"uuid","repository link","title","author","contributor","publication year","abstract","subject topic","language","publication type","publisher","isbn","issn","patent","patent status","bibliographic note","access restriction","embargo date","faculty","department","research group","programme","project","coordinates"
"uuid:78214c62-6af2-4a51-adb1-6ce253258ead","http://resolver.tudelft.nl/uuid:78214c62-6af2-4a51-adb1-6ce253258ead","Soundstorm: Collaborative Ideation for Sound-Driven Design","Moleman, Rob (TU Delft Industrial Design Engineering; TU Delft Design Aesthetics)","Ozcan Vieira, E. (mentor); Delle Monache, S. (graduation committee); Delft University of Technology (degree granting institution)","2024","Product sounds are important in our interactions with them. The temporal and context-dependent nature of sound makes it difficult to design them. There is a semantic gap between how we talk about sound and how it is embodied. Sound-driven design aims to improve this in two ways. It proposes a human-centered design approach, focusing on designing for the listening experience instead of purely the sound. Secondly, it proposes a collaborative approach, iteratively designing the listening experience with all stakeholders throughout the project.
The four stakeholders of sound-driven design work and design with sounds in different ways. Sound designers are brought in late into a project and work on sound solitarily. They are experts at bridging semantic gaps. Acoustic engineers are solution-oriented and think of sound in terms of noise elimination. Design researchers are experts in guiding design processes and incorporating user needs but are ill-equipped for sound. Expert users are well attuned to the sounds of their context, which is vital information for sound-driven design.
During group ideation, participants use generative session methods to generate solutions to a design problem. If this collaboration is managed effectively, a group outperforms its members. Generated ideas are larger in quantity, quality, variety, and originality. During idea generation, participants use their creative cognition to generate ideas. The dual pathways model of creativity states that creative cognition is the result of persistence and flexibility in thought. These two cognitive processes can be primed to enhance creativity.
Based on this theory I designed Soundstorm, a quick and collaborative card game. Players take turns making product sounds based on randomized prompts. It should be played before starting a generative session, and positively influences its outcomes. Soundstorm is meant to improve creative cognition by priming the persistence and flexible cognitive process. Soundstorm allows players to practice vocal expressions. Playing a collaborative game increases social cohesion.
Soundstorm was validated using a protocol study (n=18), in which 3 groups played a game before a brainstorm, and 3 did not. There was no increase in the number of ideas generated. There is an increase in iteration for the Soundstorm group, but the effect was not significant.
Future research into sound-driven design ideation should explore the fundamentals of sonic and verbal generative methods. Furthermore, sound-driven design should be applied in a collaborative project where problem and solution are allowed to coevolve over multiple iterations.
The research process involved thorough analysis of interview results which led to dilemmas which offered a base to the ideation process employed within this project. Through ideation and iteration, a creative solution could be generated that holds promise for fostering human flourishing. In lines with the principles of Positive Design, this condition is key for enhancing subjective well-being and offers an insight on the potential of design to contributing to this within the domain of gardening.
Prior to the field research, extensive desk research and a literature review was conducted, where the existing sources between well-being and gardening were explored. Additionally, the role of gardening tools within the aspect of how they contribute to well-being was explored, given the collaborative nature of this project with the company Talen Tools, renowned for its high quality gardening tool craftsmanship.
As a final result, this project offers a new perspective on how designers can harness Dilemma-Driven Design to actively contribute to Positive Design, embodied through the design of the “PocketHelp”, a device that aims to overcome the dilemma of desiring help from fellow gardeners without seeming helpless, which is a dilemma commonly faced by community gardeners within the gardening complex Delftse Hout. The project offers insights into various design strategies which can be utilized to the enhancement of subjective well-being, in this case particularly within the context of communal gardening.","dilemmas; well-being; design; Gardening; tools","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:418d66c7-13e5-47f4-89a3-cbbe369fa396","http://resolver.tudelft.nl/uuid:418d66c7-13e5-47f4-89a3-cbbe369fa396","Forming a guideline for the design and maintenance of resilience in an international green hydrogen supply chain","Hillen, Justus (TU Delft Technology, Policy and Management)","Yang, M. (mentor); Correljé, A. (mentor); Delft University of Technology (degree granting institution)","2023","In the wake of the 2015 Paris Agreement on climate change, global efforts have intensified to reduce carbon emissions and transition to renewable energy sources such as solar and wind power. However, the asymmetry in energy production and consumption among nations, coupled with the seasonal and temporal intermittency and geographical variations of renewables, has highlighted the need for efficient energy transport solutions. Hydrogen has emerged as a promising candidate due to its high energy density and the fact that it only produces water when burned. Governments, both at the national and international levels, have outlined ambitious roadmaps for green hydrogen production and utilization, as seen in the EU's REPowerEU package aligned with the EU Green Deal and Japan's ""Basic H2 strategy."" Two prominent importers of hydrogen, Japan and The Netherlands, have been actively involved in shaping the future of international green hydrogen supply chains (IGHSC).
However, as plans for IGHSC development gain momentum, so does the recognition of the need for resilient characteristics within these supply chains. They must be designed to withstand, adapt to, and recover from unexpected disruptions effectively. This research aims to address this need by developing a guideline for establishing a resilience design methodology specific to IGHSC, using Japan and The Netherlands as examples of significant future importers.
The primary research question guiding this thesis is: What guidelines can be established to design and maintain resilience within an international green hydrogen supply chain, with Japan and The Netherlands as exploratory importers?
The research approach combines extensive literature review, analysis, and interviews within a qualitative exploratory framework. A theoretical framework was constructed to uncover the interconnections between various theories and fields of study. This framework not only unveiled previously unnoticed associations but also elucidated the disruptions and resilience mechanisms inherent to IGHSC. Two novel optional IGHSC configurations were identified and introduced, and a comprehensive catalog of relevant disruptions, along with their respective domains, was created. Through a rigorous evaluation of existing research on disruptions and the enhancement of categorization schemes, this study developed a new structure for categorizing potential IGHSC disruptions systematically. These disruptions were categorized based on their potential domains of origin.
The concept of resilience was subsequently defined and categorized into two distinct phases and three scopes, providing a structured framework for designing and maintaining resilience within an IGHSC. Recognizing that the establishment of a global hydrogen economy is pivotal for achieving global net-zero goals, it becomes imperative to prioritize the design and maintenance of resilient IGHSC. This thesis presents a newly developed guideline that contributes to the design and maintenance of resilience within an IGHSC, serving as a crucial step towards realizing a sustainable and reliable global hydrogen economy.","resilience; hydrogen supply chain; disruptions; design","en","master thesis","","","","","","","","","","","","Complex Systems Engineering and Management (CoSEM)","",""
"uuid:a29a09e1-500e-4553-b252-ebe9b5824f4b","http://resolver.tudelft.nl/uuid:a29a09e1-500e-4553-b252-ebe9b5824f4b","Design of a patient-tailored 3D-printed HDR brachytherapy applicator for the treatment of cervical cancer","Pool, Lotte (TU Delft Mechanical, Maritime and Materials Engineering; TU Delft Medical Instruments & Bio-Inspired Technology)","Straathof, R. (mentor); van de Berg, N.J. (graduation committee); Dankelman, J. (graduation committee); Sakes, A. (graduation committee); Delft University of Technology (degree granting institution)","2023","Brachytherapy is a type of internal radiation therapy that is used to treat cervical cancer. It involves the application of a radioactive source in close proximity to the tumour. This can be done either by directly inserting the source into (or close to) the tumour using interstitial hollow needles, or by loading the source into an intracavitary applicator that is placed in the vaginal cavity. Standard applicator types may lead to suboptimal radioactive source placement, possibly resulting in underexposure of target volumes and overexposure of organs at risk, especially in advanced cancers. Customised applicators and optimised needle channels based on the patient's MRI/CT data could enhance conformity between target volumes and prescribed isodose. Hence, the goal of this project was to develop and validate a design for a 3D-printed brachytherapy applicator which geometry is based on the patient's vaginal cavity and which features optimised interstitial needle channels based on the patient's anatomy and tumour location.
Various analyses have been conducted which have led to the establishment of a list of requirements for the applicator design. Based on this list of requirements, two conceptual designs have been presented: one fully 3D-printed design and one design that is clicked on the Geneva ovoid tubes. Through the creation of prototypes, these conceptual designs have been refined into two final designs which were manufactured in PA12 using selective laser sintering. The dose attenuation properties of PA12 were evaluated and compared to that of water. Furthermore, the potential needle positions within the proximal end of both designs have been analysed. For both designs, a final prototype based on a phantom's vaginal cavity geometry has been created. The usability of these prototypes has been tested by three radiotherapist-oncologists, who also provided feedback on the designs. Upon analysing their feedback and the outcomes of the other evaluations, recommendations for future designs have been formulated.
The conducted dosimetry experiment yielded a maximum difference of 0.8% between the average percent dose depth curves of water and PA12, which can be considered a water-equivalent response. This allows PA12 to be used as the material for the applicator. The result of the potential needle position analysis suggest that the first design provides more space for personalised needle channels in the top of the applicator compared to the second design. The three radiotherapist-oncologists validated the usability of both final prototypes.
Two designs of a patient-tailored 3D-printed brachytherapy applicator containing optimised interstitial needle channels based on the patient's anatomy and tumour location have been presented, produced and validated. Based on the outcomes of the conducted evaluations, there can be concluded that the first concept shows the most promise to be used as a design for a patient-tailored 3D printed brachytherapy applicator. However, to ensure the proper functioning of the working principles, further development is required. If the recommended improvements are implemented, the design has the potential to be used as applicator in the treatment of cervical cancer.","brachytherapy; 3D printed; design","en","master thesis","","","","","","","","2025-09-19","","","","Biomedical Engineering","",""
"uuid:13d831d5-f735-4679-bdbb-a4eef39a5d21","http://resolver.tudelft.nl/uuid:13d831d5-f735-4679-bdbb-a4eef39a5d21","Framework for standardized design of a biorefinery: Implementing a standardized refinery modification design considering differences in local and global effectiveness & the presence of heterogenous stakeholders","Abergas, Gerel (TU Delft Technology, Policy and Management)","Ibarra Gonzalez, P. (mentor); Warnier, Martijn (graduation committee); van der Bij, M. J. (graduation committee); Delft University of Technology (degree granting institution)","2023","When it comes to the modification of a fossil- to bio-refinery, the reuse of a standardized design is unprecedented. Factor in the presence of stakeholders with varying interests and opinions equates to a highly complex system. Alignment of the stakeholders is therefore recognized to be necessary. The possibilities on how to make such a refinery modification less complex through the alignment of the relevant stakeholders became the goal of this study. To achieve it, a framework has been developed, and the necessary data to construct it shall come from interviews with experts from the field and literature reviews. The findings show that alignment of the stakeholders on the requirements that need to be considered for
modification projects can help in increasing the success of the implementation of a
standardized refinery modification design. To test the framework, it was implemented in an engineering company’s refinery modification project. Out of the framework implementation advice has been formulated on how to further help the engineering company to become successful in aligning their stakeholders and to effectively implement a standardized refinery modification design.","Standardization; framework; refinery modification; stakeholder alignment; Biofuels; design","en","master thesis","","","","","","","","","","","","Complex Systems Engineering and Management (CoSEM)","",""
"uuid:b29db7cd-91e0-41af-9fdf-df7a30e05119","http://resolver.tudelft.nl/uuid:b29db7cd-91e0-41af-9fdf-df7a30e05119","How Smart Objects Can Support Reflections on Health Behavior Change","Schroeder, Philippe (TU Delft Industrial Design Engineering)","Kraal, J.J. (mentor); Rozendaal, M.C. (mentor); Delft University of Technology (degree granting institution)","2023","It is difficult for people to find strategies that fit their needs for changing behaviors. This project investigates how individuals can be supported to reflect on their health behaviors through the use of technology. Through various research and design methods, the project provides a comprehensive overview of the literature on reflections, how technology can support them, how they can assist in the behavior change process, and how to design for reflections. The identification of nine core reflection needs and the creation of a design space lead to a design concept and a prototype. The project reveals that helping people to reflect is a promising approach to helping them change behaviors. There are many ways to design for reflection, and the Reflection Card created in this project successfully helps people to do so. Reflections not only lead to self-insights, but they are also desirable due to their inherent qualities of slowness, deliberateness, and inefficiency. In a world designed around efficiency and speed, it is a refreshing approach to support people in their behavior change process.","reflections; behavior change; smart objects; technology; design","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:de141b55-5a22-47ab-8bf6-3f7f8fb277da","http://resolver.tudelft.nl/uuid:de141b55-5a22-47ab-8bf6-3f7f8fb277da","Design of a dispenser for crime scenes and laboratories","Josephine Leong Zhen Nian, Josephine (TU Delft Industrial Design Engineering)","Albayrak, A. (mentor); Loeve, A.J. (graduation committee); Delft University of Technology (degree granting institution)","2023","This project explores the context of laboratory technicians at the NFI and CSIs with the police, and their experience using dry wipes and disinfectant dispensers at their work. It also delves into designing a new dispenser for them, which is the project aim, with a focus on prototyping and validating designs.","design; dispenser; crime scene; wipes","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:a1edece8-bd13-4302-8de7-c6331ce54afd","http://resolver.tudelft.nl/uuid:a1edece8-bd13-4302-8de7-c6331ce54afd","A study into new concepts to simultaneously transport 4 TEU with a ship-to-shore container crane: during loading and unloading of a container ship","Roest, Leon (TU Delft Mechanical, Maritime and Materials Engineering; TU Delft Marine and Transport Technology)","van den Bos, W. (mentor); Rietveld, J.C. (mentor); Polinder, H. (graduation committee); Taneja, P. (graduation committee); Delft University of Technology (degree granting institution)","2022","As a result of the need for higher productivity ship-to-shore container cranes, seven concepts are composed that can simultaneously transfer 4 Twenty Foot Equivalent Unit containers. All concept can be built on a standard ship-to-shore crane structure. These concepts are based on working principles found in (patent) literature. The concepts are compared based on multiple objectives, after which one concept is chosen to realize a concept design. A ship-to-shore crane with two trolleys turns out to be the most suitable concept. The two trolleys consist of a rope towed trolley and a semi rope trolley, which are combined with a continuous rope support system. The design of the trolleys is based on an existing trolley. For all wire ropes to run adjacently, the sheave diameters and positions on both trolleys deviate from the existing trolley. The sheave positions have consequences for the trolley frame design. To validate the adjusted trolley frames, a finite element analysis is performed.","Ship-to-shore container cranes; concepts; design","en","master thesis","","","","","","","","2024-08-26","","","","Mechanical Engineering | Multi-Machine Engineering","",""
"uuid:abbdeed5-631e-4a87-b9c9-e13727c9f98e","http://resolver.tudelft.nl/uuid:abbdeed5-631e-4a87-b9c9-e13727c9f98e","The Next Step in Circular Housing: An exploratory user-centred research into the relationship between design and circular behaviour of students living in student housing complexes","Lagestee, Teun (TU Delft Architecture and the Built Environment)","van Bortel, G.A. (mentor); Van den Berghe, K.B.J. (mentor); Delft University of Technology (degree granting institution)","2022","Earth’s resources are being depleted which creates a need for a transition towards a circular economy. This transition brings multiple challenges and requires new behaviours. However, in current design practice, the focus lies on products and materials, not on the required circular behaviours.
The goal of this research is to describe the relation between design and circular behaviour. To do so, a flexible analytical framework is created based on a literature study, which can be used to perform an empirical study in any context for any behaviour. The applicability of the framework is tested in this initial exploratory research of which the scope is focused on the circular behaviours of Reuse and Recycle Materials of students living in student housing complexes. The framework is filled in with document analysis on the context and semi-structured interviews with the inhabitants of the cases.
The results show that a design has influence on behaviour. A design can make behaviour impossible by having a negative influence on one or more of the three categories of the COM-B theory. A design can also make a behaviour possible, by changing the categories that are negative into positive. In between the two extremes of possible and impossible there is also the degree of the categories that influence behaviours. Someone could be able to show behaviour, but if it takes too much effort the person can refrain from showing the behaviour. If there is a high degree of capability and opportunity, it can motivate a person to show the behaviour, and likewise a low degree can demotivate. Therefore a design should strive to have a high degree of capability and opportunity for a behaviour that is desired.
However, it must be noted that behaviour is a complex phenomenon with a multitude of factors that influence it, both conscious and unconscious. It is difficult to map all the different factors for every person. Not all factors are related to a design, there are also beliefs and values which have a major influence in behaviour.","circularity; behaviour; design; User-centered; reuse; recycle; student housing; COM-B; choice architecture","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences | Management in the Built Environment","",""
"uuid:6e851982-ffa3-4666-8ee7-78cdd98c49c1","http://resolver.tudelft.nl/uuid:6e851982-ffa3-4666-8ee7-78cdd98c49c1","Cooking with Dementia: Iteratively designing a guide to help people with dementia through a cooking activity.","Ruitenburg, Yvon (TU Delft Industrial Design Engineering)","Pasman, G.J. (mentor); Brankaert, Rens (graduation committee); Delft University of Technology (degree granting institution)","2022","People with dementia often quit cooking early on in their illness because it is too complex, tiring, or frustrating. With mild dementia, people struggle with planning and figuring out the order of the cooking steps. Also, they find it challenging to stay focussed on the tasks at hand. Furthermore, their short-term memory causes them to struggle to remember instructions and which steps they have already done.
However, cooking has immense benefits, such as giving a person a sense of autonomy, respect, and purpose and helping bring people closer together. Furthermore, cooking trains cognitive and motoric skills, which allow people with dementia to retain their skills for as long as possible. Currently, there exist recipes designed for people with cognitive impairment, but they do not meet the needs and desires of each individual. In contrast, occupational therapists create individual step-by-step plans, but these require much time and insight. Therefore, this thesis aims to help guide people with mild dementia through a cooking activity at home or at dementia meeting centres in collaboration with other clients or caregivers in a scalable yet personalised way.
Through an iterative approach with extensive involvement of the target group, a new recipe format was developed that suits the needs of people with dementia. The paper recipes use visual elements combined with textual descriptions to optimise understanding and following the recipe. Users navigate through the steps using a pawn to remember which step they are working on, and others can keep track of their progress. Caregivers are best aware of the person with dementia’s instructional needs, cooking habits, and food preferences. Thus, our application Happje enables caregivers to write recipes themselves by writing the steps in a way that suits their client. Happje automatically adds corresponding icons, puts the steps in the correct layout, and helps with exporting or printing the recipe.
The recipe format was evaluated with the intended target group, context, and activity to see whether it helped achieve the design goal. Clients quickly understood the steps through the recipe’s visuals, layout, and step formulation. However, navigating through the steps was more challenging as clients forgot to move the pawn consistently. The collaborative cooking activity was greatly enjoyed by participants and well suited for both families at home and friends at meeting centres. Most (but not all) caregivers appeared capable and motivated to write the recipes.
We recommend improving the navigation of the recipe by redesigning the pawn and adding a digital recipe mode to Happje. We suggest further developing Happje and testing its usability with the target group. Further studies could evaluate how practicing with the recipes could improve following the recipes, collaboration, and trust between caregivers and PwDs.","Dementia; Cooking; design; iterative; evaluation; guiding; recipe","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:7f80961e-49f7-4ced-a060-b15034d2ce48","http://resolver.tudelft.nl/uuid:7f80961e-49f7-4ced-a060-b15034d2ce48","Beige by Default: The issue of skin tone inclusivity in product design and a proposal for resolving it in design education and professional practices","Jantji, Cindy (TU Delft Industrial Design Engineering)","van Boeijen, A.G.C. (mentor); van der Helm, A.J.C. (mentor); Delft University of Technology (degree granting institution)","2021","Past and current product design practices have not been and are not skin tone inclusive. People with darker skin tones are regularly excluded from the design process and the final product. Examples of this are the simple adhesive bandage and the more advanced facial recognition software. This project aimed to change this through an exploration of this type of exclusion, generally caused by designer bias.
Products that are not skin tone inclusive can be clustered into four different categories; Inadequate Color Selection, Failing Technology & Software, Undereducated Service Providers, and Unequal Communication & Representation. The products in these four categories have recurring issues, i.e., things that are consistently faulty. These issues led to thirteen Skin Tone Inclusive Design Guidelines to aid the designer in the design process.
The current Industrial Design Engineering curriculum does not pay any attention to the issue of skin tone inclusivity. The first-year bachelor course Understanding Humans is the ideal place to introduce this topic with the Skin Tone Inclusivity Lesson Plan, to be used during the Wonder Assignment. With four sub-goals; Raise Awareness, Trigger Self-Reflection, Trigger Self-Awareness, and finally, Trigger Inclusive Design Behavior, the students are led through a session that leads to an understanding of the skin tone inclusive design guidelines. This is done incrementally, with the guidelines being introduced during the last activity of the Assignment. Using the three designed components, the Beige by Default website, the Card Set, and the Skin Tone Inclusive Design Guidelines, the students complete different activities to ultimately reach a more inclusive design behavior.","design; Inclusive design; designer bias; skin tone; education; social impact","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:98459ea5-fc0a-498e-a6d9-0615b938442a","http://resolver.tudelft.nl/uuid:98459ea5-fc0a-498e-a6d9-0615b938442a","The Meaning in Hiring: The potential loss of self-representation in AI hiring video interview systems","van der Ploeg, Derek (TU Delft Industrial Design Engineering)","Simonse, LWL (mentor); Stoimenova, N. (graduation committee); Dalh, Q.V.I. (graduation committee); Delft University of Technology (degree granting institution)","2021","Artificial Intelligence (AI) has permeated every part of our world. It discovers new molecules, recommends what to watch and informs many business decisions everyday. There it has also become part of hiring, where recruiters are in need of more efficiency. The digital age has caused the amount of applications per position to skyrocket, while organisations have noticed that in the last decades an increasing amount of their value generation is directly connected to their people. Vendors market AI systems as intelligent workers that can help human resources (HR) departments find the best people efficiently. Different systems help with analytics, writing, assessments or video interviews, where participants answers questions from an AI system on their computer.
With the implementation of AI systems, there are often ethical problems involved. Biases are often hidden in the data or algorithm, that may cause people to be unfairly treated by an AI system. But AI interviews have another ethical problem that has gotten relatively little attention: autonomy over self-representation.
During an interview, you always want to show your best side and focus on your strengths and best experiences. You know better than anyone else what you can do and therefore it is important that you are able to represent yourself. But AI interviews interfere with that self-representation because they make assumptions on what you mean before they present that information to a recruiter. Also, by nature AI systems can only work directly with quantitive data, so how are you sure that your meaning of ‘teamwork’ was properly processed?
This project uses a novel approach of Value Sensitive Design in combination with
a different framework for generative prototypes to find a solution to this problem. Generative prototypes focus on generating hypotheses to further understanding. Here they were used with provocation in multiple iterations to elicit the values that people have about self-representation in hiring.
Those findings were synthesised into a new process that helps applicants maintain autonomy over self-representation through conveying feedback so they understand how well they are doing, through steering the interpretation of their answers and by keeping regular interviews to ensure the right nuance still arrives at the recruiter. This process was evaluated with another generative prototype, which informed the final three design requirements for AI interview systems in hiring: integrating feedback into the interview, managing expectations and assumptions and building in options for escalation.
