarge the effectiveness of the “green” communicative value of the fitness bicycle, attention has been paid to two topics react on the experience of fitnessers in fitness clubs. A research has been conducted to determine if the awareness of the user as an energy producers can be stimulated by the fitness bicycle, by means of direct (numeric) and indirect feedback, creating a stronger connection between the sports activity and electricity. Also it has been investigated how the fitness bicycle would fit in a customer loyalty program (rewarding the user for their energy production) and how the technological infrastructure would look like. The application of RFID/NFC and low power wireless communication has proven essential for this.
The result of the design process is a fitness bicycle that can compete with existing equipment in terms of the environmental impact for production, but that can produce electricity and supply this to the power grid with an efficiency of 65%. To enable this, the design uses components as an Magnetic Innovations outer rotor PM generator and a Swea inverter that converts the current for the power grid, but that can as well control the current with specially designed software; this ensures the user a natural bicycling experience. Until now, this has been an insufficiently acknowledged aspect – generating electricity is interesting for the user, but it is never the main goal of the sports activity. The fitness bicycling experience of the fitness club customers and owners should be changed for the good but not obtrusive, while providing the possibility to produce electricity.
Because the utilized electricity is not converted into heat – as it is with normal equipment, requiring additional air conditioning – the returns of the fitness bicycle are increased by a factor 1:1,45. The research shows that the introduction of human power in fitness clubs can provide a contribution to reducing the environmental impact of fitness clubs.
|
[Abstract]
|
| 7 |
|
Sharestream : collaborative creation of music playlists on a multi-touch surface
This master thesis shows how to assitant users to create music playlist collaboratively on a Multi-touch surface in an interface design. The project is sponsored by Philips Applied technology. As Philips gains profound knowledge while manufacturing and selling large display products, the large display technology itself tends to increase in size and decrease in cost. For the future development of it, people in Philips had observed enormous potential with developing applications on large displays by using Multi-touch technology. In order to address suitable use cases to apply to this expanding technology, Philips started this project to explore multiple user interactions with music browsing.
The project mainly concerns itself with exploring how multiple users can collaboratively build music playlists. I first conducted research into user context about how people search music, and found out that people tend to mainly search music through performer and title of the song. More importantly, user’s music searching turns out to be a social interaction with others. Later I performed a user study to investigate this aspect. This resulted in a few key findings. When users start to search, they would like to receive recommendations based upon top songs and artists, with the songs that are most popular at the time, the mainstream music, being selected as the primary ones. In addition, they want to build a playlist which best suits the atmosphere, and they also want to achieve a balance between personal taste, and the preferences from others.
From the results of the user study, the Sharestream application was designed and built on a multi-touch table, and then tested for the final demonstration. It helps multiple people to build a music party, while browsing music collections spontaneously. Users are able to construct their playlist together in a social way: they can perceive others’ search results and are able interact with them, as well as evoking intensive social discussion during searching. In addition, Sharestream can also enable users to change the playlist they build to suit their mood. For the future development of Sharestream, integration with Philips Ambient lighting technology will play a critical role to create a better atmosphere for users. Developing concepts like Sharestream into Philips’ product portfolio, which evoke social interaction of multiple users, will be significantly beneficial in the future business market.
|
[Abstract]
|
| 8 |
|
Development of a design tool for the integration of public art in a built environment
Public art is the artwork in any media that has been planned and executed with the specific intention of being sited or staged in the public domain, which is accessible to all. Public art can be preformed in different manners: permanent or temporary, art installation or art promotion events or programs.
For large public building projects almost all over the world it is required to allocate a certain percentage of the total construction budget (usually 1%) for the installation of public art if the total construction budget exceeds a certain amount of money. It is meant for encouraging the integration of art in the environment and to enable the art to be a part of citizen’s daily life. In the early days, the most common approach was to place a piece of still sculpture on a square, entrance or the lobby; however, nowadays more and more clients and architects are interested in how to merge art into a building in a more innovative and meaningful way. Architects are often requested by the clients to provide a proposal or a feasibility study for the public art issue. Accordingly, the goal of this study is to develop a design tool for the architects to facilitate the design process of integrating public art and the building project.
