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The course towards home: The path through seamed spaces
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A narrative experience in a patchwork city
Fluctuating through the fragments of the patchwork city, the dweller moves through a sequence of juxtaposed spatial forms that define the narrative experience.
A patchwork is a metaphor to explain the way in wich the city is made up: It is not the result of any unitary drawing but it comes from the collage of fragments, I n a progressive definition of diverse scenes.
In this graduation project the dwellings are the spatial forms. The relationship of the spatial forms makes the space. A space that is a narrative experience within a patchwork city.
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Differentiating emotional hotel experiences
Emotions experienced in response to hotel services were examined with an online questionnaire. The study resulted in 348 cases of hotel service emotions. The frequency of reported pleasant emotions was similar to the frequency of reported unpleasant emotions. Often reported pleasant emotions were satisfaction, enjoyment, and admiration. Often reported unpleasant emotions were dissatisfaction, aversion, and boredom. Some conditions were found to elicit both pleasant and unpleasant emotions (e.g., the hotel staff and decoration), whereas some other conditions caused predominantly pleasant emotions (e.g., the view and complementary items) or unpleasant emotions (e.g., the hygiene and hotel maintenance). Results are reported and an initial concept for an instrument to measure emotional responses of hotel guests is introduced.
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D.Scape: 'A design strategy and concept design of the first Dilmah brand and product experience environment'.
This executive summary gives a concise explanation of process and results that led to the design strategy and concept design for the first Dilmah brand and product experience environment, named D.Scape.
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Tales of Sunlight: A roadmap to the Future Philips Wake Up Light
This report describes a graduation project in Industrial Design Engineering at Delft University of Technology conducted for Philips Design in Amsterdam.
It treats the explorations of future potentials for the Philips Wake Up Light from 2012 until 2015.
From extensive research both on existing solutions as well as waking up, sleep and the bedroom environment in general, several user issues were identified. There is especially a need for personalized wake up tools, solutions adapted to couples and products that can assist both waking up and going to bed. These three directions shaped a Design Experience Roadmap containing user insights, personas and product concepts.
Based on consumer feedback the strongest one of these directions – the personalized wake up experience – was developed further into a complete product proposition:
‘Bennu’, the new Wake Up Light model of 2015 uses dynamic LED lighting to create moving patterns of light and shadow as if the real sun was shining through the window. Users can change and even create new sceneries via their smartphones – enabling them to freely design their own wake up experience.
First reactions to the new concept are very positive: people say it is something that would help them wake up both more effectively and pleasantly.
With the introduction of dynamic lighting, Philips opens the door to new user experiences, but also strategic advantages in the
market of dawn simulation.
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Preferred Security Experience : designing a security area with a human perspective for Schiphol Airport
Schiphol Group is owner and operator of Amsterdam Airport Schiphol and driven by the ambition to become Europe’s Preferred Airport. The airport industry has become a fiercely competitive market due to prizefighters. As Schiphol is quite an expensive airport for airlines and passengers, it has to distinguish herself by quality and service. In order to stay competitive in the long run as well, it is crucial to look further ahead.
Also in the consumer market changes can be identified: Due to the increasing safety regulations for airports, the security checks have become stronger and more intensive for passengers in the last few years. These measures strengthen the feeling of safety on one hand, but on the other hand security is experienced worldwide more and more as a unpleasant process. At Schiphol airport security is even marked as one of the largest dissatisfiers in the passenger perception. As a result of this changing context new passenger needs will emerge with regard to security.
This project explores how Schiphol can distinguish herself by creating an innovative security area for 2020 in which the needs of the passenger are the drivers of the design.
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Designing the new sports bar experience: Research of the old and development of the new experience inside the Sport Café
The Sport Café in Delft is a well known and most used area by lots of different user groups. The years of use have worn-out the current interior and the interior is in need of a new appearance. The goal of this project is to design the new experience of the Sport Café keeping in mind the different wants and needs of all the different target groups of the Sport Café; the primary target group, the students, the secondary target group, the staff and employees of the TU Delft and the tertiary target group, the daily visitors for lunch and dinner.
The project starts with an analysis of the company. Aspects as the image, the identity and the goal of the company are described. A SWOT-analysis shows the strengths as well as the weaknesses of the Sport Café. The external analysis focuses on the surrounding area of the Sport Café. The market position is compared with competitors and important trends in demographic and society are invested. An additional small research is added that investigates in sitting positions of different personal relations.