In this way, the first steps are made for designing better AI systems that respect the autonomy over self-representation of applicants.","design; AI; self-representation; Value sensitive design; generative prototype; hiring; interview; design requirements; HR; Socio-technical system","en","master thesis","","","","","","","","","","","","Strategic Product Design","",""
"uuid:21802b92-afcd-4efd-af84-364641cae0e4","http://resolver.tudelft.nl/uuid:21802b92-afcd-4efd-af84-364641cae0e4","Using Residual Heat Of A Ceramic Barbecue To Power A Product","Leeuwenburg, Bart (TU Delft Industrial Design Engineering; TU Delft Human-Centered Design)","van Heur, R.J.H.G. (mentor); Huisjes, A.E. (graduation committee); Delft University of Technology (degree granting institution)","2021","ContextIn a society where sustainability is becoming more and more relevant, coal-burning kamado barbecues are more popular than ever in the Netherlands. From an ignited barbecue a significant amount of energy is lost through heated air. This brings up an interesting design opportunity; “Is it possible to design a product which proposes a more efficient use of the energy of a kamado barbecue?” This project investigates the possibility to design a product powered by energy lost during the process of a barbecue. It has been executed for the company 200Fahrenheit, a relatively young company that is specialised in ceramic barbecues known as kamados. The company is growing rapidly and where most competitors seem to barely change, the company is eager to invest in innovative products and sustainability in general to stay relevant in the future.Approach The foundation of the process was the classic double diamond design approach, consisting of Research & Analysis, Conceptualisation, Embodiment and Final Product. The outcome of the Research & Analysis phase brought valuable insights from extensive desk research to qualitative interviews with users and vendors. It led to a defined persona with valuable needs, preferences and frustrations. From the embodiment part of the process, the aim was to deliver answers to the high risk/high reward assumptions. The emphasis lied on the functionality and feasibility of the implemented technology, which was crucial for the company to know whether or not it was fruitful to continue developing. Research by design, design by doing and prototyping proved to give insights in a time efficient manner.ResultThe result of the project is a product that is able to keep food warm in a container at the right temperature after it has been grilled. The temperature of the container can be set to match the needs of the user. It was found that most heat energy was lost via the chimney of the kamado, which made this a suitable location to harvest energy. The energy that powers the product is completely recovered from the hot air that exits the kamado when it is ignited, in the form of heat energy collected by water. The water transfers the heat to the container, warming up the container. The electricity used by the system is generated by this residual heat as well using Peltier elements. Peltier elements are small electronic plates that are able to convert a temperature difference to electricity. This temperature difference is provided by the water which is always under 100 degrees Celsius, and the outgoing air of the kamado which when ignited, virtually always exceeds 100 degrees Celsius.The product empowers the user to take advantage of the normally wasted energy. Where kamado users were already putting an incredible amount of effort in their dishes, the product now enhances their dish until the last moment where it is presented to the table, under perfect conditions.","sustainability; barbecue; design","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:c94e62f9-0454-4bfc-b862-8326939d15c5","http://resolver.tudelft.nl/uuid:c94e62f9-0454-4bfc-b862-8326939d15c5","Developing the soft fluidic actuation unit for future heart assist","Uitermark, Evita (TU Delft Mechanical, Maritime and Materials Engineering)","Hunt, A. (mentor); Hassan HosseinNia, S. (graduation committee); Horeman, T. (graduation committee); Delft University of Technology (degree granting institution)","2021","Heart failure, caused by a weakened heart muscle that is not able to pump enough blood through the entire body, causes many deaths worldwide. The current heart assist devices designed to treat this acute condition cause a myriad of life threatening complications mainly caused by direct contact with the circulatory blood. A new generation of heart assist is needed that can circumvent this by mechanically assisting the outer surface of the heart. However, for such a concept to succeed, it is required to distribute the actuation, such that it can provide sufficient actuation resolution to realistically follow the natural motion of the heart without the risk of damaging it. This concept is called an extra-cardiac heart assistive device (ECHAD), and it is composed of a number of actuation units that will be actuated locally and individually to make up a distributed actuation surface that envelops the heart. Suitable actuation solutions that facilitate distributed actuation while at the same time providing the required performance, are lacking. In order to distribute the actuation, sufficiently compact, simple and modular actuation solutions are needed and therefore this thesis focuses on actuation. First efforts should be made towards developing the actuation units for this application. As such this thesis makes the first efforts towards making the ECHAD application feasible, by laying the foundation for a methodology that enables a first ECHAD actuation unit to be developed. The study bases on the fluidic actuation principle, chosen because of its high power densities, low heat dissipation, and ease of implementation, and this thesis aims to assess the feasibility of soft fluidic actuation for implementation into the ECHAD application. For this purpose first a literature review is conducted in order to identify and analyse the state-of-the-art of soft fluidic actuation, after which actuator development is addressed in the following steps: a first actuation unit design is proposed, and it is analysed both theoretically by means of FEM simulations, and experimentally by fabricating a prototype that is actuated by means of air pressure and characterised in experiments. The key challenge is to characterise the actuation unit’s performance such that it can be compared against the requirements, that were established during an internship prior to the thesis. Analysis shows that the first actuation unit design is not aligned with the requirements and implementation of several design improvements through COMSOL simulations succeeded to significantly improve the actuation unit’s performance. The first realisation of an ECHAD actuation unit highlights the potential of soft fluidic actuation for this application and the main findings show that soft fluidic actuation is feasible for implementation into the ECHAD application in terms of size, simplicity, weight, modularity, and power density. Furthermore, it is expected that the proposed methodology of analysing and validating the design will provide a solid basis for further actuator development for this application, because the understanding as it has been obtained throughout the entire design process will allow future actuation unit design concepts to be iterated and their performance characterised.","heart assist; distributed actuation; actuation unit; soft fluidic actuation; design; analysis and validation","en","master thesis","","","","","","","","2023-08-27","","","","Mechanical Engineering | BioMechanical Design","",""
"uuid:55375383-065d-47ae-aedb-77e7f5341aa8","http://resolver.tudelft.nl/uuid:55375383-065d-47ae-aedb-77e7f5341aa8","Facilitating the change to a sustainable diet with a food box service","Doleschel, Thomas (TU Delft Industrial Design Engineering)","Hultink, H.J. (mentor); Kobus, C.B.A. (mentor); Buijs, M.J.J. (mentor); Delft University of Technology (degree granting institution)","2021","Consumers have an impact on the sustainability status of our world in many different ways. In this project the focus lies on food consumption. Dietary changes are considered a great opportunity for fighting climate change, especially through the reduction of meat consumption (Poore & Nemecek, 2018). This graduation project is performed for Goodcase. The startup aims to accelerate the shift towards a sustainable diet by offering sustainable foods directly to the customer. The goal of this project is to empower food box customers to switch their diet to a more sustainable one by offering a support system that promotes long-term behaviour change. Literature research indicated that selfefficacy and social norms play the main role when it comes to changing to more eco-friendly diets (Eker et al., 2019). Lead users reported that they had initially increased their self-efficacy to switch to a new diet by challenging themselves to perform the new behaviour for a certain time. Therefore, the design solution focused on self-experimentation through self-challenging, paired with the facilitation of social interaction with other users online. This combination is also applied in other behaviour change services, e.g. the Weight Watchers programme which helps consumers to eat healthier. Based on these key insights, the design brief defined the following design goal: To increase the self-efficacy of consumers trying to change to a more environmentally sustainable diet by facilitating self-experimentation with a food box. Following this brief, a productservice system was designed which consisted of a food box with products facilitating vegetarian cooking, a physical guide that challenged users to reduce meat consumption, and an online group for users to motivate each other. In a subsequent user test, qualitative research with eight consumers suggested that the food products triggered experimentation with vegetarian food which helped consumers to increase their selfefficacy to eat less meat. Vegetarian eating might have been positively influenced by the meat reduction challenge. However, many users found it too inconvenient to monitor themselves daily with the guidebook. Finally, a second iteration of the design concept is proposed that incorporates the key learnings from the user test. The concept, called EcoEat, combines a food box with a supportive app which allows users to monitor and improve their behaviour over the long term and in a more convenient way. This design proposal could be tested in the future. The main conclusion from this project is that providing real experiences with unfamiliar, eco-friendly food products can positively influence the consumer’s attitude towards sustainable diets. It can open them up towards trying out more food of this kind and thereby helps them to switch to a more sustainable diet. More of these opportunities for trial should be provided to consumers. Food boxes are a good medium to provide these experiences regularly. With a complementary behaviour change service the experimentation with a sustainable diet can be upheld if the users are guided in a way that is convenient for them.","behaviour change; food box; Sustainability; diet change; entrepreneurship; design; Design for behaviour change; Start-up","en","master thesis","","","","","","","","","","","","Strategic Product Design","",""
"uuid:afba79a0-44e4-43bc-881c-41b4879162aa","http://resolver.tudelft.nl/uuid:afba79a0-44e4-43bc-881c-41b4879162aa","Websuit 1: The Protective Wetsuit for Olympic Foiling Sailors","Sammarco, Matteo (TU Delft Industrial Design Engineering)","Jansen, A.J. (mentor); Goto, L. (graduation committee); de Zeeuw, Inge (graduation committee); Delft University of Technology (degree granting institution)","2021","The project focused on improving Olympic foiling classes sailing athletes' safety: Nacra 17, iQFOiL, and IKA Formula Kite. The primary objective was to investigate dangerous circumstances with foil sailors to research the mechanisms that cause injuries and develop a design solution to prevent them. The research performed provides an integrated perspective into the subject of foil sailing safety. The research methods include participatory observational research, one-to-one interviews, multimedia evidence analysis, incident reporting archives study, and explorative retail analysis. Current wetsuits fail to protect sailors from foil strikes, as they only cover limited areas of the body. Four primary objectives are established. Impact and cut protection on the entirety of the wetsuit's surface, comfort, and aesthetics, which are two factors in attracting the use of such a suit. The product's name is Websuit 1, which is a protective wetsuit designed for Olympic foiling sailors. Full-length woven Dyneema lining is stacked with lightweight neoprene and GRDXKN foam— a mix of comfort and unprecedented protection. Results of several iterations have proven that GRDXKN can be printed on Guard Shield. Furthermore, based on the tests, 100% Dyneema lining can be bound to neoprene rubber thanks to lining glues. The proposed wetsuit manufacturing method is the same as the current one, with the addition of a GRDXKN screen printing and heating phase. Under the impact tower, the GRDXKN absorbed 56% of the maximum force applied from a 10J impact. The developed reinforced neoprene has been shown to distribute the energy over a larger surface, which decreases the stress applied to the body. Furthermore, the reinforced neoprene did not tear or break under stresses caused by 50J impacts. In contrast, conventional neoprene concentrated the applied force on a smaller area for the same energy impact and was torn. This project provided the first steps into connecting innovative textile technologies with the sailing world.","sailing; wetsuit; websuit; foil; strikes; nacra17; iqfoil; formula kite; injuries; injury; Personal Protection equipment; design; suit; protection; crash; foiling","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:e06520ca-10c0-4128-b68d-def45ee8c43b","http://resolver.tudelft.nl/uuid:e06520ca-10c0-4128-b68d-def45ee8c43b","Waste Disposal in the Toilet Cubicle: Prevention of Clogging in Wastewater Pumps through Behavioural Change in Passengers","Moffie, Yaël (TU Delft Industrial Design Engineering)","Cankurtaran, P. (mentor); Schoormans, J.P.L. (graduation committee); Bosch, B.M. (graduation committee); Kilmamas, C. (graduation committee); Delft University of Technology (degree granting institution)","2021","As main contractor at Amsterdam Schiphol Airport, BAM Infra Energie & Water strives for optimal asset maintenance for each and every one of their assets. In order to achieve this, one of the components which needs to be improved are the amount of malfunctions of Schiphol’s sewage pumping stations. These are caused by all types of obstructions, but especially towels and wipes. So far, BAM’s technically oriented solutions have not shown sufficient improvement. This was the base for this graduation project, in which I took a designerly, human oriented approach into solving the obstructions. I have tried to solve the obstructions at the source: the passengers at the airport. The goal of this project is to design a behavioural intervention, to prevent passengers from flushing waste down the toilets in the first instance. After reviewing research done into behavioural change and toilet design, as well as an evaluation of the stakeholders involved, a user research was set up to identify the behaviour which causes the flushing of waste and the reasons behind this. This was done in the form of exploratory interviews among a population representative of the possible visitors passing by at the airport. With the initial research, five design directions were established as a basis for ideation: signage, waste bins, towel dispensers, removing opportunity and feedback. A myriad of solutions were combined into an initial concept proposal, to be refined into a final, two-part concept: 1. A design of a new, user friendly and hygiene oriented waste bin, to be implemented in the individual toilet cubicles. The availability and user oriented design needs to make throwing waste into the bin more attractive than flushing it. 2. A repositioning of the cleaning personnel, where they are more in the forefront in a host-like manner. This will establish a connection with the passengers to give them a feeling of responsibility over the cleanliness of the toilet area, as well as a feeling of being watched to ensure the passenger behaves better. Combining these two interventions should trigger the passenger enough to lower the amount of waste being flushed and eventually the number of obstructions in the pumps. To confirm whether this concept actually achieves the intended behavioural change, a second user test was performed, in which the user group gave their thoughts on the new situation with the help of a use scenario to help them imagine themselves in this situation. With the user evaluation, as well as in-depth interviews with the three main stakeholders, BAM, Schiphol and cleaning company Vebego, the concept was optimised for implementation. The concept and its implementation came together in the final strategy, which consists of a detailed plan for a six month pilot to evaluate the effects in real life and the possible definite implementation of the concept after that.","behavioural change; wastewater pumps; design; passengers; Schiphol; waste bin; cleaner","en","master thesis","","","","","","","","","","","","Strategic Product Design","",""
"uuid:c5e1e3c7-2649-4889-899c-80d26b083885","http://resolver.tudelft.nl/uuid:c5e1e3c7-2649-4889-899c-80d26b083885","Breman flow: The next step for ecologically sustainable ventilation in the renovation industry","de Wilde, Chris (TU Delft Industrial Design Engineering)","Oberdorf, J.E. (graduation committee); Hekkert, P.P.M. (mentor); de Jong, Cezar (graduation committee); Delft University of Technology (degree granting institution)","2021","This report describes the process of designing a ventilation concept for the renovation industry. The project is in collaboration with Breman Schoorsteentechniek, an installation company located in the Netherlands. The initial brief was kept vague on purpose and described a project in which I was to find a way for Breman, to make their products more recognizable on the market. At the time, Breman was starting to rebuild their companies vision with ecologically sustainable intentions.
The initiation of the project became a search for what the vision for this product should be. Next to a small analysis of the current workflow, a trends and development research was conducted. This resulted in core movements for the year 2030 in the fields of: sustainability, construction industry and general world developments. These were then used to communicate a proposed world vision and were discussed with the board members of Breman. From these meetings three ideas where generated. After consideration of the core movements and the initial aspirations of the project, the direction of ventilation in renovation was chosen.
After a short transition from this general vision to the design phase, I constructed a model in which I could order my decisions. The model made that the overall design stayed consistent and that gaps in the argumentation for the concept could be determined. Concluding from this model, I designed a component based product. This product consists of a full central ventilation system with integrated IoT functionality. A distinction was made between a full fletched version and a budget version. I implemented the product in a virtual space, to offer a more tangible impression of the product.
With the conclusion of the design phase, I continued to a small evaluation phase. The virtual space visualisations where used in meetings with experts on different levels of the ventilation industry and the field of plastic injection molding. The gained feedback on the feasibility, desirability and viability of the concept was then used in combination with left over insights of the project, to write recommendations for Breman. As a conclusion to the project, the initial brief is reflected upon. The final result is Breman flow, the next step for ecologically sustainable ventilation in the renovation industry.","ventilation; renovation; construction; design; concept design; sustainability; branding","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:7b1a14c3-5e77-407e-97be-9cfd866418a8","http://resolver.tudelft.nl/uuid:7b1a14c3-5e77-407e-97be-9cfd866418a8","A New Dynamic Landscape for the Haringvliet: Landscape architecture explorations for Delta 21","van Eeden, Esmée (TU Delft Architecture and the Built Environment)","Nijhuis, S. (mentor); Voorendt, M.Z. (mentor); Delft University of Technology (degree granting institution)","2021","This graduation project presents a landscape architectural design exploration for a new estuarine landscape at the Haringvliet that incorporates the initiative Delta 21. Delta 21 is a hydraulic engineering structure located at the Haringvliet mouth, creating an energy lake and a tidal lake sea inwards. The system of Delta 21 ensures flood protection, increases the use of renewable energy, produces food and creates precious natural habitats and corridors.
The Haringvliet region has a long history of living with water. People build dikes, dams and sluices. As a result, the land is safe from floods, creating opportunities for agriculture and industry to expand. The downside is that
the damming caused strict land/water separations. The soft gradients of wet and dry, which once dominated the landscape, disappeared. Over the past decades, the landscape has become more monotone. The disappearance
of the dynamic interface and the corresponding natural processes resulted in a landscape that lost the identity of the delta.
This design exploration aims to create a sustainable estuarine landscape in harmony with ongoing natural processes that restores the gradual land-water transitions and brings back the dynamics of this delta landscape for ecology and experience. The proposed design layout is based on morphological processes along the coastline, the expansion and preservation of valuable habitats like the Hinderplaat and the re-opening of the sea -Haringvliet connection.
The design exploration shows that incorporating Delta 21 into the new estuarine landscape can restore the estuarine dynamics and experience. The new estuarine landscape creates the opportunity to add a lot of nature, such as intertidal areas, marshland, creeks and dunes and restores the brackish corridors. The circumstances in the energy lake are suitable for the production of aquaculture. Furthermore, many recreational routes through the new landscape are introduced, connecting the new cultural zones, including holiday housing, shops, restaurants, and a visitor centre.","Estuary; delta; natural processes; landscape architecture; regional; design","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences | Landscape Architecture","",""
"uuid:3b19c5ce-85e3-408e-a5ae-358ecc9f1097","http://resolver.tudelft.nl/uuid:3b19c5ce-85e3-408e-a5ae-358ecc9f1097","Design a digital experience that delivers value to smart home users: Inspire and guide people to automate their homes, so they can live a carefree life","van den Brink, Corne (TU Delft Industrial Design Engineering)","Romero Herrera, N.A. (mentor); Creusen, M.E.H. (graduation committee); Hagg, J.P. (graduation committee); Delft University of Technology (degree granting institution)","2021","A smart home can be defined as a system of connected devices that are controlled remotely from one central place. Smart home solutions used to be for early adopters who like the novel and fun part of this new technology. Currently the smart Home market is moving to mainstream users. Hombli is a smart home brand established in 2019 in the Netherlands. The initial goal of Hombli is to address this mainstream market. They want to make smart home accessible to everyone, by offering a simple and affordable smart home solution. An analysis of the smart home market show that most smart home brands claim to offer a simple solution. Most brands also have another special focus in which they set their brand apart from the rest. The strong competition in the smart home market requires a stronger brand position for Hombli to stand out from the other brands. The new focus on the wellbeing of the user by providing “a carefree live with Hombli” is a promising new direction for Hombli. It is a unique direction in the smart home market and fits the current product portfolio. Users can create this carefree life by automating their Hombli devices using smart scenarios. However, a survey filled in by 149 current Hombli users show that only 23% say that creating scenarios is easy. Of these people 39% do not use scenarios at all. Besides these current Hombli users, also people without experience with smart home devices were analyzed using sensitizing booklets with daily assignments. The participants described their routines and used smart Hombli devices. This experiment showed that it is hard to come up with ideas for smart scenarios and that the process of adding new scenarios is difficult for some people. To make the new mission of Hombli possible, all users should be able to create scenarios that can improve their wellbeing. Therefore, the design goal for this project is to help Hombli users with little technical experience, to feel guided and in control when they add smart scenarios, so they can automate their routines. Three concepts are developed to explore different ways to create scenarios. These concepts are turned into prototypes and evaluated. The results of these user-tests can be summarized in three aspects: - Control: The user should have a clear overview of the scenarios, be able to control important settings in an easy way and scenarios should be visible at the device page. - Comfort: The design of the app should be calm, the user should feel guided through the different steps and should be able to get help when it does not understand something. - Convenience: The app should provide example scenarios which offer clear benefits to the wellbeing can be added conveniently to the app of the user. The final design combines these three requirements in one single experience. User tests of this final design show that people get inspired by the example scenario in the app and start thinking of different ways to automate their smart home devices. With this new app, Hombli can set itself apart as a brand that not just sells connected devices but cares about the wellbeing of their customers. Besides validation with users, the new app is also validated on feasibility for the company. Because developing a brand-new app from scratch requires a big investment, a better strategy is needed. The current app is based on the Tuya platform. Talks with Tuya developers explain the possibilities in changing the current app to create quick first steps in improving the experience in the current app by adding an extra section in the app with example scenarios. In a later stage, device panels can be improved to match the panels of the final design concept. After these short-term steps, Hombli should invest in developing their own services to create added functionalities to adapt to the evolving smart home market. New communication standards are in development that will make it possible to control smart devices from different brands using the same standard. The long-term strategy ensures Hombli will deliver a unique experience to users that value wellbeing by offering a carefree life with smart automations for every connected device at home.","Smart Home; app; Wellbeing; Automation; iot; design; Interaction; strategy; Roadmap","en","master thesis","","","","","","This is a combined graduation project of the masters Strategic Product Design and Design for Interaction","","","","","","Design for Interaction","",""
"uuid:e826342e-199c-4720-ae62-8ee1eeb4c87d","http://resolver.tudelft.nl/uuid:e826342e-199c-4720-ae62-8ee1eeb4c87d","The design and testing of an injector for anadvanced hypergolic dual-mode propulsionsystem","Borsboom, Tommy (TU Delft Aerospace Engineering)","Jyoti, B.V.S. (mentor); Noomen, R. (graduation committee); Gill, E.K.A. (graduation committee); Delft University of Technology (degree granting institution)","2021","An important topic in the field of rocket propulsion is the development of a new green advanced hypergolic rocket propulsion system. The current hypergolic propellants have one large drawback, namely the toxic properties. The injector has a crucial role in the performance of a liquid engine. Therefore, the next step in the development of this novel propulsion system is the development of the injector. The purpose of this master thesis is to design, manufacture, and test this novel injector. The injector is designed to operate in monopropellant and bi-propellant modes, which is supported by the new green hypergolic propellants. In total, four different configurations of the injector are developed. Different testing objectives are defined for the experiments to test all the injector configurations. These testing objectives are atomization behavior, atomization performance, the mixing process in bi-propellant mode operation, and atomized flow in combination with the heating element.","injector; dual-mode; propellant; design; testing; hydrogen peroxide; ethanol","en","master thesis","","","","","","","","2022-05-18","","","","Aerospace Engineering","",""
"uuid:4683512b-a19b-4818-a496-bd76815375d0","http://resolver.tudelft.nl/uuid:4683512b-a19b-4818-a496-bd76815375d0","Design of a Wideband Phased Patch Antenna Array","Bout, Jelle (TU Delft Electrical Engineering, Mathematics and Computer Science)","Yarovoy, Alexander (mentor); van der Meer, Rob (mentor); Endo, A. (graduation committee); Puskely, J. (graduation committee); Delft University of Technology (degree granting institution)","2021","The increasing number of drones forms a more significant problem every year. Negative impact becomes more apparent during daily life as, for example, airport operations are shut down due to unauthorized users of drones. This report focuses on designing a new wideband antenna array as part of an integrated radar system to detect small objects, such as drones or birds. The design is done by studying generic array design assuming uncoupled antenna elements with omnidirectional radiation patterns. A comparative study of possible antenna element types has been conducted, concluded with selecting the best candidate. An antenna array has been designed with the embedded antenna elements and is verified using a prototype. Finally, an additional enhancement using meta-materials is done in an attempt to improve the antenna’s performance further. A wideband patch antenna array is proposed, which achieves a verified impedance bandwidth of 0.90 GHz with a scanning capability of ±30 degrees in azimuth and ±15 degrees in elevation. The measurements verify what the simulations have shown at broadside. Also, simulations have shown that the impedance could be increased to 2.96 GHz if a smaller feeding pin is used. It is also demonstrated that an AMC ground plane doesn't improve the antenna's performance and is, therefore, not implemented.","Antenna design; wideband; phased; Patch Antenna; Printed Antenna; Radar; wide; Artificial magnetic ground plane; AMC; Metamaterials; antenna; design","en","master thesis","","","","","","","","2023-04-22","","","","","",""
"uuid:fce0825d-3701-4a21-9289-1cd033f875bc","http://resolver.tudelft.nl/uuid:fce0825d-3701-4a21-9289-1cd033f875bc","Reframing Financial Well-being for Adolescents: From Economic Flourishing to Human Flourishing","Verbeek, Oscar (TU Delft Industrial Design Engineering)","van Dijk, M.B. (mentor); Desmet, P.M.A. (graduation committee); Delft University of Technology (degree granting institution)","2021","The goal of this project was to create a new and meaningful product, using Vision in Product design, and Positive Design methods, that could give the Dutch network of financial support organizations directions for improving the financial well-being of adolescents in 2025. The project was hosted by Wijzer in Geldzaken and Geldfit, who both concern themselves with supporting individuals in navigating the complex and fragmented landscape of personal finances in the Netherlands, in order to further national financial well-being. Following the Vision in Product design method, research was conducted towards the driving forces that make up the future context, by collecting factors, discovering clusters, and finally structuring a worldview that can be used to reveal future experiences and behaviors of adolescents in the context of financial well-being. The key characteristics of this future context have been identified as being overwhelming, with a high likelihood of experiencing personal vulnerability, as well as developing financial vulnerability. Through adherence to the Positive Design Manifesto, further research into economics, and clarification of the designer’s opinions about the future context, the designer takes a position on a desired future society. This position is presented as an ambition for a society that supports the well-being of adolescents, illustrated by a number of transformational values and principles that outline how a focus on human flourishing instead of economic flourishing can be realized. Moreover, four visions, that flow from the ambition, are presented on how to improve the individual and social financial well-being of adolescents in 2025. An illustration of how these visions can be used to create transformative products is presented, by outlining the development of a conceptual product. The product facilitates resilience to financial shame experienced in social situations, through the integration of principles from scientific theory, and the stimulation of maintaining small amounts of debt. Finally, a brief letter of advice intends to help individuals and organizations interested in this work to understand how to apply it for themselves.","financial; well-being; adolescents; money; vulnerability; worthy; economic; human; flourishing; dilemma; shame; resilience; design; society; reframing; vision","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:b5d7a2ea-6374-4b70-b456-637537807457","http://resolver.tudelft.nl/uuid:b5d7a2ea-6374-4b70-b456-637537807457","Sharing Cultural Beliefs About Appearance: A design approach to improving social wellbeing in adolescents","Gijsman, Hein (TU Delft Industrial Design Engineering)","van der Bijl-Brouwer, M. (mentor); Romero Herrera, N.A. (graduation committee); Delft University of Technology (degree granting institution)","2021","Loneliness is a large and growing problem among adolescents. Body image has a strong relationship with loneliness, especially among young people. Therefore, a promising way to increase social wellbeing among this group is by increasing body satisfaction. This report presents various aspects that should be taken into account when designing an intervention for this topic and demographic. Several designs are suggested, one of which is made into a prototype and validated.
Cognitive models theorise loneliness as a consequence of bad coping behaviours for body dissatisfaction, among other things. Body dissatisfaction often results from internalising dominant cultural beliefs about appearance. An example of a dominant belief is that having a fit body can be interpreted as an achievement of discipline and perseverance that an individual has worked hard for. The reverse then also rings true: unfit people are lazier, less disciplined and more likely to give up. Many of these beliefs are so common that they seem unchangeable. However, history shows us that appearance ideals have changed dramatically in the past and that they result from the intricate way society is organised and how it develops within a period.
Changing these beliefs is difficult and slow, but a good place to start is by realising there is often more nuance and variety in beliefs about being healthy and fit than we assume. While one person values a low-fat sixpack for the hard work that goes into it, another values the freedom a healthy and able body provides. It seems these behaviours and beliefs are closely related to expressing identity and feeling connected with others. This leads us to the question: Are there no other, more socially healthy ways to create this connection?
The intervention this report proposes offers a fun and light-hearted reason for adolescents to discuss their aspirations and the influence of dominant cultural beliefs and discover that there are more differences between people’s personal motivations and aspirations than they may know.
In this thesis presentation the design and optimization of a low-cost direct-drive motor intended for low-duty CNC machines is presented. The motor is able to achieve up to 10 [m/s^2] acceleration and a speed of 1 [m/s], with an accuracy of a human hair. This should help boost the effectiveness of low-duty CNC machinery. Smart design choices, and low-cost components further reduce the total cost down to under 100 euros per meter stroke.","linea motor; optimization; design","en","master thesis","","","","","","","","2025-12-14","","","","Mechanical Engineering | Mechatronic System Design (MSD)","",""
"uuid:8777be03-e043-4bb3-b4c1-398d8d371f2d","http://resolver.tudelft.nl/uuid:8777be03-e043-4bb3-b4c1-398d8d371f2d","Development of a novel steerable embolization microcatheter: for endovascular tumor treatment","Blankensteijn, Charlotte (TU Delft Mechanical, Maritime and Materials Engineering)","Dankelman, J. (mentor); Albayrak, A. (graduation committee); Delft University of Technology (degree granting institution)","2020","Microcatheters are used for endovascular diagnosis and treatment purposes. Variations of this minimally invasive instrument, accompanied by guidewires, are manipulated through the vasculature towards the target of the intervention. The human vascular anatomy can however present complex pathways towards a target, for example a distal tumor. Interventions are challenged by limited 2D imaging, and a limited degree of motion and control of the instruments. This thesis therefore focuses on developing a novel endovascular microcatheter with a steerable tip, a project commissioned by Mencius Medical BV. It elaborates on the theoretical substantiation of the designed distal steering mechanism, that is developed based on an existing patent. It covers part of the design process and documents the development from patent to working prototype. The design process commences with observations in the operating theatre and specialist interviews, allowing for thorough understanding of the clinical need. Based on this need, the catheter tip is designed with a unique mechanism, enabling controlled tip deflection while inside vascular environment. A user-centered approach enabled fast and efficient convergence of design choices. The concept is evaluated on its technical feasibility, producibility, and functionality. A thorough mechanical and computational (FEA) analysis evaluates the material choice and feasibility of the design by simulating the system’s behavior in context of use. This analysis confirms a theoretical proof of principle. A user test with various prototypes in pre-clinical environment provides the first step towards practical proof of principle. A recommendation is done for further in-vivo validation for final proof of concept. The device potentially allows the interventionalist to take the entire route through the vascular roadmap with one device, eliminating a trial and error process and the need for exchanging multiple instruments during the procedure. Consequently, operation time, radiation, frustration, vessel trauma, and equipment waste are minimized. Lastly, it might increase the accessibility of more distally located tumors, which is groundbreaking for tumor treatment and interventional radiology in general.","steerable; microcatheter; medical device; endovascular; prototyping; design","en","master thesis","","","","","","","","2025-12-07","","","","Biomedical Engineering","",""
"uuid:63d77a93-bec7-4ffb-8d64-f6064c92ecb7","http://resolver.tudelft.nl/uuid:63d77a93-bec7-4ffb-8d64-f6064c92ecb7","Between the Museum as City and City as Museum","Bastiaans, Stephan (TU Delft Architecture and the Built Environment)","van der Zaag, E.J. (mentor); van Dooren, E.J.G.C. (graduation committee); van de Voort, J.A. (graduation committee); Delft University of Technology (degree granting institution)","2020","Despite the museum playing a central role in society as public centre of collective memory, artefacts are dogmatically presented in highly introverted ""white cubes"". In response, the Leiden Civic Museum relies on a strong relationship between ""content"" and ""context"" in order to both reassure its collection of societal relevance, as well as to offer visitors a more stimulating museum experience.","museum; architecture; design; white cube; leiden","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences | Explorelab","","52.1589, 4.4904"
"uuid:cf6f56ce-233d-4c65-b47f-b66e98475410","http://resolver.tudelft.nl/uuid:cf6f56ce-233d-4c65-b47f-b66e98475410","Seakeeping Analysis and Hull Optimisation on Wet Deck Slamming of Fast Ferry Catamarans","Cao Chiew, Daniel (TU Delft Mechanical, Maritime and Materials Engineering)","Akkerman, I. (mentor); Kana, A.A. (graduation committee); Lotz, J.E. (graduation committee); Luth, Robert (graduation committee); Delft University of Technology (degree granting institution)","2020","The present research performed a design exploration of fast ferry catamarans with hard chined demihulls sailing in irregular head waves, to analyse the influence of the demihull shape (without appendages) on wet deck slamming, and identify the geometrical properties and their trends to reduce it. Wet deck slamming is a phenomenon known to cause passenger discomfort and seasickness, often a source of delay in the ferry's schedule and can even cause irreversible damages and endanger the crew. The research is carried out with numerical methods, where two main programs are used, namely the strip theory-based program for non-linear motions of high speed crafts FASTSHIP, and the design optimisation, parameter estimation and sensitivity analysis software, DAKOTA. To set up the experimental analysis, design and analysis of computer experiments (DACE) methods are used. The use of DACE involved the application of an in-house built parametric design tool for mass generation of hulls, coupled with a sampling-based method for the exploration of the design space. Because DACE methods require a large amount of data points (of the order of tens of thousands), it is deemed unfeasible to perform all the analysis with FASTSHIP. Therefore, a surrogate model is built instead, with the global approximation-based method known as Kriging. By considering the surrogate model in the study, mass production and evaluation of different hull forms were achieved, which led towards a brute force surrogate-based optimisation approach. Such approach enabled an in-depth exploration of both sub-optimal and Pareto-optimal regions of the multi-objective domain, thus not only showing the hull characteristics of the best hulls but also their trend of change from the sub-optimal to the Pareto-optimal region. Additionally, an alternative approach based on evolutionary algorithm is coupled to the surrogate model for a more direct and straightforward optimisation process, namely the multi-objective genetic algorithm (MOGA). Both approaches converged towards the same region, thus reinforcing the reached solution. The outcome of the research established a valid framework for performing hull design explorations on catamarans while addressing wet deck slamming. Furthermore, it showed that the demihulls should adopt bulkier forms. However, a trade-off existed between the various considered objective functions, hence the final decision should be based upon the user's criteria.","Slamming; Optimisation; Genetic Algorithm; wet deck; Catamaran; Ferry; design","en","master thesis","","","","","","","","","","","","","",""
"uuid:63a9a55e-cabf-4dfb-aca7-40904704f439","http://resolver.tudelft.nl/uuid:63a9a55e-cabf-4dfb-aca7-40904704f439","Sustainable Luxury in 2040 City Mobility","Hilhorst, Bas (TU Delft Industrial Design Engineering)","van Grondelle, E.D. (mentor); Hiemstra-van Mastrigt, S. (mentor); Delft University of Technology (degree granting institution)","2020","This Master Thesis is created in collaboration with Mercedes-Benz AG, Society and Mobility Pioneering department.
The project focuses on ‘sustainable luxury in 2040 city mobility’. With ‘Personal Luxury Sharing’, Mercedes-Benz will be able to be a role model in the future city center. Where cities change into ‘livable cities’, seeing a declining role for the car as king of the roads, Personal Luxury Sharing brings Mercedes-Benz in the city center as future role model.
Personal luxury Sharing is a service where personally owned Mercedes-Benz’s are part of the MaaS-system by sharing a personally owned vehicle. As cities will have more strict regulations on vehicles, such as bans for polluting cars or single-occupancy vehicles, using Personal Luxury Sharing enables the car owner to enter restricted city areas, by combining the best of both worlds; the advantage of a personally owned vehicle and a shared vehicle.
Personal Luxury sharing is as a personal mobility assistant. Connected to your agenda, it creates the best route to your preferences, taking into account your mood, willingness to share, openness and possible travel options. It introduces you to other Mercedes-Benz drivers to extend your network.
Explorative research and design are done to get an understanding of the three pillars ‘luxury’, ‘sustainability’ and ‘mobility’ in a future city environment. All in order to create a ‘2040 city worldview’ and vision for the future concept. As Mercedes-Benz is strongly represented in the ‘hardware’ luxury, with their vehicles, Personal Luxury Sharing focuses on luxury in freedom, feeling privileged with a trustful and demand less concept within the familiar Mercedes-Benz environment. the user perceives benefits on multiple levels. This enables the user to have a behavioral change to both experience luxury as well as being sustainable. Luxus mit gutem Gewissen. Inspiration was taken from hotel-like luxury, having it always with you, without being demanding.
The ideation led to a full concept, with an interior concept and exterior design for a suitable vehicle, together with the personal luxury sharing service, connected to your personal device agenda. To add a ‘status object’, an interactive token was added. After evaluation and validation, the concept was brought back to the Personal Luxury Service, connected to your mobile agenda and ring to interact with, having a useful status object that is always with you
Besides city access and the possibility of extending your network, The personal luxury service will provide the best of both worlds, owning and sharing.
A personal car is more than something to go from A to B with, as it is one of the most expensive products owned, after a house, for example, most people do have an emotional bond with their car. It is a sign of freedom, being able to bring you wherever you want, or doing with it whatever you want. With buying one, you are able to choose the one (Mercedes-Benz) that suits you most, with your preferred options, design, or layout. As a disadvantage, it can be a ‘burden’ when looking for a parking lot and takes a lot of space when it is not used, or only used by one person.