To merge art and the environment, one of the approaches, which is also the main concept of this study, is to promote the artwork ,which is more contextual-based, able to provide certain function and interact with the users. Based on this concept, the key elements of the public art and the built environment were analyzed, the approaches for integration of art and the built environment were categorized, and the criteria of functional public art were specified as well. In the end, the design tool, a booklet, was developed and tested by a Taiwanese project, Wei-Wu-Ying Center for the Performing Arts in Kaohsiung.
|
[Abstract]
|
| 9 |
|
A bag for young creative professionals
A bag has been designed for GoTo aimed specifically at the lifestyle group of young creative professionals. The aspects of sustainability, fashion and last but not least usability were combined in this project.
First of all, sustainable methodologies and textiles were investigated. Then, an internal and external analysis was conducted, after which the method of cultural probes was used to map the context of the lifestyle. A collage showing the style of the target group can be seen at the right. A list of criteria was set up as a result of the analysis phase.
Next, ideas were generated. Three concepts were developed: the concept of a modular but simple bag, the concept of a bag that can be transformed in size and finally the concept of a book that contains guidelines to make your own bag from waste materials. These concepts were evaluated and the modular bag has been chosen to elaborate further.
The design result is a bag that be split in two bags of different sizes by means of zippers. The bag, which can be used as a backpack or shoulderbag, is made of naturally tanned leather because that is a durable, beautiful and classic material. The price positioning has been determined by comparing the new bag to bags in the same segment (Claudio Ferrici, Fred de la Bretoniére and Cowboy Bags) and bags with the same target group (Freitag, Gravis and Crumpler).
Finally, a protoype was made and a user test was conducted to get insight in optimization points of the design. Together with the assessment to the criteria, the conclusions from the user test are summarized in a recommendation to the company. This recommendation includes ways to realize series expansion, increasing the brand familiarity of GoTo and marketing concepts.
Furthermore, a photoshoot is held with a photographer to make product- and lifestyle photos.
|
[Abstract]
|
| 10 |
|
Design of a smoke solution for professional use
Since 1990 a smoke free working environment is compulsory at institutions, since 2004 on the work floor in general and since 2008 in the catering industry. This graduation project describes the development of a smoke solution to be used at companies, events and in the catering industry. The project is executed for Neptunus structures, a company that develops, manufactures and rents out temporary structures of superior quality for the event and business market. Neptunus is first in the development of new technologies, which makes them market leader in the top segment, where many competitors are active. In this market many trends can be noticed. A growing need for flexible housing, more restrictions for semi-permanent solutions, a stagnating event market and growing market for semi-permanent structures are most important for Neptunus. In the market of smoke solutions small tents and permanent smoke cabins are the biggest competition, but most of these solutions are not very comfortable.
Only few bars offer a smoke solution. Bar owners state that this solution increases their income. Often bars and restaurants without smoke solutions do not offer these solutions out of a lack of space, money and sometimes interests. Although customers say their choice of bar does not depend on an available smoke solution, they do tend to end up in a bar where a smoke solution is present or smoking is still allowed. For this situation a half open shelter or a closed smoke solution can be developed. People will walk in and out all night or permanently stay in the smoke solution during their visit. With alcohol consumption unintended usage will be an important problem, therefore some kind of openness has to make it easier for bar owners to keep an eye on the customers using the solution. Smoke solutions can be found at institutions and companies, but there are still many employees without that luxury. Reasons are similar to those in the catering industry, but sometimes it is a question of principle. At events an additional tent to function as smoke solution can be placed almost effortless. However, this is not seen very often. For companies and events the smoke solution will be mostly used for short periods in time and rush hours during brakes. At companies there will be more peer pressure, thus less unintended usage. Depending on what kind of event, a music festival or a polo game, the usage will be similar as in the catering industry and at companies. Managers are willing to pay approximately €1500,- for a possible smoke solution.