An observational research is conducted next to find out more about the life inside the Sport Café. The results of this research are captured in different floor plans of the area with specific information. To complement the conclusions of this research a more elaborate user research is added. With this more specific research I was able to get to know the users of the Sport Café better.
All the knowledge about the Sport Café and its users let to the set up of the design specifications for the new experience inside the Sport Café.
The design of the new experience is divided into two different phases. The first phase focuses on the design of the shell of the Sport Café, the interior. The second phase focuses on the small scale design, the furniture.
The synthesis phase comes together when the interior designs are combined with the furniture design in the fusion. Three chosen interiors are arranged with different furniture designs with an appropriate mapping of the area.
The choice of the new interior of the Sport Café is based on all the before set requirements from the analysis phase and the user researches. This results in the new experience inside the Sport Café.
Three furniture concepts have been chosen for further elaborations. The chair concept has been chosen, based on important aspects as the furniture design for the remaining part of the project. The biggest and last challenge with this chair is to make it stackable. This last requirement was added last and required a few changes of the design. The design is finished with a small ergonomic research that resulted in the dimensions of the chair. The materials of the chair have been chosen is such a way that the chair is able to withstand the dirt and moisture from the people using the chair after exercising at the Sport Centre and it can be used outdoor during the summer. The chair has also been tested on different loads on the seat and is analyzed with the use of a simulation. The sales price of the chair is determined to be € 200,00. This price is based on a costs analysis of the materials, the labor costs, the supplies and the development costs.
As a final a real life scale prototype has been made to analyze the aesthetics and dimensions of the chair.
The design of the new experience inside the Sport Café as well as the chair design have been concluded with a criteria check and recommendation.
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Making the Tent Cool Again: Making the recreational tent a more integral part of the camping experience
This project seeks to determine how the recreational tent could become a more integral part of the camping experience.
Instead of looking at “what is wrong” with current tents, this project focuses on defining how the recreational tent can better fit into the user’s outdoor experience. By focusing on the factors that make outdoor recreation enjoyable on an emotional level, the project defines a new context for the tent. The resulting product becomes a place for human interaction and bonding rather than simply a place to sleep and store belongings.
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Nature experience of children with physical dissabilities
This report describes a graduation report for Stichting Bio kinderrevalidatie on the nature experience of children with physical disabilities. It starts with a contextmapping research into the nature experience of children at the terrain of bio and concludes with a design to improve the nature experience of the children.
Assignment
The terrain of Bio in Arnhem is being redeveloped as a holiday location. Currently the surroundings of the premises are being adapted to facilitate play. The terrain is surrounded by a forest, which is not used much at the moment. Bio wonders how the nature experience of the children that stay at the resort can
be improved. Therefore they would like to have an object to be placed on their terrain which lets the children experience nature in a playful way.
Analysis
To gain insight in the group of users at the Bio terrain and their view on nature and playing outdoors a contextmapping study was set up. Several user groups were involved in this study. The study aimed at answering research questions that were set up in order to come to a valuable design direction. From the research could be concluded that To the participating children nature is virtually everything that is outside. The children do not know much about nature itself, but enjoys being taught on the subject. Some of the children only get in contact with nature when their teachers take them.
The children have different attitudes towards nature. While one can see the beauty of things and talks about nature in that way, others just see play possibilities in digging holes and biking on difficult paths.
Outdoors most of the children enjoy being active: riding a bike, go-kart or playing games like hide-and-seek or tag. Children in wheelchairs can not always participate, but the children that express they want to participate are helped as much as possible. Jumping on the trampoline is something all children can and like to do. The children who are in a wheelchair lie
down on the trampoline to feel the movement of the others. The children always need supervision at the activities they do outside and there is always a caregiver present.
The children enjoy playing together. This usually goes well depending on the personalities of the children. Generally children of the same intellectual level bond and will play together.
Design
From the analysis was concluded that a design that offers play possibilities for all children on the terrain would be designed. The group of children at the Bio terrain was based on the analysis phase divided into three groups. The division of these groups was based on cognitive abilities. With these three
groups in mind idea sketches were made. From these sketches 3 ideas were chosen to be developed into concepts. One of these concepts was chosen to be developed into the final design; het Bio Belevingen Bos (The Bio experience forest).
The design of the Belevingen Bos consists of different elements or experiencing and doing. The elements are grouped in the forest to provide nature experiences to all children.