A shared car brings advantages as the freedom of parking it wherever you want for free, having multiple ones available, and access to more city areas. On the other hand, there are also some disadvantages. As people don’t see it as ‘theirs’ you never know how the previous owner leaves it for you. As you share it with a lot of others, you never know what happened before. This also means that personal items cannot be stored or left in the car. If you have special needs, or a baby in a fixed seat, this option becomes even less interesting.
Combining both, and thus having the luxury of a personal car with your personal belongings, that you can share with others brings the best of both. Having the access and privileges the same as a shared vehicle, joining one when your personal car is not available or to extend your network with other Mercedes-Benz owners. All this in your own hands, available when you want, not used when you don’t want to. Together this makes Personal Luxury Sharing the best option for city mobility, Luxus mit gutem Gewissen.","future; mobility; sustainable; luxury; city; automotive; service; design; urban","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:494fa652-2125-4352-aeba-041eebcefde9","http://resolver.tudelft.nl/uuid:494fa652-2125-4352-aeba-041eebcefde9","Improving the breakwater design process by using a design automation tool","Winkel, S. (TU Delft Civil Engineering and Geosciences)","Hofland, B. (mentor); Voorendt, M.Z. (mentor); van Nederveen, G.A. (mentor); Kelkitli, M.I. (mentor); Delft University of Technology (degree granting institution)","2020","In the current breakwater design process, not all feasible concepts can be explored due to time constraints. However, designers are also influenced by breakwaters constructed near, or at the same location as their breakwater project. But also conservative assumptions influence the breakwater design process, for instance, regarding the wave height and water depth for which caisson and rubble mound breakwaters are both economical feasible. This results in a suboptimal design, which can result in losing a tender.
By developing a design automation tool more concepts can be generated in the same period, allowing designers to explore more concepts during tenders. However, before developing a design automation tool one must first understand the process to be automated. Therefore, interviews with experienced designers have been conducted to investigate how they design, i.e. what is their design approach and how do they generate and select concepts.
It appeared that the practical breakwater design approach relies on the experience of designers since engineering judgement and experience were mentioned as the preferred methods for the selection of the most promising concept. Furthermore, the designers described an iterative approach for generating concepts during the conceptual design phase, but they did not explicitly stated that these iterations were part of their design approach, indicating that experienced designers automatically perform the required steps.
During the interviews, it also became apparent that implementing a probabilistic design approach is unwanted by designers. According to the interviewees, this results in a too conservative and too expensive design, which can result in losing the tender. They also reported that there is a lack of data, which likely results in the designers making conservative estimates to compensate for the missing data. However, this research did not investigate if conservative estimates are made when data is missing, and therefore requires further research.
Based on the interviews a design automation tool was developed which can design rubble mound, caisson, and vertically composite breakwaters. Because of the importance of experience the decision was made to automatically selects concepts. This to give the largest freedom to the designer so that his experience is incorporated in the process, while using the benefits of automation for the quick generation and verification of concepts, resulting in a semi-automatic design process.
The developed tool was verified and validated by interviewing experienced breakwater designers. From a document and code inspection, it was concluded that the new tool fulfilled all requirements. During these interviews, the designers stated that they would be able to use the developed tool in their design approach. One of the main advantages of the tool is that it was able to quickly design concepts, 0.14s per concept, and made it possible to explore the influence of parameters on the design and cost. This enabled designers to explore more concepts and assess the feasibility of different breakwater types, and thus enabled them to generate a better design. Therefore, it can be concluded that the developed design automation tool can indeed improve the breakwater design process.
This report describes the design process of this game and the research to the possibilities of implementing the measurement in this game. Research, interviews and observations have shown that the social and emotional development domain at 6-8 year old children shows the most potential for a development measuring game, both because of the large changes in this domain for this age and the fit with the values of SWKGroep.
In current monitoring systems for the social and emotional development, supervisors observe children and score them on a list of statements. However, the supervisors do not always have time to monitor each child individually. Because of the role of the supervisor, this can also create subjective outcomes. Therefore, it is concluded that the game must measure independently.
By combining two current social and emotional measurement systems, a full understanding of the social and emotional spectrum was created. With this, a list of 23 categories was setup which the game must include to measure.
By performing brainstorm sessions, current game analyses and collaborating with experts, a variety of game ideas have been created. After testing, improving and combining those, three concepts were created. By testing these with the target group, the most promising concept was selected.
After this, through a process of testing with the target group and iteration, the game was improved to be an entertaining and understandable game. In the game, teQ’s adventure, the players have to work together and execute assignments. Each assignment requires skill points, which each player has assigned to himself, to fit him best. The game can both be played on a board as in a ‘life size’ version.
After the entertainment level and understandability were confirmed, the focus shifted to the measurement. Throughout the entire design process, the 23 social and emotional categories were taken into account, but could now be improved further. The categories are implemented in the assignments. The decisions that the players make and the answers that they give to questions, create the data for the measurement. During the game, the players use an app to log their process and insert their answer and decisions. These are then used to transfer into measurement scores. The supervisor can now process them in the same way they do with the current system.
After the design of the game was completed, the game was evaluated. Because in the game the data is collected in a consistent way, through the app, the results have a high reliability. However, because this way of measuring is new and the implementations were created by a non pedagogical expert, the validity has to be assured through further research.
In the research phase several benefits of sketching that the toolkit should promote were found, as well as drawbacks of sketching that the toolkit should mitigate. The Integrated Creative Problem-Solving theory was studied, to identify how the toolkit can be integrated with the creative process of Idean’s workshops. Remote collaboration was studied in order to identify which considerations had to be taken into account when moving from face to face to remote workshops. In addition to this, the Theory of Planned Behaviour was studied, in order to figure out how the toolkit could promote the use of sketching in remote workshops.
The experiment phase was conducted through three sprints where the toolkit was developed. The first sprint was concerned with the practical challenges of creating and collaborating by means of sketches in a remote workshop. The second sprint tackled the challenge of creating meaningful activities around sketching in remote workshops. Finally, the third sprint further developed the activities, in addition to tackling how to warm up the participants’ sketching abilities and how to capture the value of the sketching activities for use beyond the workshop.
In the synthesis phase the different solutions that were developed in the experiment phase were revised based on the insights from all three sprints, and the solutions were compiled into a toolkit.
The toolkit includes sketching instructions, a method for creating and collaborating around sketches, sketching activities, guidelines on how to structure the activities and guidelines on how to capture the value of the activities for use beyond the workshop. The different components of the toolkit provide structure to the different aspects of including sketching in remote workshops, while promoting the benefits of sketching. In this way, the toolkit provides both the facilitator and the participants in the workshop with the control needed to use sketching in remote workshops, in order to achieve meaningful outcomes.
The learnt behavioral parameter sets were tested with participants (n=42) and a physical ROSbot. They were asked to rate the robots behavioral performance on comfort, predictability and communication of intent. From these results, it became clear that the robots behavior influences the experience of the pedestrians, but it is unclear which parameter exactly influences which part of the behavior. There are certain expectations to what impact a parameter or group of parameters has, but at which times and to what effect this controls parts of the behavior is difficult to identify. Nevertheless a good foundation has been laid down for future projects through a social navigational model and a way to learn parameters for the many different situations an autonomous delivery robot can encounter. A recommendation is to improve the Evolutionary Algorithm in order to facilitate parameter learning which better matches the desired behavior in the STS-triangle.","design; social; behavior; robot; Autonomous vehicles; Evolutionary Algorithm - EA","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:35dedff8-5168-437f-b8ab-75b65a6c880e","http://resolver.tudelft.nl/uuid:35dedff8-5168-437f-b8ab-75b65a6c880e","Conformal Phased Array for DISTURB","Bouwmeester, Wietse (TU Delft Electrical Engineering, Mathematics and Computer Science)","Yarovoy, Alexander (mentor); Endo, A. (graduation committee); Prinsloo, David (graduation committee); Delft University of Technology (degree granting institution)","2020","Mankind becomes ever more reliant on wireless technology like mobile communications, navigation and radar. This development has resulted in more sensitive receivers, but this increased sensitivity also has increased the susceptibility of these receivers to interference from external sources. One of these sources that is known to disrupt terrestrial communications is the Sun. The DISTURB project aims to provide the means to observe and study interference phenomena generated by the Sun between frequencies of 10 MHz and 3 GHz. Furthermore, DISTURB stations should provide the ability to observe the Sun from sunrise to sunset, at any location in the world and thus require full hemispherical coverage. This master thesis project is concerned with the design of a conformal phased array antenna for a novel application in radio astronomy. The goal of this project is to provide an initial conformal array design that is able to provide full hemispherical coverage in the 1500 MHz to 3 GHz band of the DISTURB project. A quasi-spherical array of radius 1.55 metres and with 343 crossed modified bow-tie antenna elements, distributed using a novel geodesic topology, is proposed and found to satisfy DISTURB requirements in the frequency range of 1.3 to 3 GHz. Hence, the designed array is found to achieve a fractional bandwidth of 79% and therefore even exceeds the initial design goal. Finally, the designed array is compared to a parabolic reflector antenna, resulting in an insight in the complexity of a conformal phased array antenna design and the advantages and disadvantages such a conformal phased array antenna may bring to the DISTURB project.","conformal; phased; array; DISTURB; wideband; wide-band; wide; band; ultra; UWB; quasi; spherical; radio; astronomy; geodesic; HEALPix; antenna; design","en","master thesis","","","","","","","","","","","","Electrical Engineering","",""
"uuid:d74a7f65-022a-4296-8b6a-1f95ae0d7ccb","http://resolver.tudelft.nl/uuid:d74a7f65-022a-4296-8b6a-1f95ae0d7ccb","Future life stories: The neighbourhood Nieuw Waldeck in 2040 from the perspective of the aging society","Kraanen, Sarah (TU Delft Industrial Design Engineering; TU Delft Design Conceptualization and Communication)","Sleeswijk Visser, Froukje (mentor); van Middelkoop, Catelijne (graduation committee); Ketner, Marjan (graduation committee); Delft University of Technology (degree granting institution)","2020","Societies are aging. This means the older population is not only growing in size, but also in proportion. Apart from this, generations are changing. The elderly of the future will in all probability not have the same needs as the elderly of today. These changes lead to new challenges for society and ask for new solutions spatially and socially. There is a lack of understanding how these factors will influence our daily lives. Which impact will this have on aspects like safety or social cohesion? How will public space look like and how will it feel to live in a society with a lot of elderly and highly developed technology? Currently the public space of neighbourhoods in general and in Nieuw Waldeck in particular, does not anticipate this phenomenon of aging and the unknown needs of the elderly of the future. This thesis aimed to integrate the human perspective of imagining the future neighbourhood, while spatial plans are made for the neighbourhood. With the purpose of empathizing all the stakeholders involved with the future elderly residents of Nieuw Waldeck, so they are able to create solutions which meet the residents’ needs. Observations, interviews and a literature study were done to gain insight in the current context. After ideating and additional literature research the concept for future life stories was created. Prototypes were assessed and evaluated multiple times by the stakeholders. By constantly validating and iterating the concept with the stakeholders, it was improved and adjusted to the needs of the stakeholders. “I live in.. the future” was created as a toolkit to share experiences of future residents with the stakeholders involved in planning the restructuring of the public space of the neighbourhood. The carrier of the toolkit contains different life stories of different future residents about their daily life in the neighbourhood. This carrier is presented in a session in which the stakeholders get a clear introduction and are individually immersed into one of the residents’ perspective by the carrier. This is followed by an open conversation about the stories and the stakeholders’ personal reflection on them. Evaluation tests revealed that all the stakeholders were able to empathize with the future elderly residents. The toolkit can be used as a conversation starter between the stakeholders about the future of their neighbourhood, since everything was easily comprehensible for everybody regardless of their background. The urban planners can use the outcomes of the session(s) to create spatial advices and plans, incorporating solutions which meet the residents’ needs. This toolkit can be integrated into the process of making plans for the public space of neighbourhoods.","design; future; stories; urban planning; communication; design research; user experience design; aging; elderly","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:d7c220ab-3811-47fd-a5cb-19f6d61256ca","http://resolver.tudelft.nl/uuid:d7c220ab-3811-47fd-a5cb-19f6d61256ca","The Next Mugshot: Designing the next identity enrolment facility for the Dutch National Police","Pliakis, Alexandros (TU Delft Industrial Design Engineering)","van Erp, Jeroen (mentor); Bakker, Martien (graduation committee); Salters, Ivo (graduation committee); Delft University of Technology (degree granting institution)","2019","Pushed by technology and international regulations the world of identities is rapidly changing. Among others, the Dutch government is obliged to keep up. In line with these developments, a special facility for execution of identification processes for crime and migration purposes was nationally commissioned in 2015, called the ‘’Basisvoorziening Identiteitsvaststelling’’. Among others, this facility is used by the Dutch National Police to execute identification processes on migrants, aliens, suspects, convicts and witnesses. Throughout the years the appliance has become out-dated. Expensive defects and poor user experiences have caused the Police to initiate the development of a new design. Research unveiled that the Police is placed in a difficult position by relying highly on a product which functionality depends on numerous (uncontrollable) factors. The envisioned product requires be more flexible and future proof. Additionally, it was concluded that standardisation of a new enrolment facility for all identity related governmental agencies is feasible and desired. The Police was focused to design for: they set the highest requirements and have the most difficult users. Technology research provided that future identification will involve more biometric technologies and that a stationary enrolment facility will remain necessary for the coming decade. Using the Vision in Product Design method the current product and context were evaluated. A new user interaction journey was developed to provide a foundation for future development. The participant and the product were envisioned to become more involved in the process. It was chosen to create an unjudged experience for the participant. For the operator, the feeling of police workmanship should be emphasised. This led to the design goal: “Design the next identity enrolment facility for the Dutch National Police”. In order to improve the current situation, the following goals are formulated: Improving the user interaction; Inducing flexibility by: reducing dependency; implementing futureproofing; enabling versatile employability; anticipating identity technology. This initiated the ideation process. Through iterative prototyping, sketching and brainstorming a concept was designed. Eventually, an argumentation is provided on how the Main Appliance for Identification (‘MAID’) meets the design goals. Eventually, recommendations and unused ideas are provided for the client for future development.","Identity; identification; police; dutch; national; enrolment; modularity; modular; design; facility; appliance; government; future proofing; versatile employability; user journey; suspect; officer; Politie; Nederlanse; Nationale","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:4935c28d-2a46-46e2-ad59-1dc4e01d4ef2","http://resolver.tudelft.nl/uuid:4935c28d-2a46-46e2-ad59-1dc4e01d4ef2","Deciding with heart: Supporting shared decision making process about life-prolonging treatments in patients with advanced heart failure","Pozzoni, Martina (TU Delft Industrial Design Engineering)","Sonneveld, Marieke (mentor); Schuffelers, Renée (mentor); Delft University of Technology (degree granting institution)","2019","Shared decision making is a process in which healthcare professionals and patients decide together on the course of the treatment. Shared decision making enables evidence and patients’ preferences to be taken into account. It improves the patient’s knowledge, understanding and patient-healthcare providers communication. However, various barriers for implementing shared decision making for patients with advanced heart failure were found, which consist of unclarity, uncertainty, lack of training, and lack of time. This thesis focuses on improving the shared decision making process at the Cardiology department at the Amsterdam UMC, location VUmc. Observations and interviews were conducted in the Cardiology department at the VUmc. In order to find similarities and differences between literature research and the current context.
Interviews show that shared decision making partly applies to the current decision making process: although healthcare providers share plenty of information with the patient and family, they share it mostly verbally. Treatment options are explained to the patient multiple times, but no information is given in the written form. The booklet “Deciding with heart” was created to support the communication between healthcare providers and patients in the shared decision making process. It provides information about life-prolonging treatments for patients with advanced heart failure and sensitise them in individuating their values and preferences tackling two of the barriers found in the research: limited understanding amongst people with heart failure and unclarity of the roles in the care team. The booklet can be used to explain the patients’ prognosis and their treatment options in order to support them in the decision making process. The booklet helps to start a conversation between nurses and patients about making the best choice. The booklet was positively evaluated with nurses from the department of Cardiology in the VUmc and the outpatient clinic, and with patient representatives. Patients should receive the booklet during the consultation with a cardiologist, a nurse or a heart failure nurse. The shared decision making process can be improved when physicians decide to stop curative treatments; the booklet should be handed to the patient before in order to empower the patient in making a treatment choice using shared decision making principles.
The booklet can help improve the shared decision making process at the Cardiology department at the Amsterdam UMC, location VUmc. Further research and development are needed to implement the booklet in the Amsterdam UMC effectively, location VUmc to improve the shared decision making process.","design; shared decision making; end-of-life; heart failure; Medisign","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:9015322b-8ba2-44bd-84cc-8747534735fc","http://resolver.tudelft.nl/uuid:9015322b-8ba2-44bd-84cc-8747534735fc","Eating and drinking in Dutch hospice care: Coping difficulties and conflicts","Houdijk, Maxim (TU Delft Industrial Design Engineering; TU Delft Industrial Design)","Sonneveld, Marieke (mentor); van Boeijen, Annemiek (mentor); Delft University of Technology (degree granting institution)","2019","People with a life-limiting illness, and everyone closely involved, face many struggles throughout the illness. One of those struggles is related to the diminishing appetite for food and drinks. In Dutch hospice care institutions this struggle has also become apparent with their residents. When they see those near and dear urge their loved one to eat more, in the hope that maybe it will help extend the life of their loved one. Unfortunately, this approach of food care does more harm than it helps. This master thesis explores the food care in a Dutch hospice institution, it studies the areas of concern within that scope, and what may cause these concerning circumstances to come about. The analysis reveals how hospice residents may lack a sense of autonomy over their meals, and how the food care can be inconsistent between different care provider. It results into situations where residents receive unsuitable meals that are difficult to eat, or too large to finish, leading to concern and guilt about the unfinished, and sometimes conflicts with relatives, who urge their loved one to eat more. Furthermore, it becomes clear that the food care can lack in social and emotional values, over-prioritizing the nutritional intake. Finally, those near and dear may struggle to let go of food, however interventions from the hospice to stimulate them to let go usually are too abrupt and therefore unnatural. As a response to these concerns a hospice diary for eating and drinking is presented. It is a diary that centralizes everything that has to do with food care. It provokes a registration of the food and drink preferences of hospice residents, to ensure instantly well-adjusted food care that can be provided consistently between different care provider groups. Furthermore, through daily questions on topics related to the emotional and social values of food, those values are (re)introduced to the context, to distract from the prioritized nutritional values. Finally, fill-in pages stimulate the daily assessment for desired meals. Combined with “instructions” for the assessments, the care providers should become more aware of the necessity to make correct and complete assessments of what the resident truly desires for their meal.","food; interaction design; end-of-life; palliative care; design","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:52bf5feb-a7dd-4051-be66-63e7edece6c1","http://resolver.tudelft.nl/uuid:52bf5feb-a7dd-4051-be66-63e7edece6c1","Design of a Flapping Wing for Application in a Micro Air Vehicle","Narayanan, Anirudh (TU Delft Mechanical, Maritime and Materials Engineering)","Goosen, J.F.L. (mentor); van Keulen, A. (graduation committee); Delft University of Technology (degree granting institution)","2019","The goal of this study is to understand the processes and wing characteristics that influence lift generation of a flapping wing, and apply the acquired knowledge in an optimization setting to obtain an optimal wing thickness distribution which maximizes effective wing lift. To achieve this, an extensive literature survey was conducted to identify geometrical characteristics of the wing that are known to help maximize wing lift, and loading conditions under which a given wing design must be numerically studied. Additionally, a cubic pressure load distribution was developed to approximately mimic the aerodynamic pressure acting on the surface of the wing. Changes were made to the research code, Charles, to achieve some of the desired features. Using some of the identified parameters and load cases, an optimization problem was formulated and thickness distributions were obtained for two wing planform shapes. The results were compared and discussed, and general patterns were identified which give insight on flapping wing design.","flapping wing; design; optimization; sensitivity analysis; micro air vehicles","en","master thesis","","","","","","","","2021-09-27","","","","","Atalanta project",""
"uuid:0141652e-4084-48db-bf13-911bee567771","http://resolver.tudelft.nl/uuid:0141652e-4084-48db-bf13-911bee567771","The Cargoloop: An economic feasibility study on a cargo application of the hyperloop in Europe","Pijnenburg, Marcha (TU Delft Technology, Policy and Management)","van Wee, G.P. (mentor); Annema, J.A. (mentor); Warnier, Martijn (graduation committee); Beerlage, I. (graduation committee); Delft University of Technology (degree granting institution)","2019","It is expected that the express delivery market will grow strongly in the coming years. This growth, however, is restricted by the shortage of express transportation capacity and is increasingly causing congestion. The transport sector is not only subject to this growing demand from a business perspective but also faces environmental challenges. The unsustainable nature of current transport combined with the limited capacity, have led to an interest for a new form of transport: the Cargoloop, a cargo application of the hyperloop. The fundamental concept of this idea is that cargo will be transported through an autonomous ground-based system that consists of vehicles within a low-pressure tube, in which high speeds of around 1000 kilometres per hour can be achieved. By reducing the air resistance in the tube, little energy is necessary to put the pressurized vehicles in motion which in turn, results in an energy efficient form of transport. Moreover, it is hypothesized that the Cargoloop could act as a stepping stone towards transporting passengers via the hyperloop. However, so far, little research has been done into this topic. This study therefore investigates the economic feasibility of the Cargoloop. In order to be able to do this, the Cargoloop must first be designed. This study therefore consists of a two-step approach: in the first step a potential design of the Cargoloop is established and an initial route is proposed, followed by the second step in which the economic feasibility of the Cargoloop is investigated by means of a cost-benefit analysis (CBA). An overview of the costs and the benefits was investigated for three different CBA scenarios, in which the project was financed in different ways. The results showed that there was no scenario in which the Cargoloop is economically feasible on the trajectory between the airports of Cologne-Bonn and Paris-CDG. A fundamental factor for explaining this, is that when looking at the number of vehicles that would be annual operational on the route between the airports of Cologne-Bonn and Paris-CDG compared to the annual capacity of the Cargoloop, it could be found that only a small percentage of the capacity of the Cargoloop is utilized on this route. Substantial more cargo would need to be transported to make the Cargoloop economically feasible on this trajectory. This could be realized by obtaining a larger modal share or by expanding the network, so the overall cargo flow will become larger.","Hyperloop; cargo; express freight; design; CBA","en","bachelor thesis","","","","","","","","","","","","Complex Systems Engineering and Management (CoSEM)","",""
"uuid:e90049b4-d975-423e-a7be-9851dd436fc6","http://resolver.tudelft.nl/uuid:e90049b4-d975-423e-a7be-9851dd436fc6","How to explain sustainability: the future of urban planning researched through health","Kortman, Anne Sophie (TU Delft Architecture and the Built Environment)","Wagenaar, C. (mentor); Delft University of Technology (degree granting institution)","2019","The attempts made in history to design livable sustainable neighborhoods, have created dependency instead on motorized transportation and have increased the pressure of the city, leading to unsustainable environments and causing global climate change. To accomplish sustainability we introduce a new vision to explain what sustainability means in the built environment and how we can identify ourselves more with the term sustainability. In this thesis we explore therefore policies and strategies where the urban environment and public health meet each other. We believe that by increasing public health, a sustainable environment will be the result. To translate this into urban design, we suggest to design from the neighborhood, the building block of the city. By transforming neighborhoods into a network of healthy places we research how we can increase the quality (livability) of neighborhoods to increase public health, wellbeing and sustainability in the built environment.","urban planning; Sustainabilty; public health; neighborhood; design; Sustainable Development Goals; placemaking; Network design","en","student report","","","","","","","","","","","","Architecture, Urbanism and Building Sciences","AR2A011",""
"uuid:6c7978a5-3f0c-4309-b493-208d8bb8623c","http://resolver.tudelft.nl/uuid:6c7978a5-3f0c-4309-b493-208d8bb8623c","The Transition: Design and engineering of a sustainable solar carport for the 'Nederlandse Spoorwegen'","Dijkema, Jari (TU Delft Architecture and the Built Environment; TU Delft Climate Design and Sustainability; TU Delft Architectural Engineering)","van den Dobbelsteen, Andy (mentor); Eigenraam, Peter (graduation committee); Haghighi, Zoheir (graduation committee); Delft University of Technology (degree granting institution)","2019","The energy transition is a hot topic, businesses also need to think about manners to transition to sustainable energy. Within this graduation the- sis, a stakeholder is involved named the ‘Nederlandse Spoorwegen’, in short NS. The stakeholder has the ambition to make their station’s en- ergy neutral. To achieve this, electricity generating assets needs to be implemented on every asset they own. One of these assets is the P+R parking plots near stations. An easy way of implementing solar into the parking plots is by integrating the solar panels into a carport structure. Current solar carport designs which have been constructed so far, are purely focusing on the aspect of generating the maximum amount of electricity and neglecting the aspect of design. The NS has the ambition to make the carport design sustainable in appearance and material use. Besides the sustainable appearance of the design, the design should be applicable in every P+R parking plots. This results in a modular sustain- able carport design that is orientation independent. For the design, a solar cell technology was needed. Three generations of solar cells were found in literature, but the third generation was not further researched since this generation isn’t commercially available yet. The remaining two generations of solar cell technologies (1st and 2nd generation) were researched on the following topics; performance, de- sign, and sustainability. The information found in this literature research directly fed the multi-criteria analysis (MCA) method called the analyt- ical hierarchy process. With this MCA method, polycrystalline silicon solar cell technology was selected to be the best suitable for the design. Another downside to the current solar carport designs is that these de- signs don’t fully exploit the structural capabilities of the solar panels. In the final design, a connection is designed and analyzed to exploit the structural capabilities of the solar panels, whilst still keeping the trans- parent nature of the solar panels intact. The final design features recycled rail tracks in the structure of the car- port. Besides being made from high-grade steel and the shape of the rail tracks suits their integrating into the structure, the direct link to the stakeholder was also recognized as a benefit for the final selection of this material. To further enhance the sustainable appearance/function of the carport, a green wall is implemented to absorb the rainwater. Thus, im- proving the water absorption in the asphalt dominated landscape of the P+R parking plots. In particular, the design of the sustainable solar carport for the NS is analyzed on solar radiation performance and structural performance (on carport scale and on connection scale). To gain an understanding if the new connection is beneficial on a carbon footprint scale, the newly designed connection is compared to a standard aluminum transom and mullion system.","solar; design; carport; structural solar; sustainable carport; Nederlandse Spoorwegen; Solar carport","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences","",""
"uuid:856ef756-c965-4c43-8f21-49cc80dd52e5","http://resolver.tudelft.nl/uuid:856ef756-c965-4c43-8f21-49cc80dd52e5","Constructed Tidal Marshes: An analysis on how model configurations influence accretion","van Delden, Maud (TU Delft Civil Engineering & Geosciences)","Luxemburg, W.M.J. (mentor); Bogaard, T.A. (mentor); van Maren, D.S. (graduation committee); Mosselman, E. (graduation committee); van Tuinen, Ebbing (mentor); Delft University of Technology (degree granting institution)","2019","Along river banks, on the transition zone between the river and see, tidal marshes can develop. The tidal marshes accommodate multiple plant and fish species. As a result of the stressful conditions in tidal marshes, unique intertidal ecology develops. However, due to the densifying of the river banks, tidal marshes are disappearing.
Restoration of tidal marshes can reintroduce the unique intertidal ecology on several locations in the estuary. To obtain restoration of tidal marshes, constructed tidal marshes come into play, which can be built at designated places along the river.
However, constructed tidal marshes are not necessarily built to restore the unique tidal nature, but can also have other functions as recreation and contribution in green city area.
Nevertheless, is it still unknown how constructed tidal marshes behave and what the optimal design is. Namely, a mismatch exists between the policymakers and designers on the one side and academic knowledge on the other side. To fill up this gap, accessible knowledge from the experts should be available for designers.
Therefore, this research provides guidelines for designers and gains more insight into the behaviour of constructed tidal marshes. This thesis focusses on extracting general knowledge from the results of a numerical model, applied on a case study.
Simulations of a numerical 1D Sobek model applied on the case study achieves the influence of model configurations on accretion. Therefore, tidal forcing, marsh design and system adjustments are divided into multiple components. The model simulations of the separate components give the influence on bed shear stress and potential sedimentation.
Furthermore, executed fieldwork calibrates the model on measured flow velocities. Besides, the Manning coefficient is estimated, and cross-sections are obtained by gps measurements. The parameters are subsequently used as model input.
From the simulations, it can be concluded that tidal asymmetry determines the duration of stagnant water and thus the settling of fine particles. A considerable increase in sedimentation is reached when flats are participating. However, an increasing flat area encourages ebb-dominance and can even lead to erosion.
Next, when the width of the cross-section is large compared to the depth, more sedimentation is predicted. With flood-dominant bed shear stresses, a broad cross-section leads to accretion.
In the case study, the presence of sand particles is not expected, as sand is deposited close to the inlet, where the bed shear stress is ebb-dominant. In contrast, silt settles throughout the system. Especially at low energetic conditions, such as bends, silt settles. As the occurring bed shear stress is mostly flood-directed, it is likely that sediment entering the system, does not leave the system anymore, and accretion of the bends is presumed.
The placement of gate culverts in flood direction leads to higher accretion rates due to the longer slack duration. However, at the exact locations of structures, higher bed shear stresses can develop, and erosion is expected.","marsh; design; tidal marsh; accretion; sedimentation and erosion; tidal forcing; design parameters; structures; constructed","en","master thesis","","","","","","","","","","","","Water Management","",""
"uuid:fd802e4c-dcbc-48b6-a5e9-2033b82ee0bf","http://resolver.tudelft.nl/uuid:fd802e4c-dcbc-48b6-a5e9-2033b82ee0bf","The development of a minimum viable product to facilitate the venipuncture procedure","Hooft Graafland, Joy (TU Delft Industrial Design Engineering)","Diehl, Jan-Carel (mentor); Bakker, Martien (mentor); Delft University of Technology (degree granting institution)","2019","This report showcases the development of a product to aid the venipuncture procedure. Venipuncture is a procedure where intravenous access is obtained for several purposes. Finding a location and vein to insert the needle is the most important step of this procedure. Nearly 90% of hospitalised patients have to undergo the procedure. Despite venipuncture being the most performed procedure at hospitals, almost 50% of all cases fail at the first needle insertion attempt with adults and more than 60% with children. This failure leads to several complications such as bacterial infection, extravasation or phlebitis.