In the concept generation phase a brainstorm session has led to several product categories, for instance material, storage & assembly and existing shelters. These categories are used as guidelines to search images which serve as inspiration to start the idea sketching. Furthermore a process tree of the total life cycle, from production to dismissal of the smoke solution is drawn up. From this process tree a list of demands and wishes for the smoke solution in the catering industry and at companies and events has been concluded. The smoke solution has to fulfill all demands and as much wishes as possible for both the catering industry and companies and events since the final smoke solution has to be applicable in all environments. Design criteria are formulated to evaluate all concepts, for instance does it fit the Neptunus’ portfolio and is it better than current smoke solutions. Finally this analysis has led to 3 concepts of which one, The Smoke Dome, is chosen and elaborated in the detailing phase.
|
[Abstract]
|
| 11 |
|
The Philips Easy Line: A Retrospective Case Study
Usability, simplicity and ease of use are still ‘hot topics’ in product design. To illustrate how important the user became in product design, Philips introduced Sense and Simplicity as their brand promise in 2004. However, in the early nineties, Philips had already launched a product line that aimed to be specifically easy to use. The line was named the Easy Line and consisted of four audio products: an analogue clock radio, a portable radio, a radio cassette recorder and a HiFi set. Although, the line was intended to be THE solution to difficult to operate audio equipment, it didn’t sell well. The question arose: why? The desire to find the answer to this question formed the basis for this study.
The study into the Easy Line was approached as a retrospective case study. The main research question was: ‘Why and how was the Easy Line developed and how come it was (not) a success?’ During the study, multiple sources of evidence were used. A large and important part of the information was obtained by interviewing people who played a role in the Easy Line project. When data were collected, mind-maps were made that formed the basis for ‘The story of the Easy Line’ which is told chronologically:
The Easy Line
Fierce competition in the consumer electronics market from Japan (Sony particularly) made it necessary for Philips to react and innovate to maintain a profitable market share. The combination of the growing dislike of complex products, the graying of the population and the then recent successful segmentation of the audio market into target groups was seen as an opportunity for Philips to develop easy to use products. Philips’ Business Group Audio thought that easy products would fulfil an unsatisfied need for uncomplicated products and would therefore result in sales and sustainable profit for Philips. The initial target group Philips chose for the Easy Line were the elderly, however, this has been adjusted at the start of the project to (almost) everyone.
The Easy Line project was initiated by Philips’ Business Group Audio. The development of the portable Easy Line products (i.e. the analogue clock radio, the portable radio and the radio cassette recorder) started first. The design was done by Philips Corporate Design. The design phase of the portable range was relatively short: it took the designer about three weeks to finish the concepts. The development and design of the HiFi set was done by an external company: Cambridge Consultants Ltd. During the process there was little communication between the two project teams which resulted in a HiFi set that had little in common with the portable Easy Line products. During the development, especially of the portable Easy Line, no real user tests were done: the step to see if people really needed or wanted ‘easy’ products and what they expected of them was skipped.
The Easy Line products were positioned in the ‘high-end’ segment. The high price was justified by emphasizing that the products were of high quality and had a special design. In the sales situation it wasn’t specifically emphasized that the Easy Line was a coherent line and that its products were easy to use. Besides, when compared to similar products, the Easy Line products were expensive, but had a short feature lists. The Easy Line was mainly sold in mass market stores which meant that products with similar functionality and much lower prices were displayed next to the Easy Line and consumers didn’t have the opportunity to try the products.