The Belevingen bos has a central space with a bench from where the parents can watch their children. From the bench there are routes to the other elements in the forest.
There are trays in which children can collect and play with natural materials they find in the forest. With bigger materials the children can build their own natural landscape in the ‘build’
area. Three cabins across the terrain offer sensorial experiences like vision and sound, and can get the children in contact with nature by watching birds.
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Engagement and Experience In Service Design: Development and Implementation of a New Service for the Prato Industrial District
This thesis was elaborated as part of a project developed for the Italian Chamber of Commerce of Prato, during a collaboration with the MIT-MEL. The final output of the project is the design of a strategy to support the Chamber of Commerce in the implementation of a new service to the district of Prato.
Faced with current economical and social pressures, the Chamber of Com- merce of Prato expressed the need for internationalizing the district.
Prato is an industrial district in Northeastern Italy, highly specialized in fashion manufacturing. However, the general fall in demand and competitive pres- sure of new supply markets had immediate repercussions on the exports and economic situation of Prato’s industrial district.
The research question addressed in this study is: How can stakeholders be better engaged in the experience of a service provided by a public sector organization?
In order to provide an answer to this question, a literature research was done and a case study was performed.
To reach the objective, the project is structured in three main phases: re- search, design, implementation strategy.
The service, named Fashion Valley, was developed during the collaboration period and used as a case study for this research. From the literature and context analysis, a list of design guidelines to reach a greater engagement and thus create better experiences was developed. These guidelines lead to the creation of Fashion Valley, a discovery and management web-platform for the companies of Prato and external designers.
The service creates new business opportunities in the district and facilitates the manufacturing process. The value exists for designers, companies and con- sequently to the Chamber of Commerce. Fashion Valley promotes the district and fosters new business relationships.
The business model developed is the unification of all the steps which need to be taken in order to achieve a cohesive service strategy. Steps can be clus- tered in three diðerent levels: the technology implementation, engagement initiatives and long-term strategy, and are represented in the service road.
Technology refers to all the backend development and design work needed in order to build the web platform where the service will exist. Engagement initiatives are meant to promote the district, create connections between us- ers (e.g. workshops and pilot group) and happen through the existence of the service. They widen the already existing service touchpoints to not only digital but also physical experiences.
Moreover a greater engagement of stakeholders will least to the continuity and exploration of the service opportunities over time.
Furthermore the project outlines a strategy for the coming four years, thus the chamber will still need to be flexible towards any changes that might occur. The graduation research on the basis of this project has unveiled challenges inherent to the management of service design approaches within the public sector.
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Descriptive Designing: A search for awareness of space and experiences in architecture
For my graduation project in ExploreLab at the TuDelft, I have been given all the freedom to create my own assignment. With the guidance of Klaske Havik, Patrick Healy and Elise van Dooren, I have created this project which is a search for tools which can implement the experience of space within the design process. I have done this by using literature as a tool. The project is half a theoretical project, in which I examined the use of literature as a tool. The other half exists out of three small designs which each test and analyse the theory part.
The three designs have in common that they are designed for a blind character, which emphasises the experience of space not by sight, but through the other senses. The designs differ from each other in the way literature is used as a method. Each design is based on a different book and a different angle (writer / narrative / character). Also the function of each design is different according to their location. The thesis, which comes from the theory, together with the three designs, forms my graduation project in which I have explored the experience of space and the tools to implement it into the design process.
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Improving the user experience of nasoenteral tube feeding
This graduation project originates from a discomfort of a patient who couldn’t obtain common food in a natural way due to an obstruction in the digestive tract. Therefore, the patient needed tube feeding, which had to be administered into the digestive tract using a nasoenteral feeding tube. Despite the importance of the tube, the user experience throughout the tube feeding treatment was very unpleasant and intense.
Further research regarding the user experience of nasoenteral tube feed- ing showed that patients experience many problems during the process of this kind of tube feeding treatment. First of all, bringing the tube in- side the patient’s nose, throat and gullet down to the stomach or small intestine feels very uncomfortable. Furthermore, patients experience all kinds of problems during the daily use of the tube: it causes pain, irritation or fear, it interferes with their freedom of movement, it makes them un- comfortable in public and it brings along a time consuming maintenance. The maintenance of the tube and accompanying system to administer the feeding is time consuming due to the fact that the whole system needs to be flushed with water several times a day to avoid obstruction. Besides, the tube is fixated with sticking plasters that need to be replaced two or three times a day as they don’t stay in place or cause irritation. Next to these problems, some also concern the removing procedure of the tube or inadequate knowledge of heath care professionals.