The product must be able to be used for all skin types and all healthcare contexts. For this, multiple end-users and use cases are within the scope of the project. To cover all use cases, a minimal viable product is developed. This is a product which has all minimal functionalities to make the product viable. The minimal viable product can be altered with minimal adjustments to make it fit to a specific context.
To increase first-attempt success rate, the Veindicator is developed. This product will have minimal viable functionalities to aid the venipuncture procedure. The Veindicator is a device which uses Near Infrared spectroscopy to visualise veins. Near infrared spectroscopy analyses the transmission and absorption of photons within the near infrared spectrum. Veins contain deoxygenated hemoglobin which, when exposed to near infrared radiation, almost completely absorb this radiation. By utilising the absorption characteristics of deoxyhemoglobin, veins can be distinguished from surrounding tissue. To further enhance the contrast of the vein pattern and the surrounding tissue, the exposure of NIR is increased. Looking at the optical absorption window, a light source is used with a wavelength between 700 - 900 nanometer within the electromagnetic spectrum. Here, the deviation between the attenuation coefficients of deoxyhemoglobin and human tissue are the highest. The image of the enhanced veins is captured and contrast is further increased by the use of digital image processing algorithms. Finally, the enhanced vein pattern is extracted from the image and via a projector, displayed back onto the skin. The projection increases the visibility of the veins and therefore aids the venipuncture procedure.
What is actually the problem that a VUI is solving? And is this really better compared to existing solutions? How do we make sure the integration of voice technology simplifies and enriches our lives? How do we design voice interactions that matter? Human-centered voice design is the answer.
Therefore, the central aim of this research is to enhance designers in the creation of meaningful voice interactions. The research has been divided into a theoretical background part and an exploratory research part, with methods including case studies, interviews and observations. The insights gathered through this research are boiled down into a condensed framework showing how designers could incorporate human-centered VUI design in their processes. The argument put forth in this research is that context factors and human-centered values determine to what extent a use case is meaningful, in relation to one’s job to be done. The proposed human-centered values are enlarging accessibility, enhancing convenience and/or enhancing experience. Building on this argument, a toolkit has been developed, turning the theory into a hands-on product to incorporate in every VUI design project. The toolkit includes a canvas to discover and validate human-centered VUI use cases and a card deck which both clarifies the canvas’ elements as well as triggers the designer’s VUI imagination with inspiring examples. With the canvas, you decide step-by-step if voice technology provides the right solution for the fulfillment of a job to be done, putting the needs of the human central to the modal. In chronological order these steps include: Framing the Job to be done, checking the context factors, ensure human-centered value and ranking the use case’s feasibility. The card deck with examples of contexts, target groups and specific types of interaction in which a VUI could be of extra value stimulates the creative process and hereby enhances the creation of meaningful voice use cases. Finally, the design approach and toolkit have been evaluated during a cooperative creative session with Valsplat and KPN online. Recommendatory insights gathered during this session create a revised version in the shape of a workshop. This set-up enables Valsplat to help organizations in creating voice solutions based on customer needs. With the results followed from this project, they want to initiate a new movement: putting humans in the center of the voice revolution, towards a world with voice interactions that are worthy of humans’ precious time!","Voice; VUI; human; centered; design; process; toolkit; card; canvas; humanvui","en","master thesis","","","","","","","","","","","","Design for Interaction","",""
"uuid:2048c980-af26-49cd-9091-db3a39a045ba","http://resolver.tudelft.nl/uuid:2048c980-af26-49cd-9091-db3a39a045ba","Connecting a younger target audience to Hallmark Cards: Proposing a new disruptive value proposition","Uwland, Jeroen (TU Delft Industrial Design Engineering)","Hultink, Erik-Jan (mentor); Sturkenboom, Nick (mentor); Delft University of Technology (degree granting institution)","2019","Hallmark Cards has a long tradition as a global brand and has designed and sold a countless amount of greeting cards. However Hallmark is also under pressure, because the greeting card industry is declining and the younger target group is using more and more social media to send quick messages and to congratulate each other. Therefore, Hallmark should look for new ways to connect the younger target group to its brand.
During this master thesis a product proposal and roadmap will be created to connect a younger target group to Hallmark in the following years.
Hallmark is a creative company with a warm atmosphere. However, they are currently in a dilemma between its retail and online department. Where online sales grow by 5% per year, retail sales decline by 8%. However, retail is still responsible for 80% of the company's turnover. Hallmark doesn’t have a clear strategy what its internal focus should be. Furthermore, Hallmark is already looking for ways to innovate, but these innovations are mainly variations on the current greeting card and not something completely new or different.
However, this is necessary, since the current industries in which Hallmark is active are not the most ideally in the long term. The retail greeting card industry is declining rapidly and the online industry faces a strong competition for both greeting cards and gifts. During this project, routine innovation will be conducted to explore a new industry.
This new industry should connect to the younger target group, who experience problems with relationships. They are insecure and have to deal with a lot of stress. Furthermore, they have not much close friends and this is partly due to social media. There is therefore a need to strengthen relationships. Research shows that this is done best by enjoying experiences together and based on validated models, a new experience model has been developed. This experiences model will be the basis for the new product proposal. In addition to this model, experiences must be easy to consume and fit the target group.
However, Hallmark must also be able to offer experiences, without expensive investments. Therefore, Surprise Night has been developed. Suprise Night is a monthly subscription to a date box, which contains all elements for a surprising date night. The concept is targeted at couples who have been together for a longer period and are in need of new, original dates.
Hallmark is able to immediately start offering these boxes, but because the concept can easily be implemented by other parties, it is important to quickly expand to other target groups. Finally, a roadmap is provided, which enables Hallmark to grow into the activities industry, which should become a separate department within the company.","design; disruptive innovation; product proposal; Strategic Design; Roadmap; agile","en","master thesis","","","","","","","","","","","","Strategic Product Design","",""
"uuid:48f63e87-2d94-4abd-9e87-e37060662095","http://resolver.tudelft.nl/uuid:48f63e87-2d94-4abd-9e87-e37060662095","Marinas in Argentina: A feasability study for a network of marinas in the Buenos Aires Province coast","Dijsselbloem, Stijn (TU Delft Civil Engineering and Geosciences); van Adrichem, Wouter (TU Delft Civil Engineering and Geosciences); Baas, Daniël (TU Delft Civil Engineering and Geosciences); Bartczak, Konrad (TU Delft Civil Engineering and Geosciences); Zeeuw van der Laan, chris (TU Delft Civil Engineering and Geosciences)","van Koningsveld, Mark (mentor); Norman, Cecilia (mentor); Ngan-Tillard, Dominique (mentor); Bosch-Rekveldt, Marian (mentor); Delft University of Technology (degree granting institution)","2019","According to themselves, Argentinians are living with their backs towards the sea. In order to turn this around, a feasability study has been done to find out how a network of marinas along the coast of the province would look like, based on a MCDA including all urban areas along the coast and a fleet analysis. A final network has been proposed and a conceptual design of such a marina has been made.","marina; Argentina; network; design; MCDA; Buenos Aires","en","student report","","","","","","","","","","","","","",""
"uuid:91efc964-3bdc-4ce1-a991-e6606d233747","http://resolver.tudelft.nl/uuid:91efc964-3bdc-4ce1-a991-e6606d233747","Design of a cyborg NERF blaster for children with physical disabilities.: Using the abilities of children with physical disabilities, as inspiration, to create a toy that introduces new, desirable play features onto the regular toy market and thus supports inclusion","Tietze, Tim (TU Delft Industrial Design Engineering)","Gielen, Mathieu (mentor); Van Mechelen, Maarten (graduation committee); Judkins, Dan (graduation committee); Delft University of Technology (degree granting institution)","2019","This graduation report aimed towards the vision „ Transform the needs of the minority into the wishes of the majority“. Children with physical disabilities face the issue to be excluded from the toy world of the able-bodied children. Toys with small buttons, heavyweight or the need of two hands for operating are examples which let children with physical disabilities experience failure. Alternative toys are mostly just suiting their abilities but forget about their actual needs. These needs are for example group play, rebellious play and active play. Further, these alternatives lack when it comes to pop culture topics or an aesthetic outer appearance. This insight showed the opportunity to create a toy for the mass market which takes inspiration from the abilities and needs of children with physical disabilities. The project was executed in cooperation with the toy brand Hasbro. Thus, it was possible to base the project on one of their products called NERF blaster. These toy blasters shoot non-harmful soft foam darts. This toy was chosen since it offers team play, active play, role play, rebellious play as well as it covers pop-cultural topics. Thus it is a perfect toy to satisfy the needs of children with physical disabilities.
The project was executed in the following steps:
Analysis
At the start of the project knowledge regarding the topic of physical disabilities, inclusion and the toy itself needed to be gathered. To gain this knowledge, a literature research was conducted. Further, a school for children with physical disabilities was visited as well as a basketball wheelchair club, a trade fair for rehabilitation products and an occupational therapist.
The research concluded with the insight of how a blaster could support the inclusion of children with physical disabilities. Also, a universal criterion was defined which tries to summarise the various kinds of physical disabilities.
Direction forming
The insights taken from the analysis phase were translated into inspirational guidelines.
A matrix was created which combines three determined abilities with the tasks needed to operate a blaster. By using multiple “how-to” questions, different ideas to operate a blaster were generated. Promising ideas were clustered and visualised. Two loops of expert evaluation lead to one final direction.
Concept Development
The core elements of the concept direction were defined to set a focus for the upcoming steps. Necessary measurements of the to-be-designed toy were determined to create reference points. By using CAD modelling, sketching and rough mock-ups, the defined core elements were further developed.
Company Visit
To bring the concept to the next level, one needed to get feedback from the toy industry. Therefore the concept was presented to individuals at the Hasbro headquarter in Pawtucket, USA.
The feedback emphasised the need for a good story for the toy. Instead of going already too much into detail about technical solutions, first of all, the story needed to be convincing. Further, it became apparent that the toy’s trigger had to become universal.
Integration of Feedback / Final Design
As a final step of the project, the feedback was evaluated and integrated into the concept. The outcome was the definition of a theme as well as the market positioning. Further, two parts were changed regarding their function. A test with seven children with physical disabilities was conducted to evaluate one of the reworked parts. Also, the overall styling was adapted to the defined theme.
The report finishes with an evaluation of the created concept. An upcoming step would be to build a fully functional prototype and test it regarding the designs mechanical functionality and ergonomics.","phyiscal; disabilities; toy; NERF; cyborg; inclusion; abilities; dart; blaster; design; play; children; rebelliousness; active","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:02438980-7ccc-4833-aaac-cbd0b577a58f","http://resolver.tudelft.nl/uuid:02438980-7ccc-4833-aaac-cbd0b577a58f","Redefined Public Floodplain","Hartog, Mervin (TU Delft Architecture and the Built Environment; TU Delft OLD Public Buiding)","Geerts, Filip (mentor); Parravicini, Mauro (mentor); Meijer, Arjen (graduation committee); Delft University of Technology (degree granting institution)","2019","The design proposal is situated along the edge of the city of Strasbourg, the design deals with a existing flooding problem in the area that currently limits the development of the area. The building looks at providing a new scenic route that crosses through a multitude of different landscapes and elevations. The elevated walkway is meant to interact and connect with the existing fabric by providing different function on the ground level. The top level contains the main route that connects the entirety of the location while also withstanding the flooding. Hence providing a raised infrastructure that remains functional even when the area is flooded.","public building; Connectivity; design; floodplains; flood design; infrastructure","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences | Building Technology","","48.5734053, 7.7521113"
"uuid:991dc3b6-b2b2-4026-a650-dc72e5fd6027","http://resolver.tudelft.nl/uuid:991dc3b6-b2b2-4026-a650-dc72e5fd6027","A geothermal heatpipe prototype","Zijm, Peter (TU Delft Mechanical, Maritime and Materials Engineering)","Boersma, B.J. (mentor); Delfos, R. (mentor); Omrani, Pejman Shoeibi (mentor); Twerda, A. (mentor); Delft University of Technology (degree granting institution)","2019","Heatpipes are promising devices for geothermal energy extraction owing to their
effectiveness to transport heat. The goal of this research is to validate an analytical heatpipe model with experiments and to investigate the difficulties in designing and constructing geothermal heatpipes. There is a lack of literature and research concerning the operation, performance limits and construction of heatpipes suitable for geothermal heat extraction. A prototype heatpipe is designed based on specifications for geothermal energy extraction and constructed in a laboratory set-up with sensors and data acquisition. The prototype setup collects experimental data and is used to evaluate important parameters, requirements and practical design difficulties. This research shows the difficulties in designing a geothermal heatpipe taking into account fluid choice and physical limitations as well as complications in constructing a properly sealed heatpipe under the influence of repeated heating and cooling. Furthermore it shows the limitations of the analytical model by comparing the model predictions with experimental data.","heatpipe; geothermal; experimental; prototype; design; limits; performance; model","en","master thesis","","","","","","","","","","","","Mechanical Engineering","",""
"uuid:b75d061e-b3f7-4687-9f03-e5a862ec0cc6","http://resolver.tudelft.nl/uuid:b75d061e-b3f7-4687-9f03-e5a862ec0cc6","Nudging passenger behaviour: Applying behavioural design interventions for smooth processes and experiences at Schiphol Airport’s A-terminal","Kok, Jelmer (TU Delft Industrial Design Engineering)","Santema, Sicco (mentor); Wegener, Frithjof (graduation committee); Huijgen, Arthur (graduation committee); Delft University of Technology (degree granting institution)","2018","To reach the ambition of becoming Europe’s Preferred Airport, Schiphol has set targets for the satisfaction rating of various aspects within the passenger journey. However, some of these aspects are scoring below target. One of these aspects that weighs heavy on the overall assessment is the (process of) baggage reclaim. Aside from the actual waiting time, the most mentioned pain point within this process step is the ‘course of events’, rereferring to issues with crowding and congestions. Research shows that waiting in a crowded environment will cause discomfort and strengthen negative emotions. Problems with crowding are in many cases related to human behaviour. Most of our behaviour follows from subconscious decisions and mental shortcuts. As such, pedestrians automatically take the shortest route, the route of least resistance, the most direct route or just follow others. These behaviours can explain multiple bottlenecks and issues with crowding within the current reclaim areas. To prevent or mitigate these issues it is required to achieve a behavioural change on the passengers’ side. Behavioural interventions can be used to steer these automatic decisions and nudge the desired behavior. This project explores if- and how behavioural interventions can mitigate or prevent problems with crowding in order to smoothen the course of events. The insights can be used to enhance the passenger experience for the development of the A-area as well as the existing infrastructure. The preliminary design of the A-terminal is compared on similarities with the current reclaim areas in order to determine the probable bottlenecks. It resulted in six objectives that - if achieved - either create a better distribution of passengers or prevent crowding around the baggage carousels. A behavioural intervention is proposed for each of these objectives. By means of a field experiment one of the interventions is tested and validated. An overwhelming majority of passengers in reclaim area 1 tend to use only one out of two exits. It leads to a messy customs process and stagnation in passenger flow. The intervention aimed to redirect passengers to the second exit by making use of floor markings and additional signage, prompting passengers to ‘skip the queue’ when it started crowding. The first results suggest that nudges are indeed capable of steering passenger movement and path choice. However, iterations should be made on the design in order to improve its effectivity. If the effect is strongh enough, it might make crowd controllers at this area unneccessary. Overall, behavioural interventions seems to be a promising area for experiments and innovation within AAS, especially when congestions and process time are mostly dependent on passenger behaviour.","nudging; behavioural; design; Flow-control; passengers; airport; reclaim; Interventions","en","master thesis","","","","","","","","2019-10-17","","","","Strategic Product Design","",""
"uuid:6177b3c0-d785-439a-a712-392598ced01c","http://resolver.tudelft.nl/uuid:6177b3c0-d785-439a-a712-392598ced01c","Investigation on Optimal Design of Radial and Mixed flow turbines: Design impact on MTT's micro CHP Turbine","Hariharasubramanian, Ramachandran (TU Delft Aerospace Engineering)","van Zuijlen, A.H. (mentor); Delft University of Technology (degree granting institution)","2018","Micro Turbine Technology BV (MTT) is a company that develops Combined Heat and Power generation (CHP) systems using turbocharger technology. They are developing a 3 kW recuperated microturbine for a micro-CHP application and are constantly looking at options to improve the performance of the microCHP system. A suitable modification in the turbocharger technology can be achieve improvement in microCHP’s performance. MTT currently uses an off-the-shelf turbocharger system modified to accommodate a generator to generate power. As they use an off-the-shelf product, one way to improve the system efficiency is to opt for turbine/compressor design modifications to optimise its performance for the particular working condition of MTT’s CHP unit.
MTT is continuously looking at optimising their radial compressors and turbine. Literature and various researches over the past few decades suggest mixed flow turbines as an alternative with advantages for the conventional radial turbines. Thus, this thesis is oriented towards the design and analysis of new mixed flow turbines for MTT’s microCHP system. One of the main goals is to investigate the performance of the turbine stage by adopting new turbine rotors and their design impact on the current turbine stage. The relevant design process, loss models for the turbine, design parameters considered and the procedures followed in few past pieces of research are discussed. A 1D mean-line design procedure has been developed for MTT to design a new rotor considering the upstream and downstream components and the packaging constraints.
Four different turbine configurations are chosen for comparison. The existing radial turbine in use by MTT is considered, and two mixed flow turbines for the same dimensions of the existing radial turbine are analysed for its performance to compare. While designing new rotors, optimum inlet conditions are assumed to neglect the effect of incidence and its loss. Considering the optimum inlet conditions for the turbine rotor, new radial and mixed flow rotors are designed and compared for their performance and sizing. In comparison with the existing rotors, the turbine rotors designed for optimal performance meets the required exit pressure. Mixed flow turbines designed with inlet optimal conditions perform significantly (about 3- 5 %) better than the new radial turbines designed
with the same optimal conditions. A reduction in the inlet diameter (by 5-6 mm) of the rotors is observed for the newly designed mixed flow turbines. Relieving the packaging restrictions, the rotors designed with optimum inlet conditions show an increase in the rotor and stage dimensions with reduced specific power and efficiency due to positive swirl at the rotor exit.
As a first step towards the more detailed aerodynamics and structural analysis, a 2D gas flow-path design procedure has been adapted and programmed to obtain the end wall contours of the flow path within the rotor. Thus, a basic two-dimensional flow path design for the rotors are created. 3D models of the turbine rotors are built using the commercial analysis and modelling software. The three-dimensional models of the newly designed radial and mixed flow turbine rotors are assembled in the current turbine stage to study the geometrical impact of the rotors on the turbine stage. The new rotors have larger exit diameter compared to the existing rotors which make the existing turbine volute to be modified to accommodate the new rotors. The design modifications for MTT’s micro CHP turbine stage have been suggested.","turbine; Mixed flow; Turbocharger; turbo-machinery; design; blade loading","en","master thesis","","","","","","","","2023-04-30","","","","Aerospace Engineering","",""
"uuid:e0ee4c50-0993-443a-b77b-83f1c0f3d11a","http://resolver.tudelft.nl/uuid:e0ee4c50-0993-443a-b77b-83f1c0f3d11a","Design of a Fully Electric Super Yacht: Research by design to find the drivers, enablers and barriers of electric yachting","Akershoek, Rob (TU Delft Industrial Design Engineering)","Jansen, A.J. (mentor); Brand, D.I. (mentor); Schaffers, Jan (mentor); Delft University of Technology (degree granting institution)","2018","The aim of this thesis is to analyze if a fully electric super yacht is feasible, desirable and viable. This is done using a “research by design” approach using the current (and future) drivers, enablers and barriers to design a concept.
First, a vision is developed using the ViP (Vision in Product design) method, in order to create a clear raison d’être (reason of being) for the concept to be successful.
Context and Technology analysis lead to the formulation of a design brief, which was used for the Ideation. A main idea is selected to be developed into a concept, which is used to answer the research questions.
The design of the final concept showed the possibilities for fully electric yachting within the boundaries as set in the design brief. A fully electric super yacht will be less flexible in usage and is potentially only suitable for a selected clientele. The main barriers are technical and related to the infrastructure and usage.","super yacht; yacht; electric; design; transport; transportation; luxury; electrical; ship; boat","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:031596f1-bfcc-427c-8284-f848b219b56b","http://resolver.tudelft.nl/uuid:031596f1-bfcc-427c-8284-f848b219b56b","The Self-Organization of Stuff","Groenewoud, Stella (TU Delft Architecture and the Built Environment)","van de Pas, R.R.J. (mentor); Stolk, E.H. (mentor); Cuperus, I.J.J. (mentor); Vitner-Hamming, D. (graduation committee); Delft University of Technology (degree granting institution)","2018","The common description of the configuration of stuff in a room, one of order (tidy) and chaos (messy), fails to explain the phenomenon that artifacts create structures around people and activities in a space, with both functional and cognitive properties. This form of organization, that is recognizable on various scale levels, emerges spontaneously in the system, without the conscious intention of ordering. Following the growing insight in different disciplines that a theory of complexity can more adequately describe real-world phenomena than the classical causal-mechanistic model, a theory is proposed in which a third state, one of self-organization, is added to the order-chaos dichotomy. Stuff systems are considered complex systems, whose global patterns and properties unfold in time, generated through local interactions between the parts. When projecting models that describe complex system dynamics on stuff systems, much of what we observe in a house can be explained, such as the rise of order parameters structuring the parts, life cycles of accumulation, growth, restructuring and renewal, and interdependencies across scales.
The problem here, is that the constant reconfiguration of stuff can only be explained through interaction with human beings, but does not solely follow a path of top-down design. A theory is proposed that links the self-organization of stuff to action identification theory. This theory from psychology explores the cognitive construct of the action (“what one thinks one is doing”) as an order parameter filtering incoming information and thus structuring behavior. Action identification and affordance creation act in parallel and can be considered a doubly complex system creating and created by the self-organization of stuff.
Because of the process through which it emerges, this form of order is functionally optimized, cognitively logic and endlessly more complex than could be designed by drawing lines on paper. Architecture is always about order, while this order comes completely for free. The proposal following this theoretical explanation is therefore a house that uses these network-like structures as the organizational pattern of the design, instead of the traditional orthogonal ‘grid’. Three designer tools that are created following the research and a simulation through agent-based modeling in Netlogo are used in the design process to make this possible.","self-organization; complex adaptive systems; complexity theory of cities; agent-based modeling; design tool; design toolkit; spontaneous order; system dynamics; house; design; architecture; living","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences | Explorelab","",""
"uuid:56ffee43-f0b3-4944-a287-73241158e876","http://resolver.tudelft.nl/uuid:56ffee43-f0b3-4944-a287-73241158e876","A Large Stroke Load-Carrying Member: Towards the Design of a Load-Carrying Exoskeleton","Lam, Kenny (TU Delft Mechanical, Maritime and Materials Engineering; TU Delft Precision and Microsystems Engineering)","Herder, J.L. (mentor); van de Sande, W.W.P.J. (graduation committee); Delft University of Technology (degree granting institution)","2018","The company Intespring is currently developing a load-carrying exoskeleton for military personnel in order to reduce the impact of the ever increasing backpack load on their body: the Exobuddy. The current mechanical design gives rise to problems, i.e. the exoskeleton occupies a large space and applies torques on the legs of the user during operation, rendering it unsuitable for use in the field. This research is comprised of the redesign of the mechanical structure, where the functionality of the current exoskeleton is maintained, while eliminating the mentioned problems. The chosen solution, based on Storable Tubular Extendible Members (STEMs), is further developed and dimensioned according to a set of requirements. Finally a prototype is built to validate the design. It is shown that the proposed design is capable of carrying loads matching backpack loads of military personnel. Additionally, it is shown that the anisotropic material properties of Fibre Reinforced Composites can be exploited in such a way that a compact mechanism can be obtained.","exoskeleton; design; load-carrying; intespring","en","master thesis","","","","","","","","2023-07-11","","","","","",""
"uuid:d3492e14-8924-40b4-a408-7bb050738240","http://resolver.tudelft.nl/uuid:d3492e14-8924-40b4-a408-7bb050738240","A retrofit design of a stress-reducing, human-centric lighting plan for an aircraft entry","van Hijfte, Jasper (TU Delft Industrial Design Engineering)","Hiemstra-van Mastrigt, Suzanne (mentor); Pont, Sylvia (graduation committee); Delft University of Technology (degree granting institution)","2018","class=""MsoNormal"">This is a thesis report in Integrated Product Design, along with STG Aerospace in Cwmbran, Wales. It is a design project centered around the entry lighting of an aircraft galley. The analysis provided possibilities to reduce stress using light. These are showing information from trusted and authoritative sources, enlarging the perception of galley optically and physically to negate the feel of claustrophobia and using dynamic lighting as calming effects and asa means of communication.
The embodiment design used requirements and translated them into a lighting plan, which is created from lighting-based design solutions. This lighting plan details the functions the light will fulfil, and how the psychological requirements are addressed within the architecture of the aircraft galley.
Four elements compose this lighting plan; 1) a central luminaire, 2) spotlights, 3) a dynamic lighting component, and 4) a projection of information. The duration of this project was too short to fully elaborate upon every aspect of the lighting plan, so the focus for the final design is on a central luminaire with integrated dynamic lighting, as it showed the most potential of having an effect on passengers.
The final design proposal is a luminaire with a LED print-circuit board as light source and a diffuser made by thermoforming a diffuse sheet of polycarbonate, selected for its impact resistance and fire classification, making it the go-to material for light diffusers in the aircraft industry. The luminaire has a flowing character and curved design that matches the current trend in aviation, welcoming passengers and guiding them in the right direction.
Light is dynamically as pulsing LEDs moving along the edge of the luminaire with streaks of blue, mirroring clouds that pass by while also guiding passengers along. The larger luminaire provides cabin crew and passengers with improved lighting conditions that match required lighting values while creating the perception that the galley is enlarged optically by shining light along the ceiling.
The evaluation of the design was conducted in the DUT Aircraft Lab by recreating stress and having participants re-enact the boarding experience. The first iteration shows only general lighting, the second includes the full effect of the luminaire with dynamic lighting. The results, that compare the evaluated atmospheres in the galley, indicate that the addition of the dynamic lighting has a positive effect on the experienced atmosphere in the galley, suggesting a reduction of stress.
The qualitative feedback from participants shows that the effect of the luminaire design and the dynamic lighting do help to create a more relaxed atmosphere, positively influencing the boarding experience. The design is associated by several participants with clouds passing through a clear sky and people find the design calming and intriguing.
The lighting plan functions as envisioned and should help to reduce stress among passengers using dynamic light to evoke a calmer atmosphere while simultaneously capturing the attention with its design. STG Aerospace will benefit from the research supporting these conclusions and now have a direction in which the galley lighting can be developed further.","light; retrofit; stress; stress reducing; aircraft; aircraft entry; boarding experience; lighting design; design; Integrated Product Design; lighting plan","en","master thesis","","","","","","","Campus only","","","","","Integrated Product Design","",""
"uuid:8dec83d1-dc6a-4fe9-9ef2-1803075c9f05","http://resolver.tudelft.nl/uuid:8dec83d1-dc6a-4fe9-9ef2-1803075c9f05","A Sonic: Designing with sound acts","de Beer, Michael (TU Delft Architecture and the Built Environment)","Havik, K.M. (mentor); Andrade Castro, Oscar (mentor); Jennen, P.H.M. (mentor); Delft University of Technology (degree granting institution)","2018","To listen and to make a noise, as sonic acts, formed the premise of the project. Continuing a lineage of inquiry of human conduct that is underpinned by the notion that humans engage in purposeful behaviour; the sonic act in the field of architecture questions how people behave sonically in their environments. The importance of this spatial query is underpinned by the premise that sound is critical for experiential engagement and a defining feature of phenomenological attributes of spaces.
As with many forms of praxeological inquiries that have given form to the typologies of buildings we have come to know and love; the project was underpinned by continual introspection as to the sonic inhabitation of spaces. Throughout the iterative design phases of the project, continual cycles of questions were being asked- What is the sonic behaviour and how does this form spatially (Vis-à-vis)?
The project is situated in Valparaiso, Chile. On the steeps slopes between plan and hill. Drawing on the strong sonic research component the outcome presents four primary spatial interventions that each hold diverse qualities for the sonic act of presence to occur. These are a learning centre; collective school environment; market square; and Sonic Vantage point. Each of which serve as precedent for the utilisation of the sonic act as being a core design tool in defining the spatial logic. The significance of the work is that it aims to test notions of experience, that have over the last two decades gained increasing recognition as being fundamental to architecture and calling for a turn away from the dominance of visual mechanisms.
The goal of this project was to facilitate adopters in adopting a shelter dog, to enhance the new human-animal bond which would benefit to the shelter dogs' welfare and enrich the owner-pet relationship. To support the adopters in their adoption process of facing the challenges and enjoying the rewards in rehoming shelter dogs. This project focuses on the adoption experience of the adopters who adopted dogs from the shelters, and how to optimize the experience to improve both the adopters’ commitment in taking care of the adopted shelter dogs and the shelter dogs’ wellbeing.
The first lagoon is the Sakumo lagoon, located between Accra and Tema. This lagoon is connected to the sea through a small culvert, which enables a limited amount of water exchange. Since a few years, fishermen have been unable to catch fish in this lagoon, because of invasive plants restraining them from entering the basin. The siltation rate is high due to increasing friction because of these plants and limited sediment outflow through the small culvert. Furthermore, the water quality in the lagoon is poor. An overland flow model and a mixing model are used to evaluate the effects of a change in layout of the lagoon mouth. From this, it follows that a larger connection to the sea is beneficial to the water quality while still maintaining flood safety. However, decisions on the redesign of this lagoon mouth should be made with close regard to stakeholder interests.
The second lagoon is the Klottey lagoon, located in the city centre of Accra. The surroundings of this lagoon are planned to become an area of tourism. Neighbouring the lagoon, a new fishing harbour is planned. The water quality in this lagoon is poor and its water flows along the shore of Accra. The water quality in and near the lagoon is investigated with the development plans of the area in mind. Furthermore, the shoreline response as a result of these interventions is assessed.
Can the Dutch core values be conveyed to newcomers in The Netherlands?
By developing an intervention that helps to convey values to newcomers this question is answered using a Research through Design approach. A discussion and recommendations for policy are presented based on the answer. On top of that, newcomers and PSP trainers have been involved in all stages of the project in order to create a human-centered design. The project is done in collaboration with Christa Nieuwboer, senior researcher at Apparent.
The three phases Reveal, Create and Evaluate can be recognised throughout the report.