Although the idea for an Easy Line seemed, and still seems, promising, the Easy Line itself cannot be labelled successful due to low sales numbers. Various reasons can be given for the fact that not many Easy Line products were sold, for example: the high prices in combination with the small feature lists, little marketing, the focus on a combination of selling points and the therefore diluted message to consumers. Besides, the project suffered from organizational changes in Philips’ management, shifting priorities and pressure on time to market.
To support and strengthen the conclusions of the Easy Line case study, three short studies were done that were used to draw parallels with the Easy Line. The first topic was Braun (a German consumer electronics firm) to illustrate that the desire to simplify people’s lives by creating easy to use products was not new when Philips introduced the Easy Line. In addition Braun’s approach to product design showed similarities with simplicity as defined in this report. The second topic was Philips current approach to simplicity in products and the third is a short study to a selection of other products that somehow use ‘easiness’ in their development process and/or as selling point.
The studies in this report indicate that:
- Naming a product or product line ‘easy’ or having ‘sense and simplicity’ as a brand promise, influences consumers expectations about the easiness of a product. Fulfilling expectations of easiness requires (much) time and effort and is therefore (more) expensive.
- Developing ‘easy’ products (might) require concessions on functionalities and price and the goal to make easy products therefore has to be set early in the process;
- ‘Easiness’ doesn’t seem to be a useful (unique) selling proposition. Adding or focussing on other selling points like sustainability, design or a low price (next to easiness) seems beneficial to sales;
- A product or product line needs to have a consistent and clear message to the consumer. A ‘message’ should preferably communicate the advantage(s) the product has for the consumer (i.e. makes the advantage observable).
- Having easiness as selling point implies investing in the ‘triability’ of the product(s) in the sales situation, as ‘triability’ contributes to the ‘observability’ of the advantage(s) of ease of use and is therefore likely to contribute to sales.
Exhibition
An exhibition was designed to communicate the results of the Easy Line case study. The exposition is divided into four areas where the first forms an introduction; the last three together answer the research question:
1. An introduction to the Easy Line,
2. Why Philips developed the Easy Line,
3. How Philips developed the Easy Line,
4. And the results of the Easy Line project.
The reasons why the Easy Line wasn’t successful should become clear while visiting the exhibition. The exhibition is flexible, so that it can be transported and set up in different locations. The exposition means include large panels with posters, rectangular blocks to put the products on with small signs and standards for magazines and information.
|
[Abstract]
|
| 12 |
|
Building a portfolio based on consumer needs in products filled with air for Blofield
Blofield has an interesting product: the Chesterfield sofa and armchair. However, they lack insight and a structured approach to build their portfolio based on this. Consumer research formed the base in this report for the development of concepts and a proposal for the implementation of new product development.
Consumer research shows that the current product does not offer a clear categorization. It is seen as a fun product that can be used on the side and is versatile. Mobility is not a unique selling point and consumers are unsure where to place it. However, the most potential and fit lies in the outdoor category. With adjustments to the current product and new products that fit this category, consumers will be able to categorize Blofield as an outdoor brand.
After generating ideas, eight concepts passed a filter based on fit and feasibility. Combining feedback from consumers, Blofield and strategic fit three concepts were selected for further development. A time path for development was presented and Blofield can start right away on the development of these new products. Simultaneously to development of these products Blofield should work on generating new concepts.
|
[Abstract]
|
| 13 |
|
Children with Autism and Emotion
The aim of the project is to design a product or device that will enable autistic children to practice emotional expressions with the use of PrEmo animations. It will have to grow with the capabilities of the children and it will have to trigger the children to explore and learn. The product will be aiming at autistic children between 6 and 10 years of age that have no deficits in mental capabilities. These are the children who struggle most with their social problems during puberty.
Snapje is an iPhone app. to learn emotions to autistic children in everyday life. The parent or caretaker makes photo’s with his iPhone from situations in which the child is part of or from familiar people. With these photos and the PrEmos games can be played.