During this project a concept of a tube holding device has been developed to improve the user experience of nasoenteral tube feeding. The concept focuses mainly on the daily use of the feeding tube as the problems that occur in this phase influence the user experience the most. Due to the new concept it is possible to fixate the feeding tube on the face of the pa- tient after it has been brought inside their digestive tract. Throughout the daily use of the tube, which can last for a few days or several weeks, the tube will now kept in place by means of the tube holding device instead of fixating the tube with multiple sticking plasters.
The tube holding device consists of a clamp to fixate the feeding tube and a headband that can be placed on the head of the user. Together these parts make sure that the tube interferes less with the patient’s freedom of movement, which is a big improvement compared to the current situ- ation. Furthermore, the tube holding device avoids kinking of the tube, guides the tube naturally down to the administration system, captures the weight of the feeding tube and the fixation of the tube looks more subtle. Finally, the tube holding device makes sure that the patient wor- ries less about undesired movements of the tube as it is fixated quite tight inside the device and the maintenance of the tube is less intensive due to the fact that the sticking plasters are no longer necessary.
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Physical pain in user-product interaction
The main focus of the multidisciplinary nature of design is to provide users a better life in terms of enabling the products to be safe, usable and pleasurable to use. Therefore, physical pain is always avoided. However, physical pain is involved in our daily lives, not only as an avoided concept, but also as a constructive concept. It is used for functional or hedonic purposes; whether consciously or not. The focus in this research is exploring these ‘used’ pains, and their relations to product design; in other words, how products are (or how they may be) used or manipulated to use pain instead of avoiding it.
Eventually, the aim is to map the pain experience as a constructive element of experience and to come up with a statement for the usage of physical pain in product design as a beneficial tool, instead of just being a tool for pleasure as it has been used in product design till now.
In order to explore the pain experience with products, a contexmapping study and a focus group study have been done. The phenomena of ‘good, transitional and bad pain’ were introduced. Following this, pain experience with products model was proposed utilizing the results of the studies and for the exploration of the implementation of the model in practicum, a generative session study to obtain initial design ideas was done.
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Look, who is talking?
Background and context
Virtual Simulation Training increases in popularity for training of first responders in case of emergency situations. ‘XVR’ is virtual simulation training software used for this cause and is considered to be a Serious Game. Feeling immersed in a simulation is assumed to positively influence learning. Immersion is related to aspects like experiencing Presence and Involvement in the virtual environment. Realness of and interaction with the virtual environment can generate the feeling of Immersion. For a training of Fire Crew Commanders (FCC) the communication between the trainee and the instructor who is physically present, plays an important role. Trainees find themselves dividing their attention between the virtual and the real world.
Objective
The objective of this study is to research the influence of a different method of communication with the instructor on the experience of Immersion of a FCC during his training, by integrating the instructor’s role-play into the virtual environment (One World; virtual and real world aligned).
Research Questions
The primary research question of this thesis is: can the immersive experience of a Fire Crew Commander during simulation training with XVR be improved by integrating communication through role-play with the Virtual World to experience Immersion in One World?
The secondary research question elaborates on this new manner of training with integrated communication: what are the effects of various ways of enriching communication between the Fire Crew Commander and the virtual characters in this newly created One World on the experience of Immersion of the Fire Crew Commander?
Methods
The immersive experience of a total of 27 Dutch Fire Crew Commanders was measured by a questionnaire and by post-experimental interviews. The current training situation and four situations with an instructor integrated in the virtual environment and manipulations of the communication were tested. The questionnaire measured the concepts of Communication, Spatial Presence, Involvement, Realness and Co-Presence. The interview gathered the Fire Crew Commanders’ experience of the different conditions.
Results
The immersive experience of Fire Crew Commanders was not influenced by the position the instructor had during role-play. An auditory cue (different voice) and a visual cue (speech balloon) were experienced to be beneficial for giving orders in the virtual environment. An effect of the cues on the feeling of Immersion in the virtual environment was not revealed. However, an ANOVA (statistical test) revealed that an instructor who is integrated in the virtual environment in combination with visual and auditory cues has a positive effect on experiencing giving orders in the virtual environment.