Reveal
Information about the current context is collected in the Reveal phase. Moreover, it states a strong foundation on which the project is built. Last, prototype interventions activities with newcomers are done in order to find out what is appropriate.
The analysis of the current context revealed information about the values workshop. Moreover, the definition of the three values freedom, equality and solidarity as described in the booklet Core values of the Dutch society (Ministry for Social Services and Employment, 2014) is adopted. A lecture by Tamar de Waal (Toeset, Hobbelink and Dorresteijn, 2017) motivated to respect the fact that the meaning of values should be viewed in relation to their context. Additionally, the four educational principles currently used in the values workshop are used as guidelines for concept development. These are: (1) make use of visualisations, (2) build on personal preferences and experiences, (3) include team and individual assignments and (4) facilitate group discussion and reflection.
The foundation exists of four pillars. First, the learning cycle of Kolb (1984) proved to be suitable for approaching abstract values through concrete experiences. The cycle follows the stages of (1) concrete experience, (2) observations and reflections, (3) abstract concept and (4) test implications of this concept after which the cycle starts over again. Second, the adopted vision on integration is that acknowledging and respecting the pluriformity of the Dutch society can stimulate social cohesion, rather than aiming at sharing all values. The third pillar consists of three additional educational principles: (1) focus on intrinsic motivation, (2) make use of active learning methods and (3) involve of a role model. Last, all newcomers are defined as the target group for the project. Although the initial focus was on Syrian newcomers, involving people with different cultural backgrounds is more suitable when talking about the meanings of values in different contexts in an equal way.
The intervention studies showed the importance of time, roleplay, discussing both similarities and differences and involving concrete information and multiple topics when aiming at understanding values. The design brief was devised in accordance with Nieuwboer using all previous findings. The following design goal was agreed upon:
Design an experience-based intervention that enables newcomers in The Netherlands to understand the three Dutch core values following an experiencing, reflecting, understanding-approach while at the same time supporting the newcomers in discussing the differences and similarities between different culture’s values and practices.
The design brief functioned as the closing document of the Reveal phase and the starting point of the Create phase.
Create
The aim of the second phase was to create a suitable intervention. Ideation sessions led to the game idea direction. It was decided to design for structured play, incorporating a clear goal and rules. Moreover, the choice for an analogue game was made to provide the best circumstances for dialogue and roleplay. Last, the aim to explore cultural issues and provide dialogue about these clearly indicated the game would be expressive.
Game elements and mechanisms found in other games were combined into the game concept. Through seven gameplays with different user groups the elements and mechanisms have been tested and improved which resulted in the intervention WAARDEN?! Het spel. The goal of the game is to earn the most value points. Twelve participants play in four teams and sit around the three-values symbol, which is laid down on the floor. A game facilitator guides the gameplay.
Each turn either a roleplay or a question card is played. With a roleplay card two teams enact a situation. One team from the perspective of their own cultural background, the other how they think it would happen in The Netherlands. The question card presents a question about a law that the teams have to answer. By playing the cards teams can earn points. After that, the game facilitator asks reflection questions about the differences, similarities, participants’ opinions and possible consequences of the enacted situations. Finally, the played card has to be linked to one or more of the three Dutch values by placing it on the three-values symbol. The game ends by reviewing the three-values symbol and appointing a winning team. Through this procedure, the participants follow the phases of the learning cycle of Kolb (1984).
Evaluate
In the last phase of this report the conclusion and discussion are presented. The game is a very effective intervention for helping newcomers to understand the Dutch core values. The answer on the research question is that the values are too abstract, too dynamic and too ambiguous to capture and convey. These conclusions have resulted in following recommendation for policy making:
Discard the abstract and contradictory Participation statement. Rather, regard the values workshop as an introduction to a lifelong intercultural values dialogue to reach a pluriform society in which people respect each other’s values.","design; integration; newcomers; game; policy; roleplay","en","master thesis","","","","","","","Campus only","","","","","Design for Interaction","",""
"uuid:8d2a0f15-d8d0-4682-ac33-a44d01d01901","http://resolver.tudelft.nl/uuid:8d2a0f15-d8d0-4682-ac33-a44d01d01901","Telltail: understanding feline behavior and personality to increase the human-animal bond in order to prevent owner-surrender","Murris, Gracia (TU Delft Industrial Design Engineering)","Desmet, Pieter (mentor); Schermer, Wim (mentor); Delft University of Technology (degree granting institution)","2018","One of the most enriching relationships of human beings is the relationship between owner and companion-animal, including more specifically the relationship between owner and cat. Cats are the third-most important source for social support and security for human-beings. Cats are relatively easy to take care of and make people feel needed. Owners often see them as a friend, child or partner in the relationship.
Cats have similar emotions as humans, which lays a foundation for the relationship; they express emotions, however, quite differently. Therefore, owner and cat don’t always understand each other, which often results in confusion, frustration, annoyance and uncertainty in the owner.
The relationship between owner and cat is an emotional one, full with positive and negative interactions. Too many negative interactions could, in fact, eventually lead to an abrupt termination of the relationship.
This project is about the development of the owner-cat relationship and what leads up to the unexpected termination of it: when an owner decides to give up the relationship and surrender the cat to the shelter.
The decision to owner-surrender is often grounded in several reasons of the owner. What are some of the reasons that owners decide to surrender their cat? What problems may arise in the relationship? How does the relationship work? And what emotions play a role in the relationship?
To answer these questions, this project maps the emotional of journey of owners with their cats and explores the interactions and behavior of owner and cat during this journey. With these findings as a guide, a design is created, Telltail, which is a product meant to help new owners understand their cat’s behavior and personality to increase the bond between owner and cat.","design; behavioral change; behavior; personality; feline; cat; owner-surrender; human-animal bond; play","en","master thesis","","","","","","","Campus only","","","","","Design for Interaction","",""
"uuid:c3c7fbfd-ddb3-43c1-9704-d8c02265c54e","http://resolver.tudelft.nl/uuid:c3c7fbfd-ddb3-43c1-9704-d8c02265c54e","Site-specific investigation and anchor mooring design for a floating OTEC system offshore of Barranquilla, Colombia","van der Graaf, Onne (TU Delft Civil Engineering & Geosciences); Hillen, Huub (TU Delft Mechanical, Maritime and Materials Engineering); van der Does de Willebois, Jeroen (TU Delft Civil Engineering & Geosciences); Franken, Kris (TU Delft Mechanical, Maritime and Materials Engineering)","van 't Veer, A.P. (mentor); Bricker, J.D. (mentor); Acevedo, Diego (mentor); Kleute, B.J. (mentor); Delft University of Technology (degree granting institution)","2018","The main goal of this project is to determine the optimal location for an OTEC installation with a minimum lifespan of 30 years off the coast of Barranquilla and to make an anchor mooring design for the floater on which this installation is located. Bluerise has identified an area near the coast of Barranquilla for which OTEC can be applied. This area is situated within Colombia’s territorial waters (within 12 nautical miles, or 22.2 kilometres), where two locations have been identified by Bluerise: Location 1: 11.2028 latitude, -75.0003 longitude, Location 2: 11.2772 latitude, -74.9208 longitude.
Environmental conditions -
The daily wind direction is NE-ENE. There is no clear extreme wind direction. The daily waves have a dominant Northeast direction while the extreme waves have a dominant Northern direction. The extreme waves are generated far north of Barranquilla by very high wind speeds which explains the relatively high extreme significant wave heights in the area and the relatively low extreme wind speeds. The yearly average (nautical) surface current direction at the two possible floater locations is predominantly south or southeast. The top 20 strongest current speeds in the past few decades have come from the west or southwest however and therefore these are the normative current directions. The environmental conditions are equal for both possible floater locations. A temperature difference of 20_C is reached at warm water intake and cold
water intake depths of 30 and 763 meters, respectively. The depths at which a temperature
difference of 22_C is reached are 36 and 1023 meters (with temperatures of 27 and 5 degrees, respectively). The influence of the Magdalena river and upwelling is concluded to be negligible.
Marine traffic - The two locations with safety zones are located in a traffic-dense area. The area is getting more traffic intense in the upcoming years. However, it will not pose an immediate threat to the operation. As location 2 has slightly less traffic, it would be preferable from a safety point of view.
Seawater intake- and return pipes - Assuming a cold seawater intake temperature of 5C and a warm seawater intake temperature of 27C, the intake pipe lengths become 1023 and 36 meters, respectively. Based on the equation
of state, the mixed water return flow pipe length becomes 130 m. At this depth, the effects of a difference in density between the surrounding seawater and the mixed returned water are minimized. Also, the depth is outside of the euphotic zone which minimizes algae growth. If the intake water is higher than 27 degrees, the discharge temperature will have a higher temperature. Calculations with the Equation of State reveal that the warmer the discharge temperature,
the lower the density of the discharge water is. Whenever the discharge temperature is higher than the output temperatures, less depth is needed in order for the discharge water to be naturally buoyant. As the intake temperature fluctuates throughout the year, it is therefore advised to design the length of the discharge pipe at 120 meters.
Anchor mooring design - The proposed anchor mooring design consists of a spread-moored 4x3 taut mooring system. The lines are composed of three parts: a 50 meter chain connected to the ship, a 1290 meter fibre line part and another 150 meter chain at the end that is connected to the anchor. The floater is positioned in a 58,05 angle with respect to the north in a northeast direction. This ensures comfortable operation during daily conditions and will reduce fatigue build up. The hurricane conditions were found to be governing. The design complies with the basis of design stated in section 5.3 and with the DNV-OS-E301 code and the API Recommended Practice 2SK.
A sit-snowboard is a weight supporting mechanism that allows people with lower extremity impairments to perform the sport of snowboarding. Comfort and control of the Twinrider (the only sit-snowboard on the market) are insufficient for advanced riders who reach higher speeds and ride more bumpy slopes. The goal of this study is to design a sit-snowboarding mechanism that provides sufficient comfort and control for advanced users.
In the new mechanism design (Snowcruiser), vertical suspension is added between the seat and the board using two mountain bike forks. Independent compression of the forks, nose/tail translation of the seat and board flex are allowed. These alterations prevent control interference, visional and vibrational discomfort due to seat tilt, vibrations or shocks on the seat. A continuous interaction of the snowboard with the surface though board flexion and less vibrations on the board also improves control.
With a quantitative test the performance of the new design is evaluated by a straight descent from a bumpy, artificial slope. The prototype carried a dummy weight and the descent is guided by a skier. Using four accelerometers of which two were placed on the board and two on the seat, accelerations were measured. To assess the severity of these vibrations and shocks the standard BS 6841 is used. Vibration Dose Values (VDVs) for the board and the seat are determined after weighting the accelerations to the frequency and direction as described in the standard. Seat tilt and contactless distance were determined using data from high speed cameras. Setting each combination of maximum and minimum height, compression and rebound speed resulted in eight Snowcruiser models. With analysis of the variables, speed dependency is checked and an insight is gained on the behavior of the different combinations of settings. Also a qualitative test is performed in which two riders actually sit in the prototype and slide over hills while turns are made.
The measurements show that the VDVs on the seat are lower for all Snowcruiser models than for the Twinrider, indicating less discomfort. The riders of the qualitative test confirmed this by experiencing a smooth run: No shock is felt when landing after a hill. The Seat Effective Amplitude Transmissibility (S.E.A.T.) is not lower for the Snowcruiser than for the Twinrider, so vibration isolation is not more efficient for the Snowcruiser. However, the Snowcruiser shows reduced accelerations on the board. The Snowcruiser is able to keep the seat horizontal for small inclines. The qualitative test shows that more board flexion is possible. The variable of contactless distance is strongly depending on riding speed, and therefore not a useful variable in this study.
Both tests show that comfort and control are improved for the Snowcruiser and that the goal is achieved. A height of 500mm, maximum compression and fast rebound form the most promising combination of settings. The measurement method presented in this study is a valid method for performance evaluation of comfort and control for a sit-snowboard, using the variables VDV and seat tilt.","sit-snowboarding; adaptive sports; suspension; board flexion; performance evaluation; whole body vibration; vibration dose value; seat tilt; design","en","master thesis","","","","","","","","","","","","Mechanical Engineering | BioMechanical Design | Sports Engineering","",""
"uuid:a85205b8-81cf-49df-a1ee-81619a33428a","http://resolver.tudelft.nl/uuid:a85205b8-81cf-49df-a1ee-81619a33428a","A stretchable strain sensor for on-the-skin posture monitoring","Tarren, Bailey (TU Delft Industrial Design Engineering)","Jansen, Kaspar (mentor); Slingerland, Mascha (mentor); Delft University of Technology (degree granting institution)","2018","Everyone has heard it, “sit up straight!” Probably from a mother figure or teacher. Why is bad posture so bad, and what problems does it create?
Bad posture is a prolific problem across the globe. Poor posture is highly linked to interaction with technology. In today’s society, that means nearly everyone is likely to suffer from poor posture. Positioning in miss aligned postures for extended periods of time create muscular imbalances. These imbalances strengthen certain muscles, while the opposing muscles weaken. Because of this, imbalances are cyclical, once created, you are more likely to continue the imbalance due to the strength/weakness of your musculature.
Consistent poor posture, and the imbalances that come with it, can make it difficult to perform active activities such as sports or hobbies. These imbalances alter the way the body moves and puts people at a higher risk of injury. Specifically, users who have a 9-5 mostly sedentary job interacting with technology, but also have an active hobby are at the most risk. Therefore, the target demographic of this thesis is the ‘active hobbyist.’
Today’s solutions available to users trying to fix their posture focus on fixing the symptoms, not the incredible amount of time a day we spend in compromising postures. The issue with this tactic is that no matter how much stretching or strengthening you do, nothing can counteract the 75+ hours a week spent sitting in awkward positions in front of your computer. These solutions also include hard electronics that impede the natural movement of the body and interfere with clothes and other daily interactions.
Changing one’s posture is hard. Most people sit up straight, but soon become distracted by Netflix, their phone, or work and slouch down again. In fact, a study done in this thesis found that the average user will need reminding about their posture about once every 2.5 minutes. This is because our brains actively work against us maintaining postural awareness.
Therefore, a solution to help users to maintain awareness of their posture is needed.
The skin of a person’s back stretches in a way that correlates to the posture of that person. A sensor that monitors stretch could be used to measure posture.
An on-the-skin sensing mechanism is made from a conductive, stretchable silver ink printed onto a plaster-like platform. The sensor functions by measuring the change in resistance as the sensor is stretched. This sensor is the first disposable sensor skin concept for its market. Its functionality is improved over the course of this thesis to become more robust and resilient.
Five concepts are developed to demonstrate how this sensor could be designed and implemented as a product for the market. These concepts are optimized to show the qualities of the stretchable ink printed sensor.
Matras Recycling Europe B.V. is a Dutch company that specialises in the collection and disassembly of used mattresses. In order for this business to be viable and to increase the circularity of the entire mattress industry, it is important to find a suitable application for each of the materials of a used mattress. This thesis focuses on researching the potential of the outer layer of the mattress: mattress ticking.
This report describes the methods, outcomes and decisions that were made to create the final product. At the start of the project, the research question was:
“How can recycled ticking materials be used to design pet products, in the most sustainable way?”
The Material Driven Design method (Karana et al., 2015) was applied as a framework to determine the properties of the material, determining the market opportunities for mattress ticking.
Focus groups with the target group resulted in insights, which in combination with interviews with experts and other research, resulted into a preliminary list of requirements where the product should abide by.
After exploring multiple search areas, the search area “Travelling with dogs” was chosen because of the high viability. This search area led to 17 ideas, which were scored using the Harris profile method.
After further elaboration of the three concepts (Fence, Sunshade and Hammock) that scored best, one concept was chosen because it had the highest viability and desirability. This concept (Fence) was developed into the final product: Dipi. Dipi is a simple dog tent that protects dogs from the sun and creates a secluded area for the dog to lay in. The product is lightweight and easy to use. The product is intended to bring along on holiday.
The launch of the product is supported by a marketing strategy and a list of potential production partners, that is proposed to the client company.
After materialising the final design of the product, a prototype was made. The final prototype was tested in an exploratory user test with the envisioned target group, after which final design recommendations were set up.
The thesis is concluded with further recommendation for developing the Dipi and an extensive evaluation of the used methods during the project.
Current do-it-yourself (DIY) solutions for the creation of electroluminescent panels require more than two hours for the creation of a custom design and have a significant chance of failure. These factors make it an unappealing material to work with.
In order to make this material more appealing to design student the goal of this project is to develop an easier construction method for DIY electroluminescent panels. A method that takes less time and has a high success rate, with similar result as existing construction methods.
Through the exploration of multiple methods for constructing EL devices a solution is found.
Combining phosphor powder with UV curable adhesive creates an mixture that can cure in a matter of seconds. This mixture can be spread across a piece of vinyl, placed on an electrode and with a cut-out of the required design. When placed underneath UV light, oxygen inhibition prevents the outer layer of the mixture to cure. The second electrode can now be attached and after a final curing process the panel is ready to use.
Extensive user testing has shown that this method will take less than 15 minutes and has an high success rate.
Insurance company Achmea and consulting and IT services company Accenture commenced a collaboration in the fall of 2015 in an attempt to address burglary damages in social housing apartments. This project was called ‘Homies’. In order to achieve their goal of reducing burglary costs, the Homies team created a concept for an in-home alarm system that warns a network of neighbours, family and friends through messaging service WhatsApp whenever it is triggered. Homies’ working method is based on the ‘Lean Startup’ method: their aim was to start as soon as possible with releasing ‘minimum viable products’ (MVPs) to their (potential) customers and end users. Housing corporation Ymere agreed to participate in pilots, and facilitated the contact with its tenants. For this graduation project, I was able to use Homies’ pilots to test my own interventions and gather insights.
Context
Break-in-and-entering in homes is a problem of substantial size in the Netherlands, in which socially deprived neighbourhoods suffer disproportionally. There are many stakeholders that are negatively affected by it, among whom victims and their neighbourhoods, governmental institutions, insurers and housing corporations. From my research on how Homies could address this problem, I discerned three major challenges:
1. Decreasing damages from break-in and burglary
2. Availability for social tenants
3. Promoting social cohesion
Research process
As the Homies concept was already being developed and tested in a pilot at the start of my graduation project, it seemed worthwhile to research the prototype in use, as well as its pilot users. My process consisted of interviews, observations, interventions, simulations with end users and creative sessions. The insights that I gained during this research, were in some cases directly used to alter the Homies concept and prototype (MVP). At the end of this process, I had contributed to an increase in the amount of neighbours that are warned for each alarm from less than one to 5 on average, helped boost the responsiveness of neighbours after an alarm fired and reduce the average time it took to assess if it was false alarm to below three minutes in 90% of the cases.
Key redesign factors
My research led me to believe that Homies’ mission and vision for its product and service have clear merits, but there are many factors that could impede success. I defined five key redesign factors, based on my research insights. I addressed these in a redesign for Homies’ service, that focuses mostly on a new interface that is meant to replace WhatsApp.
1. Guide users through alarm situations
Departing from the very limited possibilities for guiding alarm situations in WhatsApp, creating a new interface for users during alarm situations opens up many opportunities for Homies to guide their users in the best possible way. The redesign was specifically made to only give each user information that is relevant to them in that exact moment, and to suggest very specific actions that would lead to effective follow-up. Each view of the app is specifically designed to guide the user in taking their next step. As a significant part of the target group (social tenants) are low-literate, have little experience with technology and mobile phones and are insecure about their capabilities, I aimed for a design with decreased dependence on reading and writing skills, opting to always give users a few clear options for their next action, enhanced with as many visual cues as possible.
2. Provide better insight and oversight for users and Homies
By creating a new interface, social translucence can be taken into account specifically. Users will then be better able to work together and account for each other’s needs in the situation. Next to this, each button-press or other interaction within the concept can be captured by Homies and used towards understanding both user behaviour and the specific conditions of each alarm situation, which can be of great value for improving their service: the behaviour of individual users can be tracked back in more detail. Additionally, all aggregated data can be used to show trends and patterns in both user behaviour and alarm situation specifics. Homies can collect statistics on user, home and neighbourhood level and build a system of positive reinforcement for its end users around improving scores.
3. Reduce dependence on third party apps
Progressive web apps (PWAs) have the potential to solve Homies’ WhatsApp dependency and improving the alarm follow-up user experience, while also omitting the necessity for a native Homies app for each different smartphone OS.
4. Show users the value of Homies as integral part of the user journey
This custom interface that guides users better during the alarm situation, can easily be used during the onboarding process to simulate alarm situations. These simulations could provide a perfect environment for users to be prepared for alarm situations.
5. Engage users effectively over long time spans
It is important to keep users effectively engaged throughout their Homies membership, as it is important that, in each alarm situation, enough alarm group members engage in follow-up behaviour, otherwise Homies can’t effectively decrease burglary and fire damages. The onboarding process is designed following the effective engagement model that Yardley et al. (2016) propose: behaviour change is mediated by the digital behaviour change intervention (DBCI), where in the first phase, the DBCI prepares the user for behaviour change in a set of ‘micro’ level moment-to-moment engagements that keep the user come back to the DBCI. Throughout these micro level engagements, the DBCI aims to get the user to identify and engage with the larger intervention goals, which reinforce the user’s motivation to keep engaged on the micro level. The combination of these levels of engagement can then in turn bring the behaviour change about, onto a point where continued engagement with the DBCI is not necessary to keep the behaviour change.","design; IOT; social cohesion; lean development; app; liveability; neighbourhood","en","master thesis","","","","","","","Campus only","","","","","Design for Interaction","",""
"uuid:909f23ca-d51b-4f7e-b0b3-a870620df79e","http://resolver.tudelft.nl/uuid:909f23ca-d51b-4f7e-b0b3-a870620df79e","Energy Landscapes: Shaping the energy transition in the Amsterdam Metropolitan Area","Wiggers, Annemiek (TU Delft Architecture and the Built Environment)","Wandl, Alexander (mentor); Dabrowski, Marcin (graduation committee); Jylhä, Tuuli (graduation committee); Delft University of Technology (degree granting institution)","2017","Through the perspective of Urban Metabolism, that focuses on the design of flows, this project researches the flow of energy in regards to the Paris climate agreement of 2015. The energy transition towards renewable resources is considered in the terms of spatial impact and public acceptance. The energy landscape is used as a design concept that comprises the various aspects of all three of these occurrencies. Through a layer-approach the research builds towards a strategy for the energy landscapes of the Amsterdam Metropolitan Area.","energy landscapes; renewable energy sources; spatial impact; design; Strategic spatial planning; urban metabolism; energy transition; public acceptance","en","master thesis","","","","","","","","","","","","","",""
"uuid:346db0ba-f4d6-45aa-9c35-2e87c3c495c4","http://resolver.tudelft.nl/uuid:346db0ba-f4d6-45aa-9c35-2e87c3c495c4","Availability of a yacht at anchor: A quasi static design analysis to control the horizontal motions","Roelofs, Koen (TU Delft Mechanical, Maritime and Materials Engineering)","Hopman, J.J. (graduation committee); van Geer, B.J. (mentor); Delft University of Technology (degree granting institution)","2017","Yachts are built to provide guests with a unique experience. In order to provide this experience, yachts are often anchored at special locations. Captains prefer to use a single bow anchor when they moor the vessel. Problems are reported with respect to the availability while yachts are at anchor. These are caused by environmental forces. Availability is the yachting term for the operability of a yacht. The comfort on board and the availability of activities are the main aspects playing a role in the overall availability.
Horizontal motions and accelerations of the vessel, respectively caused by wind and waves, are the main issues at anchor. These undesired accelerations can be reduced by controlling the yacht’s heading, ensuring optimal wave interaction. The objective of this research is to improve the availability while at anchor by suppressing the horizontal motions and controlling the heading of the vessel. Previous research suggests that using thrusters is a feasible solution for this. The research performed in this thesis provides a design proposition based on a quasi static analysis. For that reason, mathematical models are developed which are embedded in engineering tools.
When these tools are defined, the first step is a parameter study. This has been performed to examine what, theoretically, is the preferred anchor support system. In this study, the required power and mooring force is calculated for a predefined capability. The capability is the environmental condition at which the system is able to be stationary. Based on the results can be concluded that the mooring line has to be located close to the pivot point of the vessel and that the thrusters have to be located with a large distance to the pivot point opposite to the mooring line location. Using multiple thrusters is often preferable because the same thrust can be delivered with less power. However, the thruster located the closest to the mooring line and pivot point delivers little thrust compared to the other thruster located further away. The usage of a tunnel thruster or an azimuth thruster is preferred. The difference between these two is limited because the azimuth thruster operates at an angle θ of 90 degrees.
The theoretical solutions found neglect practical aspects which have to be taken into account for implementation; e.g. the layout of the vessel and the range of the required headings. To consider these aspects, multiple assessment criteria have been defined. The design study has been performed with various design cases. The capability of these cases has been calculated with the developed model in terms of wind speed. When the used power is reduced, the comfort with respect to noise is increased. However, this reduces the capability as well because less thrust can be delivered. The reduction of the capability is related to the power margin to the power 1/3, when the thrusters are operating at maximum allowable power. For each design case, the dynamic positioning capability has been calculated to investigate whether including a mooring line influences the capability. As a result of this research can be concluded that the capability of the anchor support systems is higher than the capability of the DP systems and that the anchor support system requires less power to do so. The DP system uses twice as much power for the required range of headings.
The design proposition is determined based on the results of the quasi static calculations supported by a multi-criteria analysis. The preferred anchor support system for a yacht has an azimuth stern thruster in front of the platforms at the stern. Placing a thruster below these platforms causes safety issues and reduces the comfort. The yacht is equipped with an azimuth thruster in the bow because such a thruster can provide the same amount of thrust with less power and provides better controllability. The mooring line location is situated in the bow and is located on the centreline, thus an underwater anchor is required.
The used approach and developed tools are provided to Feadship which allow them to consider the capability of anchor support system in the early design phase of the new yachts. This gives Feadship the opportunity to build yachts with a higher availability at anchor. As a result, the guests will be able to enjoy an even more unique experience due to the control of horizontal motions.
The design of a heat exchanger using topology optimization requires the coupling of the fluid flow equations and the energy equation in a finite element model with a continuous design variable. The existing optimization models perform well when the goal of the optimization problem is to minimize viscous dissipation. A weighted sum multi-objective function is however necessary to optimize the thermal performance of a design, and the correct choice of weights to meet design specifications is difficult to arrive at.
The drawback in the existing model is that the conductivity distribution is defined as a function of the design variable of the optimization problem. This results in infeasible designs when the goal of the optimization problem is to minimize only thermal resistance, and this is demonstrated with several numerical examples along with a motivation for a new formulation.
A new formulation for conductivity distribution is proposed in this thesis. The new formulation defines the conductivity distribution in terms of the velocity field in the design domain. The new formulation is capable of significantly reducing the thermal resistance of the heat exchanger, and this is demonstrated with a numerical example. Finally, a 3d design case is implemented, the results of the optimization routine are post-processed and the performance of the baseline design from ASML is compared with the topology optimized design.
Design of actuator placement is used to determine the most optimal actuator layout for a given objective, for example reducing responses. Combined with topology optimization, both design variables can influence each other, and be optimized towards the wanted behavior. This is done in a static domain. When material is removed, the force layout is updated, which influences the material distribution again. It is shown that the combination of these design variables in the optimization process, contributes to a better result; weight reduction can be achieved, while large deformations are preserved.
Design of actuator placement, combined with topology optimization is also implemented in a dynamic domain. Since topology changes result in frequency response changes, the force placement is more sensitive. On the other hand, forces can be placed in a smart way, to ensure some mode shapes are not excited, whereas others are. By enabling positive and negative forces these forces can even be used to counteract or minimize certain modal responses. When implementing for example a harmonic excitation, the weight and total force can be linked together, to ensure accelerations are feasible. A weight reduction can thus lead to force reduction, which on its turn leads to less deformations. Especially in the high-precision industry, smart placement of actuators, including weight reduction can be very helpful. The combination of these phenomena could provide a new insight in creating accurate wafer stages.
Introduction: The context of mobility is changing rapidly and new mobility solutions are gaining momentum. Ford is expanding towards an auto and a mobility company and experiments with offering mobility solutions. These experiments should help Ford in discovering emerging opportunities. Traditional product development is not suitable for the creation, development and realisation of mobility solutions, so a different approach is needed. The Innovation Management and Mobility team within the Research and Advanced Engineering department in Aachen is seeking and learning to adopt new approaches to research and design. Service innovation is proposed as a user-centered design methodology to help the team develop mobility solutions. Within Ford, service innovation is a multi-disciplinary design approach focused on creating and developing mobility solutions from a holistic user perspective. A multi-disciplinary design approach Service innovation is a design approach in which designers are able to facilitate and execute the process. They can help to bridge research, design and engineering by inviting all stakeholders in the process. Creating mobility solutions Service innovation is an approach that balances user, technology and business aspects of a concept to create a valuable and feasible solution. A holistic perspective on users
To know what is valuable for the user, service innovation is a methodology that helps to create a holistic user perspective. It is essential to create something of value for the user in their everyday live, so this methodology helps to investigate (future) user needs and wants. Method: Research is done to discover the specific needs of the team to be able to adopt the methodology to offer the most value to the team. After an internship period of sixteen weeks in which I was active participant, interviewer and observer I collected insights that informed the rest of the project. Results: The results of this project can be grouped into three aspects. A user-centered design methodology The Mobility team was introduced to a user-centered design methodology through workshops from ID-Studiolab and application to specific projects by me. Helping the team to apply it In my internship I have helped the team to apply the methodology to specific projects and use the proposed methods and tools. This helped the team to put users more central in their innovation efforts. A service innovation toolkit. The created toolkit helps the team to structure the innovation process and apply the methodology in a diverse set of projects. A manual is designed as reference guide for the methodology, methods and tools and the templates and posters are designed to help facilitate the innovation process in specific projects. This helps Ford put users more central in their innovation efforts and create valuable and meaningful solutions for real people. Recommendations: To further develop the user-centered mindset within Ford, I propose to introduce other departments to service innovation and the user-centered design methodology. A more strategic place for design in combination with research including user research, technology development and business model innovation would greatly benefit the development of mobility solutions. Investing in user-centered capabilities helps to facilitate the service innovation process.