The iPhone has an additional cover with key cord that protects the iPhone from falling, bumping or breaking. Not only does it protect, it also brings more structure to the game in giving feedback on who’s turn it is. In the settings menu, players can chose their own character with belonging colour. The colour, lighting up from the RGB-leds in the cover, correspond with the colours of the characters that have been chosen. The level can be changed in the settings menu as well.
A photo is opened and parent and child can play a game with the photo in which they both have to tag the photo with an emotion. The turns are well addressed by the coloured cover and the characters. The game can be played very openly, discussing what emotions take place, but it can also be played in a way you only know afterwards if the same emotion or different emotions have been chosen by parent and child. If the child selects an emotion that is identical to one chosen by the parent, the child gets directly extra reward. Afterwards it is clear who has chosen which emotion, by coloured distinctions similar to the colours of the players. This can be discussed, and the importance of emotions can be defined.
In addition to this game the child can play four other games on his own. Match and Memory make the child familiarize with the emotions. With the other two games the photos can be reviewed. This happens either in a passive mode in which the PrEmo’s are visible or in an active mode in which the child has to choose which PrEmo belongs to the photo.
Snapje is a fun way to learn emotions in relation to it’s context!
Fun! The younger children do not only have a big interest in reviewing photos of themselves and familiar people, they also like the PrEmo-animations.
Useful! Snapje interests the younger children who can still learn from situations in which they played a role themselves. It raises awareness to the emotions that took place in relation to the context.
Intelligent children over ten years might have less interest in playing the game in their spare time. However, the game is useful for them when played with photos of strangers and situations in which they were not present.
Adaptable! Parent and child find their own way to play Snapje. Either in an open or competitive way.
Snapje stimulates playing together! The play-in-turns, create structure and clearity.
Not only the child revives situations and becomes aware of emotions that have occurred with themselves and around them, but the parent can get more insights on the child’s emotions as well.
Parents are enthusiastic about Snapje and eager to make photos for the game, if their child can still learn about emotions that occur by usage of these photos.
|
[Abstract]
|
| 14 |
|
Back Injuries among KLM Pilots: an analysis and redesign of the cockpit seat
Analysis of the absenteeism among KLM pilots showed that much more KLM pilots (5,8%) are reporting absenteeism due to back problems than the average KLM employees (4,4%). Besides, KLM Operations receives yearly a lot of complaints concerning the comfort of the cockpit seats. Since the absenteeism of pilots due to back problems cost KLM yearly a lot of money it is desirable to reduce the amount of back injuries among pilots. This project describes solutions how the high prevalence of back injuries among KLM pilots can be reduced and how the comfort experienced while sitting in the cockpit seat can be improved.
First of all an assessment of the back injuries and the discomfort experienced by KLM pilots is executed by a literature study. Next an extensive analysis is executed to determine the relation between the cockpit seat design and the reported back injuries and discomfort. A product analysis is executed to analyse the possibilities for KLM to solve the problems. A market analysis is executed to find out which solutions are available on the market to solve the problems. Next several concepts are developed and tested to solve the problems.
The analysis showed that the high prevalence of back injuries among KLM pilots is caused by an unsuitable seat design and the sitting behaviour of pilots, who prefer to sit slouched. The seat pan and backrest contour do not provide a good sitting posture for pilots. They both initiate a slouched sitting posture, which is in literature described as the main risk factor for developing back injuries. Extensive analysis of the regulations for cockpit seats showed that it is realisable for KLM to redesign the cockpit seat cushions to provide a good sitting posture for their pilots to reduce the risks for developing back injuries.