Conclusions and Discussion
For Serious Games, which train decisiveness and leadership abilities, the position of the instructor has no impact on the immersive experience of the trainee. This implies that the learning effect will be equal with or without an instructor who is physically present, assuming that Immersion influences learning. Visual and auditory cues can be supportive in creating a better understanding and control of the training scenario. For E-Semble this means that remote learning could be offered alongside the current training form. Also, integration of visual or auditory cues are supportive in understanding the scenario more easily; this sympathises with an XVR learning objective.
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Design of Experience Sampling Tools for Reporting Student Experience in Design Education
Considering the continuous design activities that are performed throughout the design projects, design students goes through several stages of decision makings, and sometimes experience problematic situations in between consecutive supervisory meetings. Revealing all experiences during the discussions with supervisors, thus communicating the ideas could be sometimes difficult. In order to provide a better guidance, it is also important for supervisors to understand the students’ process in between these meetings.
There are available tools used in the fields like education or health in order to monitor an individual’s daily life in relation to the context (e.g. time, place, activity) and personal circumstances (e.g. emotions, feelings, ideas). These tools are developed based on experience sampling method (ESM), a research method focus on collecting self-reported data from participants in order to measure their daily life experiences, especially during a long period of time.
Since the target group and experience has different characteristics for each context, design of experience sampling tools are also gaining importance to address these specific experiences according to individuals’ needs and expectations. Aiming at assisting design students to do regular self-reporting on their experiences, this study presents a background research for designing experience sampling tools that would be used by students and supervisors to keep track of students’ experiences throughout design projects.
In this sense, this study intends assisting students self-reporting activities, translate the main design requirements of experience sampling tools into the context of design projects, as well as revealing guidelines for the future implications of ESM tools in design education.
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Designing the User Experience for the Future Keyboard
Future Keyboard offers users a rich musical experience by enabling them to connect their keyboard with web-enabled media devices.
By conducting research into the desired user experiences and suitable interface solutions, afterRecord has been developed as the style guide application for new apps. It fits with musical experiences for improvement and relaxation, and demonstrates the desired interface elements and performance visuals.
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Integrated Video Experience for MRI patients
Since its introduction, physicians around the world have largely used Magnetic Resonance Imaging (MRI) as diagnostic technique. It has been demonstrated that the patient experience during the MRI scan influences their breathing, and with that the scan time and image quality. Reducing the data acquisition time means to decrease the chance to incur into physiological distresses or to limit the set of physical constraints implicit within the MRI scanner.
In this direction a research on a novel technique to guide a subjects’ breathing pattern through the use of a projected video has been carried out by the Basel University Hospital in Switzerland.
This graduation project is based on that research and it is about the design of an integrated video experience for MRI patients to reduce phycological distresses by improving the respiratory efficiency and as a consequence the imaging time.
On the market there are already three MRI video systems that could be used to show the video developed by the hospital. However these systems lacks in term of engagement and some of them may cause disorientation to the patient. Moreover most of these systems are not designed for a daily use.
A new projection system has been developed with the aim of decreasing the patient stress by engaging him with a video screen placed in proximity of the patient face. This screen solution together with an innovative video projection technique designed by Knowledge Resources (Basel, Switzerland) allows to watch the video at any stage of the examination. The advantage is that the patient starts the immersing video experience before to enter in the scanner bore and it ends immediately after he his driven out. In particular this system help the first time MRI users to cope with the high stress level of entering inside the scanner bore.
To prevent disorientation or dizziness the projection screen has been designed to do not completely exclude the patient from the outside environment. In particular the screen do not completely fill the field of view of the patient in order to let him to control what is happing around.
Unlike the video systems already on the market this is the first example of an MRI video system who has been designed with the principal aim of decreasing the patient stress.
The entire video system has been designed to be placed inside the MRI suite that is regulated by a specific product restriction. A working prototype of the video system has been produced with the aim of testing the video system principle and the user experience. However the short time nature of the project did not let the student to do that. In this direction those tests should be conducted by the client before to decide what is the next step in this project.