For now, Service innovation and the service innovation toolkit help the team to create and develop mobility solutions by adopting a holistic perspective on users.","innovation; design; research and design process; mobility; Ford; transformation; strategy; Design method; design process; Innovation Strategy; Human-centered design","en","master thesis","","","","","","","Campus only","","","","","Strategic Product Design","Ford Service Innovation for Mobility Services",""
"uuid:d9d4e28c-b42c-4495-9835-e500e3eb76f5","http://resolver.tudelft.nl/uuid:d9d4e28c-b42c-4495-9835-e500e3eb76f5","The design of a charcoal-based cooking stove matching the cooking and food habits in Uganda and Ghana","van Sprang, Stephanie (TU Delft Industrial Design Engineering)","Diehl, Jan-Carel (mentor); Crone, Henk (graduation committee); Broersma, J.A. (graduation committee); Delft University of Technology (degree granting institution)","2017","Cooking is ubiquitous in all cultures as it is a fundamental necessity of existence. We are all sustained by food that has been transformed by heat. Cooking food helps in the digestion of nutrients while killing harmful bacteria and viruses. This basic principle of cooking food is the same over the world. However the difference lies within the execution of the cooking process. In the Netherlands we are accustomed to cooking inside in a kitchen on a gas or electric stove. When the weather conditions permits, families gather outside to grill food on a barbecue. This is completely different when looking at other parts of the world. In many African countries it is still the women’s job to provide food for the family. Depending on their living conditions, most women cook outside on portable wood or charcoal stoves. This use of traditional stoves causes a significant amount of air pollution due to the incomplete combustion of fuel. Evenings and inclement weather will cause the cooking/stove to be brought inside, further increasing health risks.
For many cookstove companies this was one of the main drivers behind the design of improved cookstoves. Despite their efforts to improve the current situation, on the long term the users often resumed to use the traditional stoves (World Health Organization, 2014). It was seen that the focus has been too much on the reduction of the polluting emissions and fuel consumption. Reaching the targets has become more important that the needs and habits of the users of these stoves. The identification and understanding of these needs is an essential step in the adaptation process.
Prakti, a cookstove company in the Southern part of India has been successfully implementing a good understanding of the context into the design of their cookstoves. Majority of Prakti’s existing stoves are wood based as this fuel is predominant in the countries (India, Nepal and Bangladesh) Prakti distributes most of its stoves. At the start of this master thesis Prakti expressed the desire to fit the a newly developed technology in a new product for the African market. When taking into account the recent and continuing urbanization in African cities, a new improved charcoal stove was a fair addition to the existing product portfolio. Prakti had developed a new combustion technology based on charcoal that should result in a reduction of emissions (indoor air pollution) and a reduction of the fuel consumption.
At the beginning of the project Uganda and Ghana were chosen as the target countries. Making use of the Context Variation by Design approach an elaborated research was done. Over the course of two months desktop research was done about Uganda and an in-depth field research was done in Ghana to understand the needs. For both countries the cooking habits, rituals and the cooking power (to cook the most common dishes) were identified. These insights were compared and the similarities and differences between the countries were pinpointed. These were used as the main input for the design criteria.
The design process was initiated in Delft by incorporating rituals and habits for the direction of the cookstove development. This was finished before going to Prakti in India. At Prakti’s laboratory the emphasis was on the optimization of the combustion technology to suit the identified power needs and CO emissions. Upon returning from India the optimization of Prakti’s technique (the interior of the stove) was integrated with the exterior design of the selected concept. This prototype was made in Prakti’s workshop. During the construction of the concept improvements were identified to be able to make a solid final design.
The final product is Prakti’s newest charcoal stove: the CharcHole. This charcoal stove is specially designed to suit the needs of women living in urban and peri-urban Uganda and Ghana while exerting less harmful CO and saving on charcoal. The stove accommodates the pans these women use, refuelling is done from the top of the stove and ash removal can easily be done whilst cooking. When the gas extension is purchased, the women can also tailor the stove to fit their fuel preferences during the year.
The design is not ready to be implemented as of yet. A number of recommendations are made to ensure a successful product, of which the most important ones are to test the stove with the intended users in Uganda and Ghana. Secondly the CO emissions need to be reduced by improving Prakti’s technology through more experiments. Lastly the proposed gas extension should be evaluated with the users to confirm the demand for this extension.","cookstove; charcoal; design; Uganda; Ghana; base of the pyramid","en","master thesis","","","","","","","Campus only","","","","","Integrated Product Design","",""
"uuid:27ea94ad-d219-44ae-9a72-d68796f1ed4a","http://resolver.tudelft.nl/uuid:27ea94ad-d219-44ae-9a72-d68796f1ed4a","Interior design of the new VDL Futura travel coach","de Jong, Luciën (TU Delft Industrial Design Engineering; TU Delft Design Engineering)","Vink, Peter (mentor); van Grondelle, Elmer (mentor); Bronkhorst, Robin (graduation committee); Delft University of Technology (degree granting institution)","2017","This report contains the process and relevant outcomes of the graduationproject “Interior design of the new VDL Futura travel coach”. Generally,this report is divided into four phases: an analysis phase, an ideation &concepting phase, an iteration phase and an embodiment phase.During the analysis phase, both a passenger experience and literatureresearch were conducted. The outcomes of both researches supportedeach other on several topics. The main findings were: lighting issues,sound nuisance issues and seat-comfort related issues. Seat-comfortrelated issues were explicitly not in the scope of this project and werefor this reason neglected.By applying an experimental approach - combining elements of the ViPmethodwith the more ‘traditional’ design methods - analysis data wereconstructed using different tools. The key topics from these data were:‘differentiation as a strategy’, ‘design an experience’, ‘taking the coachto a premium level by applying the CARE-vision’ and ‘social relevance ofthe coach’.These data were later merged into one mission, addressing both thecurrent negative aspects of the interior and the future purposes. Thismission is “Design an interior that transforms travelling by coach froman obstacle to the passenger’s experiential activity into a part of thepassenger’s experiential activity”.Next, an advanced concept was defined. This concept is merely anabstract thought about what the intention and goals of the conceptshould become. Deriving this advanced concept into an intermediatedesign has helped the process getting to a final design.The final design - planned for within the next 5 years - has become a‘stepping stone’ towards an appropriate solution for the later future(2030).During the embodiment phase, a modular assembly has been definedto detail, taking experts’ advices into account and optimizations inorder to create a feasible end result. This modular assembly contains allnecessary parts, which are repeated over the length of the coach.A prototype has been made as well in order to verify the concept. Thisprototype is a simplified version of the end product. Eventually, a finaluser test will be done to evaluate and verify the goals of the end product.Unfortunately, the extended user test could not take place before thedeadline of this report.A preliminary test has been done with a few users in order to getpeople’s first thoughts and concerns. This preliminary test was overallvery positive. The results of the extended user test will be presentedduring the final presentation of this graduation project.","Transport; Automotive; Interior; design; Lighting; Sound","en","master thesis","","","","","","","Campus only","","","","","Integrated Product Design","VDL Bus & Coach",""
"uuid:25f6d037-64fc-4d6f-ba3b-4ccc86065e1a","http://resolver.tudelft.nl/uuid:25f6d037-64fc-4d6f-ba3b-4ccc86065e1a","Concrete Embedded LED Technology: A New Business Opportunity for Philips Lighting","van den Broeck, Christian (TU Delft Industrial Design Engineering; TU Delft Product Innovatie Management)","Dehli, Silje (mentor); Snelders, Dirk (mentor); Delft University of Technology (degree granting institution)","2017","Philips Lighting has developed a new technology that allows LED lighting to be embedded into concrete. The goal of this assignment was to find a new business opportunity for this technology. After a thorough research the conclusion was drawn that architects are very interested in this technology, but they see different possibilities and want to use it for different applications. On top of that, architects would like to have more control of the total design including the lighting design aspect of their designs.
This assignment resulted in PAL, Philips Architectural Lighting. PAL is a product-service-marketing system that inspires and enables architects to design integrated lighting applications as an integral part of their architectural project.","strategic; design; philips lighting","en","master thesis","","","","","","","Campus only","","","","","Strategic Product Design","",""
"uuid:a865df73-9bc4-4133-b46c-2ad529ac8e72","http://resolver.tudelft.nl/uuid:a865df73-9bc4-4133-b46c-2ad529ac8e72","A follow-up feasibility study to an amphibious spray pontoon","Dicker, Jeroen (TU Delft Civil Engineering and Geosciences; TU Delft Hydraulic Engineering)","van der Blom, EC (mentor); van Rhee, C. (graduation committee); Miedema, S.A. (graduation committee); Duinkerken, M.B. (graduation committee); Delft University of Technology (degree granting institution)","2017","Beach nourishments or sand replenishments are applied by the use of pipelines or the rainbow method. Replenished sand is then moved and levelled by bulldozers. This is a passive approach to process the outflow of material. The land based equipment is dependent from tides and water levels, and significant effort is required to install and maintain the onshore discharge pipeline. In remote (off-shore) areas mobilization of site equipment to move the sand may be quite a challenge.
The ideal method considers an active approach regarding processing the outflow of material. Instead of distributing the settled material by site equipment, the pipeline out flow point has to be relocated such that the design could be constructed.
To increase workability the pipeline must have the ability to be relocated in water as on land.
Enabling this approach the pipeline system has to be displaced by some sort of means. The main problem is the rigid behavior of the pipeline. Displacement of the pipeline will result that the entire pipeline length has to be displaced. Assuming that in water relocation of a floating pipeline is not that difficult as floating equipment is able to reach the floating pipeline. When the pipeline is situated on land huge pull or push requirements follows when the pipeline needs displacing.
Concepts both for depositing material as for delivering the material have been generated.
The most promising method for depositing material is to apply a spray pontoon. By adding amphibious propulsion technique to the spray pontoon the pontoon is able to work on the interface between water and land.
The most promising method regarding delivering material to the spray pontoon is by applying a steel pipeline.
During depositing the spray pontoon have to be displaced frequently. Also the spray pontoon has to be able to displace the pipeline system. Properties of the pipeline system dictate the required amount of tractive effort that have to be generated by the spray pontoon. Focus is on maximizing the tractive effort to be generated by the spray pontoon.
To decrease the amount of resistance the pipeline will be mounted on platforms. Focus is on minimizing the required amount effort to displace the pipeline system and by generating flexibility along the pipeline system.
By generating flexibility along the pipeline system the pipeline could swing independently of each other. Production figures will determine the amount of flexibility needed along the pipeline system.
It is technical feasible to apply an amphibious spray pontoon but a uniform concept doesn’t exist because there is a large amount of parameters and aspects involved.
It depends on the type of project, and site conditions which type of platform have to be applied. On project locations were small variations of the water level is to be expected and the soil surface has high bearing capacities values platforms can be applied that have an interaction with the soil surface.
However, on soft soils with low bearing capacity values the soil interaction platforms will experience significant sinkage; the resistance force to displace such platforms may possible not be generated by the spray pontoon. In addition on soft soil the spray pontoon is able to generate a smaller pull force compared to when on sandy soil surface.
On (very) soft soils platforms that don’t have an interaction with the soil surface are advantageous compared to soil interaction platforms.
This project, in collaboration with the Van Abbemuseum, started with an extensive literature study and field research to gain a deeper understanding of meaningful museum experiences for blind people and how blind and sighted visitors can be connected to each other. This research revealed five main challenges concerning the topics social inclusion, power balance, embedding interpretative resources in interaction, hasty sighted visitors and dialogue. A design, Art Valise, has been developed that empowers blind and sighted visitors to experience art independently together in the museum. Their different perspectives on artworks will enhance each other’s experience. This design exists of a wooden suitcase that presents three artworks within a theme of a collection in the Van Abbemuseum. Translation material in the form of a booklet and 3D objects per artwork are embedded in interaction, in which dialogue leads to complementation between the blind and sighted ones. The evaluation of Art Valise with the intended target group consisted of two parts. In the first evaluation the design was tested in what way design features can be improved in relation to the design goal. After the first evaluation the design has been optimized and a new prototype has been built. The second evaluation consisted of two tests with the intended target group to see in what way Art Valise fits the qualities of the design goal. In the end the design is based upon conveying two key-components. The first one is going beyond social inclusion, by bringing the blind truly in the museum, they can be recognized as visitors, being part of the museum crowd, who are independent meaning makers who use the museum to fulfil their identity-related needs.The second one is emphasizing the multimodal experience of art, in which a meaningful connection is created between the visitor and artist rather than only seeing the artwork. A change of understanding between the different communities can be reached, which could have a positive effect on the self-esteem of blind people and the ability to take greater control of their lives.
The responsive animations concept guides passengers in taking the correct posture inside the Security Scanner. Real time skeletal tracking is done, whereafter the appropriate instructions and corrections are displayed. This concept aims to replace the instructive tasks of the agents to lighten their workload, and to defuse the tensions between passenger and agent.
Prototyping tests were executed in a live security operation to assess the effectiveness of the design and to record the agents’ experiences. Agents found the concept to work de-escalating because it acted as a mediator between passenger and agents. Moreover, they noticed a significant decrease in repetitive workload improving their overall mood and resilience.","interaction design; design; Schiphol; security; responsive animations; protoyping; use cues; usability design","en","master thesis","","","","","","","Campus only","2018-07-07","","","","","",""
"uuid:372c1732-a5f6-4da3-8405-19ff65b76944","http://resolver.tudelft.nl/uuid:372c1732-a5f6-4da3-8405-19ff65b76944","Exploring animation in the design of a mobile intra-logistics robot: Project Mo","de Geus, Marijke (TU Delft Industrial Design Engineering; TU Delft Industrial Design)","Rozendaal, Marco (mentor); Schermer, Wim (graduation committee); Wisse, Martijn (graduation committee); Delft University of Technology (degree granting institution)","2017","The focus of this project is two-fold: first it explores how animation can be used to make functional robots more intuitively understandable. A framework for functional robot developers, to apply animations in the designed behaviours of their products, is proposed. Second, it demonstrates the value of the incorporation of animated behaviours, as well as the effects, through application of the framework to a hospital transport robot.
Robots, belonging to smart machine technologies, are expected to be part of the most disruptive technologies over the next decade. Especially functional robots are on the rise, making the transfer from controlled factory floors to mundane environments, where people can also encounter them in everyday life. This requires new design strategies that tackle functional robots, not only as efficient machines but also as understandable agents that people can deal with, preferably intuitively.
What sets robots apart from other intelligent agents, is that they are able manipulate our world not only digitally, but also physically. Since people are highly sensitive to physical movement, this trait can be used in the pursuit of more intuitively interpretable robots. The art of animation houses deep expertise in how to use movement, to dynamically communicate state and intention, and can therefore be the key to designing more intuitive robots
This project has therefore set out to make effective application of animation practices available for functional robot developers, as to enable them to offer more intuitively understandable products and be a game changer for how we have to deal with robots today.
A framework, that combines animation practices and functional robot development with knowledge of user-centred design, is proposed, to provide guidance throughout development towards more intuitively understandable products.
Over the last decade an increasing number of functional robots have been developed and employed to conduct the intra-logistics in hospitals. The main reason for implementation has been that hospitals are under a constant pressure to cut costs. However, especially in sensitive settings such as hospitals, there is urgency for these robots to be naturally understood to facilitate an intuitive response in people towards the robots. People in healthcare facilities often feel stressed and anxious, leaving them with only little capacity to deal with complex or confusing situations.
Based on the identified urgency for more intuitive robots in this setting, a case study was conducted that aimed to answer the following question:
How can the application of animation principles in the designed expressivity of a hospital delivery robot evoke an intuitive response in hospital visitors, in such a manner that its expressive behaviour seamlessly integrates with its delivery function?
It was found that the proposed framework effectively stimulates a workflow that adopts animation practices. Also, it could be concluded that animated behaviours and ‘staging’ of robots movements through embodiment can indeed stimulate desired response in the human encountering the robot.
Although the framework still requires validation through evaluation in real life robot development project, the current study shows its potential as a first step towards more intuitively understandable robots based on animation practices.","design; robot; animation; dynamics; movement; intra-logistics; hospital","en","master thesis","","","","","","","Campus only","","","","","Integrated Product Design","",""
"uuid:c9486c18-aa92-4087-8e97-99d7fd8dc505","http://resolver.tudelft.nl/uuid:c9486c18-aa92-4087-8e97-99d7fd8dc505","Product design algorithm: A proposition to empower laymen users of 3D printing to create unique design files","Spaapen, Michiel (TU Delft Industrial Design Engineering; TU Delft Industrial Design)","Hoftijzer, Jan Willem (mentor); Sonneveld, Marieke (mentor); Delft University of Technology (degree granting institution)","2017","For many years 3D printing has been one of the most exciting promises in future technologies. One of the issues with the penetration of 3D printing technology is the required proficiency with creation software; and the lack of experience in design. This report describes the exploration into a novel means to empower users to create unique design files to 3D-print and in doing so aspires to increase the technology’s audience. The current users of the technology are mainly people with technical backgrounds or highly invested autodidact amateurs. The audience that is targeted with this project consist of creative, tech savvy early adopters; people who lack the skills but not the inclination. The idea proposed by this project was to find a compromise between freedom and ease of use, while maximising the perceived freedom and sense of authorship. The approach to achieve this goal is by the means of formalising a digital design process through an algorithm. By offering a set of instructions and options the user would be guided through the process. The objective is that the user experiences a successful DIY-type cycle with sense of genuine authorship over the outcome. It does so by combining several types of tools into a specific combination setting up a framework for other people to use for specific product types. It proves to be a multi-faceted problem consisting of: the algorithm; a user interface; a way to guide the user through the process called the Track; and guidelines to create an implementation of the framework, on a meta-level. Each of the facets is explored and combined to create the concept. After thorough analysis and ideation the concept proposal is the PDA (Product Design Algorithm)-framework. By making several prototypes and reviewing them, through quick user tests, a lot of insight was gained. This iterative process proved to be a productive means to get comprehension in the implementation of the proposal. This led to the creation of the final design case; Spectacle. Spectacle showcases the implementation of the framework with a full track, algorithm and user interface. It facilitates the creation of glasses and guides the user in specific steps through the process. By manipulating things like sliders, points and curves, the user forms the design of the glasses. It provides real-time feedback by displaying a representation both in 2D and 3D according to the specific step in the process. In some instances parameters are controlled directly and singularly and in others they form group for a more subjective feeling of control. It made use of augmented reality to combine map the model on the users face via a web-cam. The Spectacle was tested with group representing the target. Through observation; vocalising the thought process; and post use-interviews new insights were gained that were either implemented immediately wherever that was possible and otherwise included in the guidelines. This report suffices as an exploration into the world of creating specific algorithmic design tools. However this context is on the forefront of innovation and therefore constantly changing. While this project tries to make its recommendations as fundamental as possible it is likely that some things will change over time.","design; parameteric design; diy; software; application; 3D printing","en","master thesis","","","","","","","Campus only","","","","","","",""
"uuid:96b88ba0-52d4-409e-8de9-3c967b11be60","http://resolver.tudelft.nl/uuid:96b88ba0-52d4-409e-8de9-3c967b11be60","How to become the greenest beer in the World?: Finding the balance between a premium and sustainable perception to create a unique & green packaging concept for Heineken Global","Benjamens, Lies (TU Delft Industrial Design Engineering; TU Delft Product Innovatie Management)","Hultink, Erik-Jan (mentor); Calabretta, Giulia (mentor); Delft University of Technology (degree granting institution)","2017","On 12 December 2015 in Paris, 195 countries reached the World’s first climate agreement within the United Nations Framework Convention on Climate Change (UNFCCC) to reduce greenhouse gases emissions. At present, consumers are expecting companies to operate responsibly to address social and environmental issues (59% of global consumers have favourable perceptions of products with ethical or environmental credentials (Canadean, 2016)). Stable long term climate policy is not yet implemented in most developed countries, due to political instability. This makes it hard for countries to take swift action against climate change. In the mean time, conscious consumers are expecting large corporations to take their responsibility and provide them with responsible choices. The HEINEKEN Company wants to act on this problem and made ‘Brewing a Better World’ one of its six business priorities. Packaging accounts for 39% of the total carbon footprint of the HEINEKEN Company and is responsible for the largest part of the company’s CO2 emissions. Therefore the Heineken brand, the flagship brand of the HEINEKEN Company, desires to reduce it’s carbon footprint and will do so by changing their well known icon: the green bottle and its package. The innovation of the iconic bottle is ongoing and secondary complementary packaging needs to be developed to support this sustainable bottle innovation. Even though the paradigm around sustainability is shifting, it is not always associated with ‘premium’ in the eyes of the consumer (only 21% of the global consumers think ethical credentials make food and drink products premium (Nielson, 2016)). However, that is contrary to the vision of Heineken: being the best sold beer in the premium segment worldwide. Therefore the challenge is to boost this paradigm shift. This will be done by focusing on selling Heineken off-premise, through offline retail channels (e.g. supermarkets), hand in hand with making the iconic Heineken beer more environmentally friendly and premium than ever. Therefore, this thesis aims to answer the following question: How to reduce the carbon footprint of Heineken’s secondary packaging in a cool and innovative way to increase both the sustainable and premium perception of Heineken globally? To give an answer to this question, it is important to understand the possible options to reduce the carbon footprint of the existing packaging and prioritize them on their environmental impact and feasibility. Their possible environmental impact is judged with the use of the Circular Economy Framework (EllenMacArthur Foundation) and the Waste Hierarchy Model (Ad Lansink, 1979). The feasibility of the possible solutions on a global scale is studied by visiting suppliers, Heineken’s production lines in Zoeterwoude and talking to employees of different departments. Leading insights for this prioritization are the facts that returnable bottles are eight times more environmentally friendly than recyclable bottles and that only 70% of all glass bottles are currently collected and recycled in the Netherlands (MilieuCentraal, 2016). Solutions must be flexible for future innovations and have the least environmental impact to fully close the loop. Therefore, the possible solutions are: 1. Redesigning existing glass bottle; 2. Redesigning existing carton pack; 3. Increasing the recycling rate; 4. Increasing the volume of returnables; 5. Replacing glass by bio-degradable materials. Next to the environmental impact of packaging concepts, the consumer perception on sustainability and premium plays a key role in the succes of the packaging innovation. By means of qualitative consumer research, insights in these perceptions were gathered. Observations pointed out painpoints in the existing packaging journey, that are used in the ideation phase. Reusable packaging is perceived as having the most impact by the target group, and uniqueness and convenience make packaging premium. Next to this, confidence about a consumer’s beer choice towards friends is an important factor in chosing beer in the supermarket. With the input of the possible solutions priorization, outcomes of the consumer research and trends & developments research, design roadmapping is used to create four future visions with complementary design challenges: Design brief 1: Reduce the packaging material used for one-way packaging and encourage the MOTW to seperate his glass waste to enable recycling of the bottle. Design brief 2A: Redesign the secondary packaging for returnable bottles to create a premium service. Design brief 2B: Enable local beer and packaging production with the use of bio-degradable materials. Design brief 3: Designing a healthy, sustainable and personalised beer consumption experience. The focus of the ideation was on the concept development for design brief 1 and idea directions are developed for the future design briefs and positioned in a roadmap for the Heineken Design team to get inspired. The developed solution consists of a bag made from old Heineken billboards and functions to store and easily dispose empty glass bottles and a mobile application offering the consumer discounts and prices based on the amount of disposed bottles. For the consumer the bag offers support by being more comfortable opposed to the bags and crates currently used for disposal, makes the consumer feel confident by its uniqueness and openly showing care about the environment. The app rewards the consumer afterwards. With this solution, Heineken shows commitment to reduce it’s footprint and the rewarding system is likely to increase sales. The environment benefits from this solution by stimulating the collection of empty glass bottles to increase the recycling rate of glass to 100% in the target markets.","design; sustainability; packaging","en","master thesis","","","","","","","Campus only","","","","","Strategic Product Design","",""
"uuid:54f5e45a-ab47-4a00-8f90-e543ec528bac","http://resolver.tudelft.nl/uuid:54f5e45a-ab47-4a00-8f90-e543ec528bac","Designing Comfort for People Dealing with Alopecia","Majenburg, Tessa (TU Delft Industrial Design Engineering; TU Delft Industrial Design)","D'Olivio, Patrizia (mentor); de Ridder, Huib (mentor); Delft University of Technology (degree granting institution)","2017","This Master Thesis describes a graduation project developed to investigate how to help people when disrupted life events occur and how to create strategies to empower them in coping with the situation. It is in connection with the research developed by the PhD candidate Patrizia D’Olivo. To date not many strategies were developed to empower people who suffer of the alopecia condition. Thus, the project attempted to help people with alopecia feel comfortable in their everyday lives by designing coping strategies for the individual with alopecia and anyone he feels close with.
In this project different research and design methods were applied, like interviewing, surveys, a co-creative session and design evaluation with assistance of the Alopecia Vereniging. Context and user research deepened the knowledge on the topic and classified the problems the target group encounters. The disrupted life event of alopecia and the population affected by this condition encounter a lot of problems that differ according to the level of severity and risk. It was evident that the communication between the person with alopecia and anyone he feels close with should be stimulated and improved.
Different design explorations combined with a concept evaluation study and a co-creative session showed the desired features for the final design. The proposed design ‘Imagine alopecia’ gives people close to someone with alopecia a better understanding of the impact of the condition and stimulates the communication between them.
The design evaluation study confirmed that the target group feels that the design has the potential to improve the communication between them and the people they feel close with. In addition, also the people close to someone with alopecia believe in the added value of the design. However, to validate the effect of the design on communication, it should be evaluated by letting people use the design in real life situations.","design; alopecia; co-creation; communication; empowerment; understanding","en","master thesis","","","","","","","Campus only","","","","","Design for Interaction","",""
"uuid:128dbc70-6062-46c8-af8d-2bc6d2afd4b4","http://resolver.tudelft.nl/uuid:128dbc70-6062-46c8-af8d-2bc6d2afd4b4","Design for social learning: Encourage people to learn with and from their co-workers in a natural way","van Schöll, Pim (TU Delft Industrial Design Engineering)","Flipsen, Bas (graduation committee); Sleeswijk Visser, Froukje (mentor); Delft University of Technology (degree granting institution)","2017","A framework to implement social learning in online solutions for educational consultancy TinQwise","Social; learning; framework; behavioural; design; education","en","master thesis","","","","","","","Campus only","","","","","","",""
"uuid:438def23-0787-4b57-baa1-b279fa465f09","http://resolver.tudelft.nl/uuid:438def23-0787-4b57-baa1-b279fa465f09","Spaces of Collection: Science Gallery","Zeng, Tingyu (TU Delft Architecture and the Built Environment)","Pimlott, Mark (mentor); Pietsch, S. (mentor); Parravicini, M. (mentor); Wilms Floet, W.W.L.M. (mentor); Cieraad, I.G. (mentor); Rosbottom, D.J. (mentor); Delft University of Technology (degree granting institution)","2017","This project seeks to explore the relationship that TU Delft, an educational institution, has with Delft, the city that accommodates it; and the architectural language that contributes to the potential dialogues.","museum; Delft; gallery; design","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences","",""
"uuid:d113748d-d324-47c4-a181-f7d770ac082a","http://resolver.tudelft.nl/uuid:d113748d-d324-47c4-a181-f7d770ac082a","Camping in nature: Design for enhanced experience and interaction between camper and nature during shelter use","Daggers, Loriana (TU Delft Industrial Design Engineering)","Sonneveld, Marieke (mentor); Dehli, Silje (mentor); Delft University of Technology (degree granting institution)","2017","Lots of people go camping to submerge in nature to break with their busy daily routine. Current camping shelters do not seem to support the desired nature experience of these campers. While protecting these campers from external conditions the shelters closes the campers off from the outdoors they came for. This led to the following hypothesis:
Current camping shelters do not fit the desired nature camping experience.
By researching campers and their context this hypothesis is confirmed. Besides confirming the hypothesis the research gave two other noteworthy insights about the desired camping experience. Firstly, the research showed that these campers like to have the possibility to make a camping spot their own. Secondly, it was indicated
that they want to have the possibility to retreat in this own created place, secluding themselves form the outdoors. Combining these findings with a future shelter and interaction vision led to the following design goal:
To design a shelter where the feeling of being outside and inside merge smoothly into one another, giving the user the opportunity to seclude from and submerge in their surrounding. Meanwhile enabling the user to break with their daily routine and make a shelter and by that, making their camping spot their own, in a mindful and exploratory manner.
The concept designed based on this design goal is a modular shelter named the LUCID. The LUCID consists of seven components, which can be configured in multiple ways. Four configurations are designed during this project; other possible configurations are left to the user. Giving them the option to make the shelter and camping spot their own. Each of the four designed configurations can be opened and closed from the inside to ensure the user that they can both submerge in and seclude from the surroundings.
To answer the question whether or not it is a good idea to continue developing the LUCID (after completing this graduation project) a concept evaluation research is carried out. Based on this evaluation and the opinion of a consulted camping and outdoor specialist the advise on continuing the development of the LUCID is positive.","Tent; Shelter; Nature; Interaction; Experience; design","en","master thesis","","","","","","","Campus only","","","","","","",""
"uuid:232bf03b-4966-4fb8-a29c-a24a84bf4c82","http://resolver.tudelft.nl/uuid:232bf03b-4966-4fb8-a29c-a24a84bf4c82","Nubus ecosystem, the omni-present personal computer","Kluijver, Tom (TU Delft Industrial Design Engineering)","Sturkenboom, Nick (mentor); van Heur, Rudolf (mentor); Delft University of Technology (degree granting institution)","2017","The Nubus ecosystem
The Nubus ecosystem exists out of four parts, the Nubus, the endpoints, the Ki and the user is integral part of it. The Nubus ecosystem is a personal omnipresent pc, accessable via any endpoint (a type of smart device). The Nubus is the heart of the ecosystem, without the Nubus the endpoints would not function.
The Nubus
The Nubus is a digital personal computer provided to users as a service. It has the same digital characteristics as a normal PC without the physical characteristics. The word PC in the previous sentence includes all the devices that are smart and independently used by consumers.
The Nubus is a virtual machine running on the physically server at the provider of the Nubus, which can be accessed via any endpoint with a connection. For the user the Nubus service can interpreted as an omnipresent personal computer, since the Nubus becomes accessible via the signals we are surrounded with. Every user has his/her own Nubus.
The Nubus is a user specific environment in the digital realm and is attached to a persons identity and not an endpoint and is therefor accessible via any(bodies) endpoint.
Access model service
Nubus is linked to a subscriber. A user pays for accessing Nubus, which includes an OS, processing power and data storage. With the subscription the user has his own personalised digital environment or Operating System that can be accessed via endpoints.