Several concepts for seat pan and backrest cushions are developed to provide a good supported and comfortable sitting posture for all pilots. Prototypes are built for the several cushion concepts and tested among KLM pilots. The best concept for the seat and backrest cushion is elaborated to a final product that meets the regulations which makes implementation of the cushions inside the present generation aircrafts possible. Besides, the change in sitting behaviour should be realized by giving all pilots an instructional workshop and half-yearly back check. Besides, it is advised to pilots to do fitness training at the hotel of destination. An instructional booklet is developed to increase the knowledge of pilots concerning their own influence on the development of back injuries and to give advise how to prevent back injuries. Apart from the short term solution for KLM there is developed a vision for the 2nd and the 3rd generation cockpit seats to prevent back injuries and improve comfort.
The first tests with the new seat pan and backrest cushion show promising results. Based on these results it is expected that implementation of the new cushions in combination with proper instruction and a half-yearly back check will result in a reduction in the amount of absenteeism due to back injuries in the long term. More extensive testing of the seat pan and backrest cushion is advised to test the durability of the cushions and the opinions of more pilots, since test in the flight simulator resulted in very few responds. Since it is hard to realise a change in behaviour it is essential to frequently repeat the things pilots have to do to prevent back injuries.
Although the project is executed to prevent back injuries among KLM pilots the analysis shows that the new cushions have to be implemented in all IPECO/Boeing cockpit seats in general, since the analysis showed that the unsuitable seat design which increase the risk for developing back injuries is not caused by the specific anthropometry of KLM pilots but by the general seat pan and backrest contour that does not correct support the human body. It is therefore expected that not only KLM pilots deal with a high prevalence of back injuries but all pilots flying Boeing aircrafts.
|
[Abstract]
|
| 15 |
|
Design of a Luxury Tent Line: for enhancing nature experience and increasing environmental awareness
This project is conducted on behalf of Esprite Nomade, based in Bali, Indonesia. Esprite Nomade is a design studio, designing luxury travel and lifestyle products for wealthy travelers and luxury hotels.
The company wants to stabilize its position in the market, and become a more profitable company. Therefore a new luxury tent line should be designed, with tents to be used for events, like parties, picnics and meditation, and a tent to be used as a private guesthouse.
With this tent line, Esprite Nomade should change from capacity function to product function, meaning that tent designs should be ready for sale.
Esprite Nomade’s mission, to increase travelers’ appreciation of nature, combined with the current market segment of luxurious travel, makes the niche market of luxurious sustainable tourism suitable for the company.
The tents will be designed to be used in the tropical rainclimate, which is a suitable climate zone for both luxury and eco travel.
The aspects of sustainability, ‘people’, ‘planet’ and ‘profit’, are investigated, resulting in criteria that should be met by the tent line.
In an explorative research the vision of travelers and general managers of luxury hotels on nature experience, luxury and environmental conservation is examined. From this research can be concluded that travelers’ awareness of the environment can be increased by positive nature experiences, information and participating in nature projects.
Based on the previous information the most important design themes for the project are ‘Nature Experience’, ‘Luxury’, ‘Environmental Friendliness’, ‘Customization’ and ‘Easiness’.
Criteria for the tent line are stated and a choice for using bamboo and cotton-based fabric is made.
The final design is a result of explorative sketching and model-making.
This new luxury tent line is presented on the basis of the most important design themes.
The new luxury tent line can enhance the user’s experience of luxury and nature by, among other things, by providing a feeling of spaciousness and wide outlooks on nature.
|
[Abstract]
|
| 16 |
|
An assistive device for eye drop administration
This master thesis discusses the design of an assistive device for eye drop administration.
The administration of eye drops is a daily task for many people. Some of them experience problems doing this, many others make mistakes without even knowing it. Assistive devices do exist, but none of them satisfies all the needs of the users.
A literature research was performed, experts (e.g. pharmacists) were interviewed, users were asked for their opinion and observed when administering eye drops in order to gather information about their experiences with and without assistive devices and their wishes for a new product.
A new device was designed which is easier to position and feels more comfortable around the eye, it gives feedback about tilting the head backwards so that this action can be performed quicker and the discomfort is reduced, and it fits many different kinds of plastic eye drop flasks.