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The freedom of light characteristics in atmosphere perception for the living room
With the introduction of LED lighting, nowadays designers and architects have more
flexibility to evoke emotions and create certain atmospheres in a space by means of artificial
lighting. The perceived atmosphere in a space is an experience of the surroundings in relation
to ourselves; it is an affective evaluation of the environment (Scholten et al., 2003; Vogels,
2008). Previous studies related to atmosphere perception have given valuable insight into the
relation between white light and the perceived atmosphere (Vogels et al., 2008). Moreover, in
(Seuntiens and Vogels, 2008) four atmospheres (cosy, relaxing, activating and exciting) were
designed by professional lighting designer for a standard living room and verified by end
users. This study found clear commonalities between the professional lighting designers with
respect to the chosen light characteristics to evoke a certain atmosphere in the room.
However, it was not clear how much variation in light characteristics was allowed before an
initially perceived atmosphere disappears. In the present research three experiments were
conducted to investigate the allowed variation in light characteristics (luminance, color
temperature, hue and saturation) on two atmospheres, namely cosy and activating.
In the first study, a tuning experiment was conducted in order to investigate the
allowed variation in light characteristics on the initially perceived “cosy” and “activating”
atmosphere. In general, the results of the first experiment showed that participants allowed
quite some variation in light characteristics in both atmospheres. On average participants
allowed an increase in luminance of the white light sources of a factor two to four compared
to the initial luminance level, and a decrease in luminance of at least a factor of two.
Furthermore, a consistent change of about 800K was allowed for the increase in color
temperature in the “cosy” atmosphere and the decrease in color temperature in the
“activating” atmosphere. Due to technical limitations, the decrease in color temperature in the
“cosy” atmosphere and the increase in color temperature in the “activating” atmosphere were
not investigated in this study. Finally, the allowed change in hue and chroma of the colored
luminaires was found to be larger in the “activating” atmosphere than in the “cosy”
atmosphere.
In order to investigate the effect of a change in light characteristics on the perceived
atmosphere, a difference scaling experiment was conducted. In this experiment, participants
compared the average allowed change in light settings as obtained from the first study to the
light settings corresponding to a “cosy” or “activating” atmosphere as reference. A short
version of the original atmosphere questionnaire of Vogels (2008) was used to assess the
perceived atmosphere in the room. The results showed that an increase in luminance of the
white light sources reduced the cosiness and tenseness of the atmosphere, and enlarged its
liveliness and detachment (with a reverse effect for a decrease in luminance). A decrease in
color temperature was found to increase the cosiness, and to reduce the liveliness and
detachment of the atmosphere. With regard to the colored luminaires, a change in hue was
found to mainly affect the cosiness and detachment, whereas a decrease in chroma mainly
affected the liveliness and detachment.
In a follow-up experiment participants assessed the perceived atmosphere for the
allowed change in light settings without the initial “cosy” and “activating” atmosphere as a
reference to compare with. In general, similar trends with respect to the changes in the
atmosphere were found, however, the effects were considerably smaller. This indicates that
participants found it more difficult to distinguish the atmosphere related to the different light
settings when they could not directly compare them.
In this study, boundaries for the allowed variation in luminance, color temperature,
hue and chroma were obtained for the “cosy” and “activating” atmosphere. In addition, the
results gave further insight into the relation between light and perceived atmosphere.
However, this research also has its limitations in the sense that some light characteristics,
such as the spatial distribution of the light, and its dynamics, as well as the spatial
configuration of the light sources, were not included. More research is needed to investigate
the effect of these aspects on perceived atmosphere further.
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The experience of home: stages of perception in contemporary housing
The main goal of the design is to find a way to enhance the quality of the experience of the city through the design of living spaces. These are themselves developed according to how the space is perceived and experienced, and not with a mere functional approach.
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Sensory Dominance in Product Experience
People perceive the material world around them with their five senses. Information from different sensory modalities is integrated in the brain to create a stable and meaningful experience of objects, including industrial products that accompany us in our everyday life. Some of the sensory systems play a more important role in product experience than others. Designing pleasurable products can enrich user satisfaction and contribute to the well-being of people and society. While designing products, it is important for designers to be aware of the complex relationships between various sensory product properties. The aim of this research was to understand which sensory modalities are more important for specific product experiences, and how product experience can be influenced by various combinations of sensory stimuli in products. We investigated the relative importance of various sensory modalities at different stages of product usage, for specific product experiences (freshness, naturalness, warmth, and noisiness), and for different groups of users. This thesis has demonstrated that the importance of sensory modalities may depend on the stage of user-product interaction, on the specific experience that designers aim to induce, and on the language differences between users. Other factors (such as individual differences or situational variables) may also play a role in sensory dominance. Therefore, research on this topic should continue in the future.
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