The endpoints are included in the subscription and therefore users become custodians over endpoints and not owners. This makes the endpoints universal gateways to anybodies Nubus with the right authentication.
Human geographic freedom
The Nubus can be accessed via anybodies endpoint to provide the ultimate human geographic freedom. Making users independent from specific device for specific data or processing power and enabling them to be independent from the geographical location of the device.
Endpoints
The endpoints are the successors of current devices and can be very diverse. Current devices we use can become endpoints. Cameras, phones, laptops, headphones and many more devices can become endpoints, providing users direct access to their Nubus from any endpoint.
The endpoints are gateways to the Nubus.
Ki
The Nubus ecosystem provides an omnipresent personal computer accessable via any endpoint, the Ki enables a seamless and secure experience. The Ki enables the first step of authentication via an unobtrusive bluetooth message. Afterwards the user identifies himself to the endpoint. This enables the user to access their Nubus in a seamless an secure way over anybodies endpint and experiencing their Nubus from anywhere at any time.","design; computing system; strategic appraoch","en","master thesis","","","","","","","Campus only","2018-06-16","","","","","",""
"uuid:a5a92a3b-6662-486b-b48a-d74180dc1137","http://resolver.tudelft.nl/uuid:a5a92a3b-6662-486b-b48a-d74180dc1137","Co-innovation of Small-Scale City Logistics Facilities: Designing a Logistics Solution for Electronic Parcel Lockers at Offices: The MYPUP case","De Groot, F.","Tavasszy, L.A. (mentor); Van Duin, J.H.R. (mentor); Beelaerts van Blokland, W.W.A. (mentor); Van der Wardt, L. (mentor)","2017","The Courier Express Parcel industry is booming business. Final delivery in the business to customer (B2C) parcel market has been one of the main focusses for innovation. The last mile in the B2C market is inefficient and expensive, due to delivery failures, congestion, urban constraints, non-optimum loading rates and regulations. The best solution in solving the last mile problem within B2C logistics is decoupling the presence of the final costumer and the delivery; electronic parcel lockers achieve exactly that. MYPUP is one of the companies operating in the electronic parcel locker market and their method of operation is unique. MYPUP allows for delivery from all courier services by integrating the last mile of the delivery. The integration of the final delivery resulted in a new logistics process to consolidate, register and redistribute parcels and is the subject of this research. Analysis of the current logistics process exposed that the process involved a fair amount of manual labor, was error prone and reaching its capacity. The aim of this research was to redesign the warehousing process of MYPUP, focusing on the outbound logistics, to be more efficient, less error prone and to increase capacity, within the constraints of the limited available funds. Solutions were found based on brainstorm sessions with MYPUP executives, MYPUP employees and by consulting experts. A model was developed to show the potential of the proposed solutions and to support the decision-making process of which solutions to implement. The model results showed that introducing optical character recognition (OCR) in the registration process leads to the biggest improvement. A MYPUP specific algorithm was developed to deliver a proof of concept for implementation of OCR in the registration process. This algorithm provided a financially attractive alternative to the expensive, already existing OCR solutions in the market. The other identified solutions that were modeled all showed that significant improvements can be achieved. The registration process time can be reduced to a third of the current registration process time and a substantial portion of the errors can be eliminated, if all solutions are implemented. Furthermore, the reduction in registration time almost triples the hourly capacity. It is recommended MYPUP implements all proposed solutions. The software solutions are recommended to be implemented first, in case financial constraints do not allow for immediate implementation of the 3D camera solution. Although using a 3D camera to determine the size of parcels, eliminates errors and saves time, it requires investment in expensive hardware. It is also recommended to introduce the use of barcodes in combination with a drivers’ app to eliminate errors in the registration, sorting and delivery process. The first step is to implement the drivers’ app with the scan and OK functionalities. The route optimization algorithm requires further research and is recommended to be added later. Finally, further research into the consolidation phase is recommended. Consolidating all parcels in time is crucial if the parcels are to be delivered the same day. Quantifying these benefits strengthens the negotiating position of MYPUP in concluding agreements with parcel delivery service companies. Solutions proposed in this research, although specifically designed for MYPUP, can be adjusted and used to improve logistics processes in small-scale city logistics facilities as well.","B2C; city logistics; design; co-innovation; start-up; parcel industry","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Transport, Infrastructure and Logistics","","","",""
"uuid:9ae6cf0b-a8b8-41a7-84f2-cb04612d5619","http://resolver.tudelft.nl/uuid:9ae6cf0b-a8b8-41a7-84f2-cb04612d5619","Building collaboration towards a circular economy: A framework for systemic collaboration to accelerate the transition to a circular economy","Henselmans, G.G.M.","Bocken, N.M.P. (mentor); Prendeville, S.M. (mentor); Calabretta, G. (mentor); Blaauw, O. (mentor)","2017","Problem situation - Global population is expected to double its size in 2030 (EMF, 2013), so will global consumption. Resource scarcity and associated environmental impact has shown that the current way of conducting business is not sustainable (Bocken et al., 2014). A promising alternative is proposed; circular economy. This new economic system is like an ecosystem; everything interacts through endless cycles and flows, thus waste does not exist. To establish a circular economy, a new way of approaching the problem (the current way of business) is required. This new way involves looking at problems holistically instead of breaking them apart; it is called a systemic approach. The company - Circular Valley is an organisation that wants to accelerate the transition to a circular economy by taking this systemic approach. At Circular Valley, people can rent workspaces and collaborate to solve circular challenges. They look at a problem as a whole and bring organisations together to work on that problem. A team of approximately 10 people, called Valley Creators, help organisations in their transition by guiding and enabling these collaborations. At present, Circular Valley is still in their start-up phase. The assignment - The scope of this thesis is to study the approach Valley Creators take and formalise it. Thereby it answers the following research question: Research question How can organisations systemically collaborate to accelerate the transition to a circular economy using an action research approach? Approach - To investigate the approach an action research approach was adopted. Action research includes a number of research methodologies that simultaneously pursue action (change) and research (understanding) (Altrichter et al., 2002). Literature regarding circular economy, systemic approaches, current state of the circular economy and facilitating cross sector collaborations, whole systems design and circular business model innovation were reviewed. Findings were combined with the insights gained from studying Valley Creators. Results - It was found that Valley Creators are still in the start-up phase. The approach they take was not yet formalised. Also, the way the approach was communicated was unclear. By formalising it, positioning, branding and communicating the concept will become easier. Both the literature study and the research showed that the facilitating party, Valley Creators, need to have certain values, capabilities and principles. Based on the findings from the research a design vision was formulated. Design vision - The goal is to design a guide that helps Valley Creators to facilitate, structure and express how they build circular systems to accelerate the transition to a circular economy. Design outcome - A framework describing how to facilitate the collaboration to build a circular system was designed. It consists of the following steps, See figure Figure 1 on page 5. Experiencing the need for a new economic system Define circular system of urgency Refine circular system solutions through co-creation Test circular system feasibility Scale circular system solutions Setting the economic standard The proposed framework is supported by tools and methods; embedding a systemic approach in the transition to a circular economy. All of it is described form the perspective of Valley Creators. Business guidelines were formulated, pertaining to values, capabilities, principles and tips to facilitate the process. Evaluation - The evaluation showed that the developed framework was too abstract and needs to be combined with the findings from Valley Creators to communicate it with clients. Furthermore, 4 experts reflected on the proposed framework. They perceived the steps to be logical but more study is required to fully comprehend the feasibility and desirability of the approach. Also, the framework inhibits a number of implications. These include e.g. the group facilitating the method needs to be specialised and each project requires a degree of tailoring. The framework should be constantly updated as it describes a transition. Discussion - Finally, the framework relies largely on theory and e.g. a case study could enrich it further. Also the complementary list of suggested methods and tools to support the framework are non-exhaustive and should be tested. This framework should be interpreted as a first proposal.","Circular economy; systemic collaboration; accelerated transition; circular systems; design; service blueprint","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Strategic Product Design","",""
"uuid:53e4fd1f-8ce0-4bba-8d36-090452122c6d","http://resolver.tudelft.nl/uuid:53e4fd1f-8ce0-4bba-8d36-090452122c6d","Redesigning Allseas’ Lorelay: An investigation into the possible conversion options to increase the ship’s utilisation, resulting in a preliminary design","Kooij, C.","Hekkenberg, R. (mentor); Hopman, H. (mentor); Nauta, S. (mentor)","2017","In the last year Allseas’ Lorelay has had very little work. Due to a bad market, very little available projects and heavy competition the ship has laid idle for the better part of the year. Allseas is wondering how the utilisation of the ship can be increased without losing her pipe laying capabilities. This question is reworked into the following research question: Which task or refit possibility shows the most promise in improving the utilisation of the Lorelay? To answer this, three sub-questions have been set up: a) In which markets can an improvement of the Lorelay’s utilisation be found? b) Within the chosen direction, which tasks could the Lorelay perform? a. What capabilities should the ship possess to perform this task? c) Which of the created concepts shows the most merit based on several decision criteria and under specific circumstances? Based on the answers found for these questions a preliminary design is created.","pipe-laying; Allseas; Lorelay; design; conversion","en","master thesis","","","","","","","","2022-05-18","Mechanical, Maritime and Materials Engineering","Marine Technology SDPO","","Ship Design","",""
"uuid:d1b95ae5-940e-41e9-a75e-86552b0c8826","http://resolver.tudelft.nl/uuid:d1b95ae5-940e-41e9-a75e-86552b0c8826","Redesigning the infrastructure and process of debriefing parcels: A case study at PostNL depot Den Hoorn","Mastenbroek, I.A.B.","Tavasszy, L. (mentor); van Duin, J.H.R. (mentor); Wiegmans, B. (mentor); Hunteler, R. (mentor)","2017","The growing parcel volumes have impact on the infrastructure and processes of logistic service providers. The infrastructure and process of debriefing parcels have been researched at PostNL parcels. Alternative methods to perform this process have been designed and evaluated to give an advise how to perform this process in the near future to expand the capacity of the network and make growth possible for PostNL","parcels; debriefing; PostNL; design; infrastructure; process","en","master thesis","","","","","","","","2022-06-01","Civil Engineering and Geosciences","Transport & Planning","","Transport, Infrastructure and Logistics","TIL5060",""
"uuid:c7d6a7d6-ef6f-4f53-a7e2-0a54eb27aee5","http://resolver.tudelft.nl/uuid:c7d6a7d6-ef6f-4f53-a7e2-0a54eb27aee5","Sync: a fully automatic and quiet downdraft for ATAG and ASKO","Koomen, W.","van Heur, R.J.H.G. (mentor); Beets, M.F. (mentor)","2017","There is a strong market demand for extractors that are discretely integrated in the worktop. However, consumers have expressed concerns about whether downdrafts are able to effectively extract cooking vapours. These concerns are reasonable as a lid is to be used to direct the cooking vapours. Design goal - A design goal was set to design a new domino downdraft for ATAG and ASKO that is able to manipulate the air above the cook-top to extract the cooking vapours sufficiently when users cook with large pots. Design proposition - With Sync, the project took a turn that deviated from the expected outcome—namely a domino downdraft in between two domino cook-tops—with the integration of extraction into the cook-top and the cooking pots. Besides being the first downdraft that effectively extracts all cooking vapours from large pots, Sync does so with very low noise levels. Cooking vapours are extracted through the double wall of the pot many times more efficiently. Monitoring flow per pot, allows for automatic operation, and optimisation of the efficiency per pot or pan, with or without a lid.","design; cook-top; downdraft; extraction; cooking pot","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:9668c9b4-044e-49b4-86a9-a6fe4a1de3c7","http://resolver.tudelft.nl/uuid:9668c9b4-044e-49b4-86a9-a6fe4a1de3c7","Designing a digital service to inspire and support Albert Heijn’s customers with healthy eating","Mankers, E.","Hultink, H.J. (mentor); Simonse, W.L. (mentor); Verbeek, M. (mentor)","2017","Background In the Netherlands, substantial health consequences can be seen due to a general unhealthy eating lifestyle, where only few people meet the guidelines. Ahold Delhaize acknowledges its role in this matter and wants to contribute with a healthier assortment, and inspiring programs and services. Moreover, Albert Heijn wants to shift its role towards one where they stimulate healthier lifestyles. Problem statement However, the company's outlined health-related innovations are mainly based on a feasibility perspective, where customer-centeredness and desirability have not been sufficiently addressed yet. Even so, an elaborate customer understanding is needed to design a service that supports and inspires healthy food choices. Approach To gain insight in the customer journey of healthy food choices, qualitative methods (interviews, contextmapping) are used for explorative research and quantitative methods (online survey) for validation of an initial service design. For the design and implementation of a valuable service for both parties (Albert Heijn and its customers) methodologies of Value Proposition Design, Hooked, the Lean-Startup and Design Roadmapping are applied. Solution The designed digital service system is comprised of multiple features. An online dashboard forms the system’s foundation, which is connected to in-store touchpoints, providing support and inspiration on relevant moments in the customer journey. Together, the features deliver three value propositions: - Determine your focus points with personal insights and receive recommendations on how to reach these in an approachable way - Receive recipe inspiration that matches your personal goal and focus points, based on convenient variation of your favourites - Receive activity-based nutritional guidelines and recipe recommendations Implementation However, to realise the envisioned service system without redundant investments, it is recommended that developments should focus on iterations and learnings, allowing the provided value to expand over time. Initial value will be delivered with a minimum viable product, which is a general version of the service. After this, the recommended step-by-step iterations result in a more personalised, then multi-sided and finally integrated version of the service. Value for Albert Heijn With the designed innovation, Albert Heijn achieves a more substantial role in its customer's lifestyle. The company takes it responsibility, and strengthens its reputation while binding with customers. Finally, new business opportunities are created for Albert Heijn's Sustainable Retailing strategy.","retail; design; roadmapping; contextmapping; service design; customer journey; Albert Heijn","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Strategic Product Design","","","",""
"uuid:6f66cd83-673c-4a20-ae5f-c3ea1b7ce3c3","http://resolver.tudelft.nl/uuid:6f66cd83-673c-4a20-ae5f-c3ea1b7ce3c3","Conceptual Design of Blended Wing Body Airliners Within a Semi-automated Design Framework","Brown, M.T.H.","Vos, R. (mentor)","2017","Blended wing body aircraft represent a paradigm shift in jet transport aircraft design. Stepping away from the conventional tube-and-wing philosophy, they promise benefits over existing or future conventional aircraft. The most significant challenge with the concept is the increased coupling between aircraft design disciplines that has necessitated the development and implementation of multidisciplinary design optimisation routines. A novel conceptual aircraft design program named the Initiator has been developed that is able to design conventional and unconventional passenger transport aircraft, enabling comparisons to be made which are based on the same top level requirements and analysis fidelity. It however lacks the ability to design or analyse the blended wing body. The aim of this thesis is to make comparative studies between the blended-wing-body aircraft and its conventional tube-and-wing counterpart based upon the same design requirements. To this end the work investigates the methods that are required to implement the blended wing body aircraft in a semi-automated design framework such as the Initiator. By developing a novel geometric parametrisation of the blended wing body, the design possibilities have been increased while maintaining straightforward shaping manipulation and robustness. All relevant topics of conceptual aircraft layout are considered, making the resulting aircraft feasible in terms of the integration of its components. Furthermore, methods have been implemented or developed which are capable of analysing the mass, aerodynamic performance and longitudinal stability of the aircraft to a fidelity which is suitable for conceptual design. The mass estimation methods that have been implemented are verified and validated to be within 10% of reference blended wing bodies with a smaller error of 5% being common. There is however significant scatter in reference results, making conclusive statements about accuracy difficult. Drag estimations perform less accurately with drag being overpredicted by approximately 20%. The cause of this over prediction was largely due to empirical corrections for miscellaneous and unaccounted drag sources as is done for conventional aircraft. Wave drag is considerably higher than reference cases (7 versus 1 counts). Considering the applicability of the implemented method to blended wing bodies and the limited specific transonic design that is performed, it is chosen to accept this result as a conservative estimate until higher order validations of the wave drag can be performed. Induced drag was also higher for the test cases but results are inconclusive whether this is an error or a true result of the design choices. Zero-lift drag has however been accurately estimated by the novel implementation of empirical methods. Test case blended wing body and tube and wing aircraft were formed in the 150, 250 and 400 passenger classes. The comparisons of the resulting aircraft show that the blended wing body is feasible at the fidelity level achieved. They have reduced mass, improved aerodynamic efficiency and higher fuel economy. Trends show that the improvements over tube and wing aircraft increase with aircraft size. The qualitative results contained herein should still be treated as provisional since the implementation of the concept is not complete and remaining topics could still have significant effects on the results.","Blended Wing Body; BWB; Hybrid Wing Body; HWB; conceptual; design; MDO; KBE; unconventional; passenger; aircraft; oval fuselage","en","master thesis","","","","","","","","","Aerospace Engineering","Aerodynamics, Wind Energy & Propulsion","","Flight Performance and Propulsion","",""
"uuid:14e3d10e-0abf-4517-99ac-7f211b28203d","http://resolver.tudelft.nl/uuid:14e3d10e-0abf-4517-99ac-7f211b28203d","Designing a connected barbecue","Taams, S.P.","Kuipers, H. (mentor); Keller, I. (mentor)","2017","Through emerging technologies, it is possible to efficiently extend everyday objects with wireless communication and sensing-/actuating functionality. The objects can communicate with each other as well as with humans. The movement that is concerned with applying and investigating these technologies is called The Internet of Things. What the Internet of Things (IoT) can do for the barbecue was analyzed in this project by research through design. At the beginning one of the opportunities from the initial brief was confirmed by existing research: user performance in barbecuing. Looking at IoT from a perspective where products can be agents, human-product relations are easier to understand and the dialogue between the two became a point of focus. From a technical point of view the challenges of technology in an extreme environment were tackled with IoT features. The relevant variables such as temperature and food type were investigated. Controlling these variables became something that should be the combined effort of user and technology (dialogue). It should reward the user for his efforts since the main problem is that he likes to be at the barbecue but doesn’t think well of his performance. This division of labor was investigated further with design research and philosophy. The new question became how a designer can give meaning to this user-product relation. A tangible user interface (TUI) was found to be able to contribute to the relation since there is a lot of freedom to interact with it. By integrating the opportunities from some of the iterations, Pitmaster was created. It is a barbecue support toolkit that consists of temperature sensors, sensor tongs, timers and a base station. Key features include: timers that become points of focus where a user can see and remember the cooking progress for any type of food. Its accuracy comes from combining the measurement of temperature and food height with guesses from the user that become more educated after his adjustments of parameters and collection of data by the system. During and after the concept evolution the design decisions were generalized and this resulted in more insights that could be interesting for future IoT projects. Lastly, the product’s potential impact was predicted and reflected upon.","connected; design; barbeque; internet of things; smart","en","master thesis","","","","","","","","","Industrial Design Engineering","Industrial design","","Design for Interaction","",""
"uuid:212a5727-d316-4a16-a634-8954a83acff5","http://resolver.tudelft.nl/uuid:212a5727-d316-4a16-a634-8954a83acff5","A 3D scanner for the hand","Weiss, A.J.","Molenbroek, J.F.M. (mentor); Song, Y. (mentor)","2017","This thesis puts forward a design for an affordable 3D scanner that can easily capture accurate 3D models of the human hand. Such 3D scans are a requirement for designing and manufacturing personalised products, which open up a new world of design possibilities by tailoring products specifically to a single person. An example of such a product is Carpifix, a personalised wrist orthosis that takes away key usage problems present in current orthoses. In addition 3D scanning can be used to objectively track progress of hand therapy or to gather detailed anthropometric data, including multidimensional shape information, for product design or other medical purposes. A highly iterative approach is used to further develop the photogrammetry-based scanning technology and integrate it into a comfortable and easy to use to product. Key aspects of the scanner are a practical, secure and reliable system architecture, and low-cost components. In addition, it includes an interface both on the scanner and a separate application to facilitate an effortless and structured process of scanning, processing, utilising and archiving 3D models in the various relevant contexts. Thereby allowing anyone, including people who are not skilled anthropometrists, to obtain accurate measurements. Evaluation using a prototype shows the design is capable of producing accurate and complete reconstructions of the hand and ±15 cm of the arm with a 90% success rate. Defects in the remaining 10% of scans are generally limited to a section of the arm, with the hand reconstructed properly. The integrated design developed as part of this project is sufficiently robust to be evaluated in a real-world pilot application. From this the product’s embodiment design should to be further optimised for manufacturing and the interaction concept further evaluated and implemented. In addition, development of further software features such as automatic measurement and treatment progress tracking that unlock the potential of 3D scanning as well as cloud processing should be considered. Finally, additional improvements to the scanning system may be evaluated if it is determined that the current reconstruction quality is not sufficient or its limitations are problematic.","3D scanning; photogrammetry; anthropometry; hand; design","en","master thesis","","","","","","","Campus only","2018-04-28","Industrial Design Engineering","Industrial Design","","","",""
"uuid:d3970261-cf07-45db-96d0-1984c9f6a74c","http://resolver.tudelft.nl/uuid:d3970261-cf07-45db-96d0-1984c9f6a74c","A design concept and vision on Schiphol’s seamless connection to the Netherlands based on a passengers’ point of view","Van Heeswijk, M.M.A.","Van Erp, J. (mentor); Hiemstra-van Mastrig, S. (mentor); Roelfs, F. (mentor)","2017","The core business of an airport is its air-side activities but it could not function without fluent, multi-modal and resilient land-side connectivity with its surroundings. The AirportCity is located in a dense urban area and therefore also the most important land-side transport interchange of the Netherlands. Due to the growth of air travellers on a global scale (6,3% in 2016, IATA), it has been decided the terminal will be expanded by building an extra A-pier and Terminal. This allows for a 30% growth in the number of passengers from 2019. However, the land transport modalities nearly reach their limits and the capacity has to grow along the future aviation capacity. This design project provides a vision and design concept from a passengers’ point of view for a transport hub in 2025. The user-centred approach, focused on arriving passengers and their meeters (family/friends who pick-up a passenger from the airport) is complementary to Schiphol’s business perspective and the ambition to become Europe’s preferred airport. Transport hub vision: The 2025 vision contains an underground land-side transport hub in a large welcoming AirortCity hall. It was found that the arriving passengers’ experience was neglected compared to the departing passenger. As a focus area, the needs and wishes of meeters and arriving passengers are defined: 1) dominant practically motivated meeters and arriving passengers and 2) dominant emotionally motivated meeters and passengers. The first group is located on the two remote hubs connected with a shuttle. Facilities for the second group are located in the AirportCity hall: the meeters can wait close to the arriving passengers. Product-service system: The arrival process at Schiphol is not transparent for the meeter which makes time management between meeters and passengers difficult. The interactive waiting environment makes the arrival information clearer for meeters by visualized and personal information. This empowers meeters to manage their time and spend it more freely at the airports land-side commercial facilities. The entertaining element of the interactive waiting environment emphasizes the ‘Schiphol experience’ in the AirportCity. The mood between meeters (excited) and arriving PAX (devoted to the airlines schedule) appeared to be very different. Therefore, the final design concept functions as a welcoming wake-up call for arriving passengers to make them aware and excited about the meeters presence. Additionally, the design concept is guidance to help the passenger to continue his journey seamlessly after a flight.","seamless; Schiphol; transport hub; design; vision; arriving passengers; Meesters; meeting point; AriportCity; Wayfinding; land-side; passenger flow; airport; passenger experience","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:be123610-5232-4fc4-aeb1-a5bc9b1c04f3","http://resolver.tudelft.nl/uuid:be123610-5232-4fc4-aeb1-a5bc9b1c04f3","Enhancing the user relation with refurbished baby equipment by increasing the emotional added value","Folkertsma, L.M.","Mugge, R. (mentor); Haagsma, E. (mentor)","2017","Since the current linear economy is unsustainable, it is necessary to shift towards a circular economy that focuses on limiting the extraction of raw materials and producing less waste. By refurbishing products, their high residual value is preserved and less new products have to be produced. Unfortunately, consumers are often unaware of the existence of refurbished products or see them as inferior to new products. This project serves as a design case that shows how designers could increase the acceptance of refurbished products. Strollers are interesting for refurbishment, because they have a predetermined lifespan and a high residual value after their first life. Within this project, a concept of a stroller was designed that increases the acceptance of refurbished products and has emotional added value compared to a new product. Every refurbishment cycle, the pattern of the stroller concept is updated with routes the parents enjoyed to walk, which creates a unique stroller. By showing its history on the product, an emotional connection between the parents and the stroller is created. Eventually, the concept was evaluated with users and recommendations for both the concept and designing to increase the acceptance of refurbished products were made.","design; refurbishment; strollers; emotional added value","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovatie Management","","Design for Interaction","",""
"uuid:c8be12bc-47b2-48e4-bd8f-143f8e485aff","http://resolver.tudelft.nl/uuid:c8be12bc-47b2-48e4-bd8f-143f8e485aff","A New Sun Visor for Heavy Vehicles","Aus dem Kamen, V.","Van de Geer, S.G. (mentor); Oberdorf, J.E. (mentor)","2017",": The majority of trucks is equipped with an external sun visor. The design of this product has not changed significantly since its first introduction around 1950. Despite the availability of alternative products such as tinted windows, users often make the decision to purchase this optional part. The truck industry is focusing increasingly on aspects such as comfort, safety and efficiency and the question arises if, and how improvements can be made to the sun visor. The result of this project is a new sun visor combination for a DAF CF truck. A broad analysis that was performed was based on four pillars: Influence on Efficiency, Aesthetics, Materialization and Visibility & Sun Protection. This analysis resulted in various criteria, opportunities and insight in the deficiencies of the current DAF CF sun visor. An opportunity was found to satisfy the criteria of the four pillars with a combination of an external and interior part. Sun protection & Visibility is improved by an interior sun protection while the exterior sun visor improves Efficiency, Materialization and Aesthetics.","design; Sun visor; truck","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:d0c0ac67-9d5c-4b2e-9385-3b5b816e2a44","http://resolver.tudelft.nl/uuid:d0c0ac67-9d5c-4b2e-9385-3b5b816e2a44","Development of a miniature novel biopsy instrument for ductoscopy","Snaar, K.A.","Breedveld, P. (mentor); Sakes, A. (mentor)","2017","Background: Ductoscopy is a minimally invasive procedure, using a sub millimeter fiber optical camera, to explore the mammary ductal epithelium for Pathological Nipple Discharge (serous fluid discharged from the milk duct) and breast cancer, detecting lesions up to eight years before other modalities. Although ductoscopy can revolutionize breast disease screening, an improved method to take a biopsy during the procedure is needed. The goal of this study was, therefore, to develop a new biopsy method for the removal of a small tissue sample during ductoscopy for the pathological examination and a definite diagnosis. Method: In order to develop the novel biopsy instrument the clinical situation and cutting forces were analyzed. The novel biopsy instrument, contains ∅1:0x0:1 mm and ∅1:2x0:1 mm needles including a knife design at the tip. The needles are actuated by the handle design, able to create a single- and a counter rotating motion. Subsequently the fully functioning prototype has been evaluated on its mechanical functionality and biopsy capabilities. In these experiments three different tip geometries: The Straight-, Beveled- and Reverse beveled-knife, were evaluated based on the resection time, displacement, operation force Biopsy points and sample volume. To mimic the ductal wall and tumorous tissue, gelatin with a Young’s modulus of 150 kPa was used. Results: Comparison of the two rotational configurations demonstrated a decrease in all tested variables (resection time, displacement and tissue cut angle), using the counter rotation configurations. The Beveled tip designs showed an inability to debulk the lesion, however the other two geometries, the Straight and Reversed beveled tip proved to be able to debulk the breast mimicking phantom. The resected volume was 1:0 mm3 sufficient for future pathological examination. Conclusion: The experiment has revealed the potential clinical application of the instrument to debulk lesions found in the mammary ductal epithelium. Even so, more knowledge on the biomechanical properties of the lesions and an in-vivo experiment is needed, to find an optimal knife design for the different clinical situations. In future the novel instrument could be combined with a ductoscope, improving the diagnosis of breast cancer patients in an early stage of the disease.","Biopsy needle; Biopsy instrument; medical instrument; miniature instrument; prototype; breast cancer; Pathological Nipple Discharge (PND); ductoscopy; endoscopy; proof op principle; design","en","master thesis","","","","","","","","2020-04-12","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","Medical Instruments & Bio-Inspired Technology","",""