The product was elaborated into greater detail, a prototype was made and tested with users. The design was evaluated positively.
|
[Abstract]
|
| 17 |
|
Airbag beveiligingshoes
SECUNET- Airbag beveiligingshoes
Algemeen:
Het bedrijf SPS is actief op het gebied van risicoverkleining voor de hulpverlener bij verkeersongevallen.
Bij een verkeersongeval, waarbij airbags van het voertuig niet of gedeeltelijk zijn afgegaan, bestaat er een kans op het alsnog activeren van een airbag. Hierbij lopen niet alleen hulpverleners, die het voertuig betreden, maar ook de beknelde inzittenden risico op letsel. Daarom heeft SPS, Secunet op de markt gebracht. Dit is een hoes die over het stuurwiel geplaatst wordt om de stuurairbag af te schermen.
De volgende vraagstukken werden voorgelegd:
1. Is Secunet fysiek nog ‘up to date’ en zo niet welke aanpassingen moeten er plaatsvinden, zodat Secunet beter kan inspelen op veranderende airbagtechnologie en de gebruiksbehoefte van hulpverleners?
2. Hoe kan Secunet het beste in de markt gezet worden, zodat de relationele verstandhouding tussen klant en leverancier geoptimaliseerd wordt om de winst te garanderen en/of vergroten?
3. Is er behoefte aan bescherming voor andere beveiligingssystemen in voertuigen en zo ja welke heeft de hoogste prioriteit om in de nabije toekomst te worden ontwikkeld.
Productplan:
In het productplan is eerst een fundament geformuleerd, waarin het analyse niveau bepaald is en daarmee de doelstelling vastgelegd wordt. Vervolgens wordt er een situatie beschrijving gegeven van hulpverlening bij ongevallen, de ontwikkelingen van technologische beveiligingssystemen in voertuigen, het product Secunet en wordt er ingegaan op de marktwerking tussen klant en leverancier.
Uit deze analyse zijn een ergonomie (gebruiksvriendelijkheid) en routine strategie(verhuursysteem)gevormd, het advies om een systeem te ontwikkelen voor het dashboard voor de toekomstige productlijn en als laatste een herontwerpdoel formulering.
Concepten:
Naar aanleiding van het herontwerpdoel zijn er 10 concepten aan de hand van een morfologische kaart ontwikkeld, waaruit drie totaal verschillende oplossingen zijn gekozen aan de hand van de vooraf gestelde PVE. Elk van de drie concepten zijn gekoppeld aan een business model. Uit deze conceptscenario’s is er uiteindelijk één gekozen om verder uit te werken.
Detaillering:
Het gekozen concept is meer in detail uitgewerkt, hierbij is voornamelijk gekeken naar het spanbandsysteem in de rand van de hoes en naar de service en activatie indicatoren. Bovendien is er een proefmodel gemaakt en zijn enkele testen uitgevoerd om de haalbaarheid te achterhalen. Tot slot worden er aanbevelingen gedaan over de fysieke aspecten in relatie tot het gebruik.
Marketingplan:
Hier is gekeken naar het geschikte analyse niveau en zijn specifieke marktdoelstellingen gevormd. Daarna zijn de cruciale interne resources aan cruciale externe ontwikkelingen gekoppeld, waaruit uitdagingen zijn geformuleerd. Op basis van deze uitdagingen zijn projecten bedacht die SPS kan ondernemen om het product succesvol in de markt te plaatsen en daarmee de winst kan garanderen en zelfs vergroten. Zo zijn er projecten bedacht om promotie te uit te breiden, regelgeving aan te passen en een verhuursysteem op te zetten.
|
[Abstract]
|
| 18 |
|
Vision of a sustainable fitness club: Design of a Product Service System including a Loyalty Program for Human Power in Fitness Clubs
The goal of this project was to design a Product Service System incorporating a loyalty program for human power in the fitness club. This was started by a literature study. The fitness industry was analysed, literature on motivation and loyalty studied and a inspiration was sought in reference projects. This led to conclusions about the fitness industry, loyalty and motivation, requirements for the Product Service System and open questions that needed further research.
During the research phase these questions were answered by interviewing stakeholders, members and
club owners, and holding a creative session. The literature study and research together were the foundation for a vision on the Product Service System.
This has three main elements; fitness 2.0, motivation and interaction.
Fitness 2.0 describes the change of focus in fitness from appearance to health. For a healthy lifestyle you need to exercise, people have found fitness as a solution to implement exercise into their daily life.
Motivation exists of two parts, motivation to exercise and motivation to act sustainable. Motivation to exercise was illustrated with an adapted motivation-ability-opportunity-behaviour model. Setting and achieving goals now feeds into attitude towards the action. Enjoyment is added as an extra feedback loop from the experience of the behaviour.
Motivation to act sustainable can mainly be achieved by the Product Service System by informing the
members on environmental problems and what they can personally do about it. The interaction system plays an important part of combining the concepts of fitness, health, nature and sustainability together.
Based on the vision a concept of a Product Service System was designed. It contains of three elements; the loyalty program, the interaction system and greenwashing the fitness club. The loyalty program concerns the members generating electricity and the conversion of generated electricity points into rewards. The loyalty program makes exercising more fun and helps to motivate the
members to exercise (getting rewards, setting goals. The interaction system involves all the interaction between clubs and members. This interaction is done via the cardio machine, the website and optional via a smartphone application or a kiosk. This interaction aims at motivating and/or informing the members on exercise and health, on sustainable actions and on the fitness club.
The fitness club is analysed and recommendations on environmental improvements are made, clubs can choose how far they want to go. What the club does is also communicated to the members.
In the final part of the project some recommendations are made on the business model. It is proposed
Creditz markets the Product Service System as use-orientated. This means Creditz remains owner of all the hardware and clubs receive the service of the use of the machines. This way Creditz has good monitoring control in the start of the business, clubs do not have to pay a large sum of money at once and it is overall more sustainable as Creditz has full control over what happens to the bicycles.
|
[Abstract]
|
| 19 |
|
Sustainable automotive retailer of the future
This master thesis is about the car retail industry of the Netherlands. The goal of this master thesis is to adjust the decision making process of consumers that are buying a car in a way that sustainability, new developments and an improved vision on mobility is taking into account.
The current retail channel does not meet the needs of today's society and with the introduction of new sustainable alternatives to petrol driven cars the industry is about to have to change. This master thesis is about how the future will be for the retailers and what will change. A concept is developed of what a possible future could be.
|
[Abstract]
|
| 20 |
|
MeetMe - A cyberassistant to support seniors' independence
This master thesis presents a design inclusive research project, with the aim of developing a device for supporting seniors´ independence.
In an explorative research, Existing and emerging technologies, perceived independence, quality of life, social networks and social support and were studied. Additionally, a context mapping study amongst 8 seniors was conducted to identify the major issues in independence for seniors. This explorative research showed that ones independence can be improved by improving ones social network, and the importance of improving the social network is recognized by seniors.
The results of the explorative research were used to design a concept of a cyber-assistant capable of improving seniors´ social network. The MeetMe concept consists of a bracelet and a dock. The bracelet can be taken with the user while the dock can stand in their home. On basis of a personal profile, the bracelet can find other people in the area that have things in common with the user. These people can be stored as contacts in the dock, and through camera and touch-screen input, users can send messages to them and to friends and family.
In a final confermative research, a working prototype and a sight model were tested with end users, in order to specify if the design met the set goals. This research showed that the MeetMe is indeed a good way of acquiring new contacts for seniors willing to expand their social network. Recommendations were made for further research, which can ultimately prove a positive effect of the MeetMe on the independence of seniors.
|
[Abstract]
|