"uuid:b0645822-b0b4-45d8-af7f-57a34b369cd9","http://resolver.tudelft.nl/uuid:b0645822-b0b4-45d8-af7f-57a34b369cd9","Ethics for Designers: incorporating ethics into the design process","Gispen, J.","Rozendaal, M.C. (mentor); Schermer, W. (mentor)","2017","To this end, the central aim of this research has been to explore ways for designers to incorporate ethics into their design process. A practice-based research methodology has been employed, with research methods including interviews, case studies and observations. A range of case studies has been executed at the faculty of Industrial Design Engineering at the Delft University of Technology. Various techniques based on current ethical decision making tools and design methods have been experimented with. The insights gained throughout the project are boiled down into an accessible framework of how designers can cope with ethical issues within design. The argument put forth in this research is that the development of skills allows for incorporation of ethics because skills are not limited to specific content. The proposed ethical skills for designers are moral sensitivity, moral creativity and moral advocacy. Building on the theoretical framework, a toolkit for designers to acquire and develop these ethical skills has been developed. The tools are grouped in relation to the three ethical skills. These tools include: an evaluative exercise inspired by the ‘script’ concept of Latour; an ethical framing tool to define ethical constraints and provide an overview of the designers’ responsibilities; an ethical ideation game based on brainwriting and hidden roles, which stimulates integrating values into design; a role-playing tool to uncover and experience potential unethical situations and to improve a design; a practical introduction to normative ethics; a mapping tool based on the concept of Value Sensitive Design and a tool to set ethical objectives and divide responsibilities among stakeholders. Each tool is focused on a different aspect of the design process, ranging from the deconstruction of previous work to ideation to communication with stakeholders. Thus allowing the tools to find their natural place within an existing design process. Finally, these tools have been evaluated with designers in practice. However, to fully validate the effect of the toolkit each tool should be evaluated in real life design projects. In addition, these tools can be used to investigate the effect of practically incorporating ethics into design projects.","design; ethics; toolkit; research","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:3a4047fd-19ca-4c8d-a13f-575fbff7597a","http://resolver.tudelft.nl/uuid:3a4047fd-19ca-4c8d-a13f-575fbff7597a","Supporting the Situational Awareness at the Emergency Department","Gillis, Y.N.","Beekman, Q. (mentor); Goethals, F. (mentor); Romero Herrera, N.A. (mentor)","2017","The Emergency Department (ED) treats patients who have acute conditions and operates twenty-four hours a day, seven days a week. At the ED department at the University Medical Centre Utrecht (UMCU), the patients are treated in single rooms. There is not always direct contact between patients and the ED team, because the team is responsible for the treatment of several patients at the same time. Emergency nurses want to be more aware of what is happening or what may happen in the patient’s room. This project will focus on designing a product that supports the emergency nurses to maintain the Situational Awareness at the Emergency Department with the purpose to reduce incidents and to increase ‘patient safety & quality’. Primary research and user research generated insights about the complex field of acute care treatment and the impact of Situational Awareness on ‘patient safety & quality’. It is evident that when the ‘shared’ Situational Awareness of the emergency team among a single patient gets lost, ‘patient safety &quality ’ may be negatively impacted. During peak hours the Situational Awareness of emergency nurses is reduced. To avoid calamities, continuity in the flow of information and orders should be guaranteed. During peak hours, the emergency nurse feels insecure about the safety of the patients. The main goal of emergency nurses is to keep patients under their supervision safe by identifying risk conditions through constant observation and by intervening on time. During peak hours they get limited support to reach this goal. Based on this problem a design goal was formulated: Give emergency nurses a feeling of security if they need to leave their ‘stable’ patients in the room without their personal supervision due to attending higher prioritized cases during peak hours. To give emergency nurses a feeling of security, the design solution should focus on supporting emergency nurses by observing ‘stable’ high-care patients properly at a distance as to make the emergency team aware of risky conditions. The final design should facilitate the emergency nurses with easily access to patient information in real-time upon the beginning of their daily shift in order prioritize care effectively. Emergency nurses should feel supported by design in order to perform well and to save and take care of human lives. Different design exploration activities have shown that emergency nurses believe that technology (such as sensors collecting patient information and receiving effective patient information through notifications) has the potential to contribute to observing patients at a distance effectively. Innovative technology should save time by replacing current computer-interactions and they want to be exposed with information in a clear overview. After assessing three concept directions, it was confirmed that nurses believe in the added value of implementing new technologies if it can be used to keep insight into changing conditions of patients regardless their locations. Additionally, to fit the context of use, the concept should be cost-effective and should have the potential to diminish calamities & incidents. The combination of rapid prototype sessions with emergency nurses and literature research resulted in desired design features as reflected in the final concept. This means that the final design solution should be connected to the alert system of the ED with an integrated following-up system, the device carried by nurses should contain a combination of an alert display & additional information display and the user should have easily access to an overview of real-time trends of patient’s vital signs on demand. A device, named HOLO, was designed to support nurses to keep insight in the conditions of patients present. It allows emergency nurses to observe patients from a distance and to keep patients who are under their supervision safe. The innovative product feature of HOLO is the possibility to review the trend of patients’ vital signs at all parts of the department. If the vital signs are becoming risky, the device alarms the emergency nurse who has the ability to intervene in time. The top display allows to re-prioritize care effectively and a main display automatically gives additional information as a response to an occurring alert. The evaluation study revealed that HOLO has a major contribution to the nurses’ experiences as they feel that it supports them to keep insight in patients’ conditions, to become aware of risk changes from a distance, to understand the cause of the alert and to hand-over responsibilities easily. However, the HOLO was also intended to support nurses to re-prioritize care at any time. Yet this goal could not be reached due to the fact that patient information on the top display was not perceived as sufficient in all cases. Regardless of the fact that HOLO has his drawbacks and should be improved and further assessed in terms of feasibility and viability for further development, it can be concluded that HOLO fulfils the main project goal. This research resulted in a tangible concept that is desired by emergency nurses of the UMCU as they feel that it has the potential to support them in improving ‘patient safety & quality’.","co-creation; design; healthcare; emergency department; Situational Awareness; alarm fatigue; hospital","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:fe507a84-095e-4799-abed-5bfc1b90429f","http://resolver.tudelft.nl/uuid:fe507a84-095e-4799-abed-5bfc1b90429f","Development and evaluation of an intuitive seat adjustment system for trucks and off-road vehicles","Rotte, T.","Vink, P. (mentor); Minnoye, A.L.M. (mentor)","2017","Grammer is a manufacturer of, amongst others, seating systems for trucks and off-road vehicles (agricultural, construction, and material moving). Their most advanced products may offer up to 15 adjustable features to accommodate every user optimally. At the present, these features are controlled by a mixture of mechanical, pneumatic and electronic sub-systems. Therefore, a coherent fully-electrical system was requested, with a strong focus on product usability. An online user survey exposed two underlying problems. There are too many different controls, this could confuse the users and result in negligence. Furthermore, the users lack knowledge on what seat settings are appropriate in which situations, resulting in them not adjusting the seat when needed. The eSAI (Electronic Seat Adjustment Interface) concept was developed, battling these problems. It consists of four main elements: (1) a centralized controller knob, functioning as the sole controller for the entire system; (2) a graphical user interface (GUI), naturally mapped to the knob’s interactions and without complex menu-layers; (3) haptic feedback actuators along the seat, allowing the driver to keep his eyes on the road and; (4) posture guidance, notifying the user when adjustments could be made for improved comfort. Evaluation with truck drivers decisively showed they judged the concept design as more effective, fluent and satisfactory in achieving its goals than the current system. In conclusion, the eSAI offers increased usability, allowing the users to intuitively adjust their seats when required, and provides guidance for achieving a potentially more appropriate posture.","design; evaluation; usability; seat; adjustment; system; truck; agriculture","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:bf621886-7bb2-4f82-9f4e-7e181e606e59","http://resolver.tudelft.nl/uuid:bf621886-7bb2-4f82-9f4e-7e181e606e59","The design of a combined treatment solution for positional obstructive sleep apnea","Damen, T.","Ninaber van Eyben, B. (mentor); Molenbroek, J.F.M. (mentor)","2017","Obstructive sleep apnea is an increasingly common disease caused by soft tissue collapsing in the upper airway during (supine) sleep. During apnea, a patient lacks oxygen, resulting in a disturbed sleeping pattern and life threatening symptoms. No combined treatment exists yet with both high efficiacy as patient compliance combined. Literature showed promising results when a combination of mandibular advancement and position training is used. In this project, these treatments are integrated in a single product. An orthodontic appliance keeps the lower jaw forward to create upper airway volume and sound waves emitted by the appliance are conducted through teeth and skull to discretely train the patient to sleep in lateral position.","positional obstructive sleep apnea; combined treatment; mandibular advancement device; position training; design","en","master thesis","","","","","","","Campus only","2019-02-20","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:09567825-56cf-4a9d-8898-deb5999e23a6","http://resolver.tudelft.nl/uuid:09567825-56cf-4a9d-8898-deb5999e23a6","On the Conceptual Engine Design and Sizing Tool","Tiemstra, J.C.","Gangoli Rao, A. (mentor)","2017","In aeroengine design, predicting the effects of design parameters on total engine performance is extremely difficult, as all engine components are interrelated. Therefore, engine design tools are needed which provide the designer with more insight on the design process. This thesis focusses on the design of the fan and booster stages of a high-bypass-ratio twin-spool turbofan engine in the conceptual design phase, and consists of three modules: an aerothermodynamics, weight estimation and noise prediction module. After validation using existing engine data, the effects of increasing fan tip diameter, spool speed and bypass ratio on the engine weight, aerodynamic performance and noise production are tested.","conceptual; design; turbofan; engine; weight; noise","en","master thesis","","","","","","","","","Aerospace Engineering","Aerodynamics, Wind Energy & Propulsion","","Flight Performance and Propulsion","",""
"uuid:f0984ce1-5006-484f-ba3b-2c0e0ddfcf86","http://resolver.tudelft.nl/uuid:f0984ce1-5006-484f-ba3b-2c0e0ddfcf86","The Mindful Kitchen","Birdja, D.","van Boeijen, A.G.C. (mentor); de Rijk, T.R.A. (mentor)","2017","Our living spaces seem to be changing with the possibilities of digitization. However, the kitchen seems to be the exception in the integration of digital systems. For some reason, kitchen design lags behind on these aspects. Is this just a coincidence or does the kitchen house some essential social interactions? Historically, the kitchen was constructed to be functional, but developed to be the center of the household. It harbors the mealtime ritual and enables people to care for others and themselves. All of these interactions strengthen social cohesion and contextualize the roles of the individual household members, making them a social group. The kitchen therefore serves a predominantly social function rather than being a utilitarian space. If food was regarded as utilitarian, society would have switched to food pills and shakes with the masses, which is not the case. Thus the design goal was to design to emphasise the social function of the kitchen. This meant that the final design would harbour and empower a sense of togetherness and informality. The mindful kitchen The mindful kitchen proposes a change in configuration. Activities related to cooking, processing and eating were integrated in one central worktop that is accessible from all sides. The spatial configuration governs the types of interactions that can take place. Introducing a shared space on which multiple activities can take place will elicit more collaboration and conversation. Their interpersonal positioning resembles a group of people talking, with a shared space within their center. People are able to sit and watch someone cook, eat together or engage in reading or other leisure activities. The flexible worktop allows people to tailor the worktop to their needs at a specific moment. It enables multiple persons to cook at the same time, through zoneless induction. Pots and pans that are cooking on the surface have been given visual feedback through the Pebble underlayer system, which visualizes the heat that comes off the induction cooktop. The rest of the worktop does not heat, making it safe to do other things similarly.","kitchen; design; ViP; context","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design Aesthetics","",""
"uuid:17d900ca-688f-4901-8e18-6ccd3ebe7c67","http://resolver.tudelft.nl/uuid:17d900ca-688f-4901-8e18-6ccd3ebe7c67","Facilitating Collective Playtime","Kersteman, M.P.C.","Oberdorf, J.E. (mentor); Visch, V.T. (mentor); Broadbent, S. (mentor)","2017","Children between the ages 8-12 want to discover what they are capable of through challenge affording toys. At the same time millennial parents would like to stay active, thoughtful participants in their children’s lives. They fear children will isolate themselves by playing video games. The increasing demand for digital entertainment shows that tech becomes a fundamental part of play, rather than just a gimmick. Many parents, therefore, embrace digital educational toys, which emphasise the cognitive development of children. However, the physical challenge-need of children stays underexposed within digital play. TomTom Orbit is a throwable shuttle that inspires movement by challenging children physically through digital means. Orbit measures various throw statistics, e.g. throw distance, that open up ways for children and parents to engage in goal-oriented games. But just numbers and stats are not impactful for play. Orbit makes sensational sound effects while throwing and catching it. These sounds alter based on the player’s performance. By morphing between play and performance children get engaged in a self-enforcing challenge that facilitates other people’s involvement.","design; playful; persuasive game sports","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Integrated Product Design","",""
"uuid:3e7dab6f-6702-4f0d-904f-591e4fdaf24e","http://resolver.tudelft.nl/uuid:3e7dab6f-6702-4f0d-904f-591e4fdaf24e","Modular Headgear Design for Neurotechnological Applications","van Duuren, P.","Rusak, Z. (mentor); Jellema, A.H. (mentor)","2016","Over the last ten years, various products have been introduced with which consumers can analyze or even modify the activity of their brains. When it comes to the design of these neurotechnological headgears, there are contradictory requirements between the functionality, fit and experience. As a result, current devices are generally either oversimplified in their capabilities, or limited in their comfort, accuracy or quality of the interaction. This report describes the development of a novel headgear design that addresses this compromise and aims to offer a better balance between these three properties through the introduction of modularity. At first a better understanding of the technological possibilities is created through literature research. Three technologies are selected for implementation in the headgear: EEG, fNIRS and tES. Relevant anthropometric data are thereafter collected and requirements are formulated regarding ea. the target range of head shapes and the accuracy (‘technical fit’) of the product placement. Key application scenarios are then selected for which the modular product cab be most valuable. These scenarios are used to formulate requirements from different users and contexts. The selection focusses on the at home neurorehabilitation after brain trauma, on ‘neurofeedback’ training and on general cognitive enhancements. This preparatory phase sets the stage for an iterative creative process in which the main contradictions in the assignment are tackled. The final design comes about in a three-step manner. First there is a focus on the basic modular structuring of the components. Next the concept is further elaborated upon in terms of form and interaction, and later in detailed solutions, materials and production. The result of this project is a design that goes by the name Nerva headgear. It is an adaptable frame that can be used to place the various technical tools on the different target locations on the scalp. The frame is built up of elements that can be re-configured. The necessary electronics can be connected to the structure. In this way the product can be adapted for different applications, users and usage contexts. It can be set up to target only the areas of interest and using only necessary technological tools on the scalp. By extending or rotating some of the key components of the headgear, the product can be adapted for users with different head shapes and sizes. Furthermore, it is possible to regulate the pressure that is exerted on the scalp. This allows to optimize the comfort and the signal stability during use. A prototype is developed and put to test to assess the performance of the design on the aspects functionality, fit and experience. The evaluation shows many points for further improvement, but the concept remains intact. The important features of the product have proven to be feasible and the practical potential is affirmed. The adaptability for different head shapes was found successful (though various adjustments are suggested) and it is believed that the design can potentially outperform alternatives in its technical fit. The overall user experience has remained generally positive, especially on its hedonic qualities. A study with a more representative user group should be performed in the future to assess the true pragmatic qualities of the design.","Neurotechnology; headgear; modularity; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Integrated Product Design","",""
"uuid:94597d72-d71a-4ba7-afbd-fa57ff240f45","http://resolver.tudelft.nl/uuid:94597d72-d71a-4ba7-afbd-fa57ff240f45","Designing a self sustaining tracker","Faber, T.","van der Helm, A.J.C. (mentor); Flipsen, S.F.J. (mentor)","2016","Currently location trackers for valuables have a short battery life, demanding an intensive battery maintenance experience of the user. Discharged batteries mean a malfunctioning product, resulting in a false sense of security by the user. The incentive of this thesis is to explore the opportunities in energy harvesting technologies, low power electronics and the tracker market, and to consolidate these into a valuable design for a new tracker. With the usage patterns of different valuables as a basis, the power consumption and yield of different applications and configurations are calculated, creating an overview of the feasibility of application fields for trackers. The suitability for low intensity location sharing, the availability of light and moving parts, the high theft rates and the possibility for off-grid storage make bicycles suitable for trackers powered by energy harvested from the environment. Around 400.000 bicycles are stolen in the Netherlands annually, resulting in an acceptance of the inconvenience that disempowers the victims in the event of a theft. Victims show a clear need for acting on theft by consulting their social network. Victims have lost their faith in the solving capability of the police, hence victims without a bicycle insurance plan tend not to register their bicycle as stolen. For the police department, registering stolen bicycles serves as the driving force for acting on bicycle theft. The police has a clear need for more (accurate) data on bicycle theft. The interview with the police underlines the necessity of the police for a legal retrieving procedure. With the outcomes of desk research, interviews, experiments, field tests, and context mapping session throughout the analysis phase, the following assignment is formulated: ∙∙ To design a compatible and affordable bicycle tracker, which is independent from a finite power source and helps, empowers and guides victims to legally track and retrieve their stolen their stolen bicycles, resulting in a reduction of theft rates. The iterative design approach in the synthesis phase revealed the most appropriate implementation of the tracker. Limiting the update moments to just before and after a ride, and using power down states interrupted by a mechanical tilt switch showed huge power reductions, revealing the opportunity of a solely battery powered tracker with a battery life of more than 10 years. With this finding the usage of energy harvesters becomes unnecessary. The dependency of energy harvesters on the energy from the environment makes them rather unreliable, incompatible with different bicycles and vulnerable for tampering. For the purpose of a bicycle tracker that acts on theft, a batterypowered product is a better solution. The battery-powered product is integrated into the seat post tube of the bicycle; this position is the most favourable considering the performance of the data communication, the compatibility and the tamper resistance. Tests with the LoRa network show reliable results of the KPN network for implementing it in a tracker. This low power, low costs communication network supports location tracking starting from the beginning of 2017. The final result is a maintenance free, affordable and hardly distinguishable tracker that is compatible with most bicycles. During the activation of the product the user constructs a ‘bicycle passport’, capturing the identity. In the event of a theft, the location is updated and can be shared with the police and social media, enabling a more efficient retrieving procedure.","trackers; location; bicycles; self sustaining; power consumption; bicycle theft; iterative; energy harvesters; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Integrated Product Design","","","",""
"uuid:bb7aa8c0-1c9e-40eb-95bf-2026deafca27","http://resolver.tudelft.nl/uuid:bb7aa8c0-1c9e-40eb-95bf-2026deafca27","The future of air cargo: Design of a solution to use sensor-based data to improve efficiency, transparency and communication for KLM Cargo’s employees and customers","Baas, V.J.N.","Bergema, C.P.A.M. (mentor); Mooij, S.C. (mentor); Budding, I. (mentor)","2016","Assignment - This report describes the design of solutions that enable KLM Cargo to add more value for its employees and customers using data generated by new technological opportunities. The scope for this report is on pharmaceutical shipments passing through KLM Cargo’s Schiphol hub, from acceptance to delivery, and focuses on addressing the needs of warehouse employees, customer service agents, and pharmaceutical customers. Problem - KLM Cargo’s current cargo handling process is a manual, labour-intensive process suffering from problems for warehouse and customer service employees in terms of efficiency, workload, and quality, caused by missing and inaccurate data. It is therefore necessary to improve the amount, accuracy, and availability of condition, location, timing, and activity data, because these data categories have the biggest impact on KLM Cargo’s service delivery. Interviews show that pharmaceutical customers want to feel safe that KLM Cargo will deliver pharmaceutical shipments on time, in good order, and according to regulations, most importantly by controlling the temperature throughout the transport. Customers also want to be kept informed in real-time about their shipment’s status, temperature, location, and activities, and expect KLM Cargo intervene and communicate in case problems occur. Market trends will require and enable technological, digital, and data-driven innovations for the airline industry at an accelerating speed. Rapid technological progress drives the cost of computations, data collection and storage down, and enables a low-cost, low-power data collection infrastructure, combined with effective storage and analytics methods. To keep up with these developments KLM Cargo should develop technological, innovative solutions that are able to deal with a continuous, high volume, high velocity data flow and can transform data into actionable insights. Results - These insights can be combined in a design scenario for 2030, in which KLM Cargo operates in a competitive air cargo market that pushes airlines to compete on digital initiatives that use intelligent, connected cargo assets that generate and use a real time flow of data in order to enable an intelligent, efficient, reliable, and transparent logistical process for the transport of high-impact, high-value goods. In this future, KLM Cargo should aim to improve the quality of its pharmaceutical solutions through data-driven solutions. These solutions should help warehouse employees to work more efficiently, improve transparency for customers, and improve communication by customer service agents. The data framework presented in this report provides KLM Cargo with a common language and structure, while five data enablers outline the foundation for its actual data use. First, smart, sensor-equipped cargo assets and other systems connected to a common data sharing platform allow KLM to collect large flows of real-time data about its cargo process. Next, this data should be transformed into insights and actions through descriptive, predictive, and prescriptive analytics, one of which is defined as the ability to automatically prescribe required actions. Finally, data and insights are delivered to stakeholders via the digital tools presented in this report, that allow KLM Cargo to achieve quality improvements. Warehouse employees are provided with tablets, mobile apps, and large screens that enable them to work more efficiently, through automatic incident monitoring, data collection, and notifications. Transparency towards customers is increased, through online access to real-time shipment condition, location, and activity information. Finally, customer service agents get a tool that gives them access to the same accurate, real-time shipment data, so customers and customer service agents will benefit from improved, proactive communication.","KLM; cargo; data; pharmaceuticals; sensors; airfreight; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovatie Management (PIM)","","","",""
"uuid:8f50267e-4a9e-49bb-87d1-aba392296cc1","http://resolver.tudelft.nl/uuid:8f50267e-4a9e-49bb-87d1-aba392296cc1","Designing an innovative e-bike frame with integrated functionalities: from concept to realisation","Bossenbroek, B.M.","Ninaber van Eijben, B. (mentor); Silvester, S. (mentor)","2016","The current e-bike market is characterized by bike designs with conventional tubular frames, to which external components that allow electric cycling are attached. This often leads to a forced integration of the battery, motor and other components. Amsterdam based e-bike brand QWIC wanted to tackle this integration issue in a different manner, by developing a new type of e-bike frame which is developed during this graduation project. The preliminary concept for this new frame was created by external designer Robert Bronwasser, in which he proposes to embrace a more voluminous frame. This would allow a better integration of components and at the same time open up possibilities for a comfort-oriented e-bike. Furthermore, a more moped-like frame should help creating a perceptual change towards e-cycling, by moving towards a new mobility category and moving away from the dull and dusty ‘cycling-with-aid’ feeling. During the development process, the initial side view sketches and three-dimensional shape explorations have been developed into a feasible product in terms of (1) a general product build-up and component compatibility, [2] a producible frame construction with a promising structural integrity and [3] a valuable interaction. One of the main challenges within the project, was the creation of a new frame construction that was stiff enough to ensure a pleasant and safe cycling experience. Through a literature review, a framework was set-up for the structural requirements and stiffness testing of the new frame design. The final design was created after an iterative process in which the frame was tested digitally using FEM simulations and on a physical stiffness test bench, compared to an existing bike from QWIC’s portfolio, and improved based on the results. A second challenge, and a wish that was expressed by the company, was the simplification of QWIC’s current portfolio and supply chain. The final design will be the leading model in the feature ‘comfort’ portfolio range, serving as a main model in a modular system to which several accessories (such as front and rear carriers) can be attached. To minimize the amount of different frames, the frame design is unisex and only has two frame sizes. Except for 5 unique parts, all other parts are interchangeable between these two sizes, allowing for less needed stock parts. After designing the interaction and product-build-up, the report concludes on the production and cost-price of the frame. Most parts of which the frame consists can be made using QWIC’s current manufacturing processes. For the motorblock, however, which is the most important part in terms of structural integrity of the frame, the investment casting process is suggested. This process allows a low batch size, a complex shape with undercuts and can provide a proper surface quality. A final recommended retail price is calculated at €3,599 for a more affordable ‘CITY’ version with a chaindrive, and at €4,199 for the high end ‘SPEED’ version with a beltdrive and a pedalling support up to 45 km/h.","e-bike; design; e-cycling; electric mobility; urban mobility; frame stiffness","en","master thesis","","","","","","","Campus only","2017-12-07","Industrial Design Engineering","Integrated Product Design","","","",""
"uuid:4d1818ec-5842-47b0-b144-173aa77a3803","http://resolver.tudelft.nl/uuid:4d1818ec-5842-47b0-b144-173aa77a3803","Business Jet Design Using Laminar Flow","Boersma, J.Y.","Veldhuis, L.L.M. (mentor)","2016","For conceptual aircraft design to include accurate laminar flow prediction, a link between modern computational tools to determine laminar-to-turbulent boundary layer transition and fast sizing methods is required. For swept wings, it is crucial to include the highly unstable three-dimensional crossflow component of the boundary layer. These topics were connected to judge the impact of laminar flow on business jets, deemed suitable for laminar design considering their relatively low Reynolds number compared to commercial transport.","drag; N-factor; boundary layer; skin friction; laminar; flow; transition; Reynolds; crossflow; aircraft; design; business; swept; wing; initiator; model","en","master thesis","","","","","","","","","Aerospace Engineering","Aerodynamics, Wind Energy & Propulsion","","Flight Performance & Propulsion","",""
"uuid:df5817a8-8425-4835-aff0-1476e479dace","http://resolver.tudelft.nl/uuid:df5817a8-8425-4835-aff0-1476e479dace","Modularity of Living Wall Systems","Wagemans, J.H.M.","van den Dobbelsteen, A.A.J.F. (mentor); Ottele, M. (mentor); Bergsma, A.C. (mentor)","2016","Living wall systems are not applied on a large scale, even though they offer multiple benefits to buildings. They are able to improve the air quality, the insulation values or social and psychological benefits. The aim of this Thesis is to increase the application of living wall systems by designing a living wall system with the principles of modularity, which should decrease the two biggest disadvantages of living wall systems: the high production cost and the high amount of maintenance. To reach this goal it is important to channel both knowledge about modularity and vertical green. For modularity this means understanding the principles: designing with repeating components, designing for prefabrication, designing for disassembly and designing for a catalogue. In the next step various connections are listed which can be used when designing for disassembly, along with types of façades and building references which apply the use of the principles of modularity. As for vertical green, a clear typology can be seen. Vertical green can be divided into green façades, wall vegetation and living wall systems. Living wall systems can be based on planter boxes, panel systems (of which some use mineral wool) and on felt layers. A history is provided of vertical green, along with a detailed explanation about the advantages and disadvantages of placing of vertical green on a building. All of these advantages are researched to find out if they can be improved with the means of modularity. These advantages are a first step into the world of innovations that could be used when designing a new living wall system, together with an insight into new innovations regarding modularity. The main research of this report is an analysis of all the living wall systems on the current Dutch market. These systems are explained in their way of working and are separated into components and materials. A conclusion is made about the separability and reusability of the components, as well as the circularity of the materials, along with general data, such as weight, water consumption and lifespan. This information is later used in a Harris profile that defines the type of living wall system that’s best for the design requirements. The design requirements have been determined by researching the context of a location where this living wall system can be installed; the Europoint-complex in Rotterdam. The Harris profile makes clear that planter box can best be used due to their low water consumption, high lifespan and their fit for circular design. In the end a planter box system is designed which can easily be removed from the building skin and replaced by means of modularity, which decreases the maintenance. It has even been adapted so it can be transported by drones, so no persons have to climb up a building. Planter boxes that are recovered from the building can be reused or recycled thanks to the circular design. By designing the system in such a way that it can function as the outer layer of a building, it also decreases the building costs. Finally, the system receives three add-ons, which use innovations to increase the effect certain benefits of living wall systems. These add-ons are part of a design catalogue, which helps the system to be applicable on other locations than the Europoint-complex, depending on the design problems at hand.","modularity; vertical green; urban green; living wall systems; prefabrication; design; catalogue; planter box","en","master thesis","","","","","","","","","Architecture and The Built Environment","Building Technology","","","",""
"uuid:d366b214-36f4-42ba-93db-38dfd0fac4e3","http://resolver.tudelft.nl/uuid:d366b214-36f4-42ba-93db-38dfd0fac4e3","Design of a connected infant monitoring wearable","Marinkovic, E.","Song, Y. (mentor); van der Helm, A.J.C. (mentor)","2016","The aim of the following project was to investigate the acceptability of an infant wearable as a consumer market product for the Philips Avent uGrow range. Infant wearables are a new technology, and although some currently exist on the market (mainly spearheaded by startups), it is unclear whether this would be a good direction for Philips to take. Part of this aim was to gain an understanding in whether this technology would be useful to parents, and if so; how. Furthermore, the form and materials impact comfort and visual appeal. To achieve an acceptable design on both fronts, the project takes a dual approach: both ideal form and ideal functionality were investigated. A pragmatic, user-focused strategy was taken to critically assess existing and potential solutions.","infant wearables; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Integrated Product Design","",""
"uuid:899fb929-2724-4d78-93fb-d0635cb944fa","http://resolver.tudelft.nl/uuid:899fb929-2724-4d78-93fb-d0635cb944fa","Methodology and Tools for Testing, Numerical Analysis and Design of the 3D Printed Moulds","Baran, P.K.","Coenders, J. (mentor)","2016","The large-scale 3D printing technology created by a group of partners led by DUS Architects allows fabricating components made of thermoplastic polymers with Fused Deposition Modelling technique. These components can be used as moulds for concrete elements, providing freedom of form and unprecedented optimization opportunities. In this report the author investigates general applicability of the concept and makes an attempt to establish the relationship between laboratory tests, computational modelling and the design of an end product. This is achieved by developing a streamlined framework for processing the experimental outcome and using it in finite element simulation to find mould geometry, which deforms into the desired shape after casting the infill. The content of this report is contained in three factual sections. First of them covers preparation of the experiments and interpretation of their results. Main focus is put to mechanical response of the 3D printed cross sections in property tests (tensile, flexural, shear, creep, thermal sensitivity) and scale mould setups. Systematization of the output includes introduction of the print quality classes, which is a way to accommodate high variability in geometrical precision of the printer. Second part of the document describes and validates the proposed numerical approach using a triple-layer composite shell element with adjustable layer thicknesses. Implementation of the latter is driven by the inconsistence in cross-sectional stiffness parameters of an extruded wall in each direction. Next, the design method utilizing mentioned modelling technique is proposed. It is based on the principle of applying initial negative deformation, which compensates the excessive deflections that occur after casting the concrete. The above solutions are implemented with Python programming language and wrapped together in Rhinoceros 5.0 software with Grasshopper plugin. Finally, applicability of the framework is validated by the case study experiments on predeformed moulds. The discussion and conclusions argue that the use of the 3D printed components as forms for small concrete elements is feasible, but it is likely to exhibit issues with scalability. The test scheme is considered sufficient yet the print quality issues are highlighted. Likewise, numerical modelling technique and design method are acknowledged along with their drawbacks being mentioned. In the end, a list of potential improvements is given, including extension of the test scheme, development of a custom element formulation, changes in software implementation or alteration of the design procedure to enable its application to other problems.","predeformation; 3D print; polymer; form; concrete; testing; mould; design; modelling; shell","en","master thesis","","","","","","","","2018-10-21","Civil Engineering and Geosciences","Structural Engineering","","","",""
"uuid:2667ea4e-0307-45ca-9526-0b66b86da174","http://resolver.tudelft.nl/uuid:2667ea4e-0307-45ca-9526-0b66b86da174","HALO: stimulating pro-environmental disposal behaviour","Aarts, B.","De Rijk, T.R.A. (mentor); Jepma, E.J. (mentor)","2016","This thesis presents the conceptual design process of a new intervention to stimulate pro-environmental disposal behaviour. Littering is a growing problem in the world. Research shows that the brand which is found most between the litter in the Netherlands is Red Bull. Although many interventions have been applied to try to change behaviour of litterers in the Netherlands, the littering behaviour of the Red Bull consumer remains a problem. This thesis concentrates on the question how the Red Bull consumer can be stimulated to dispose their can in an environmental friendly way. Different studies have been conducted within a cultural and social design approach. This is done in order to identify the different elements that influence the consumption and disposal of the Red Bull energy drink within the Dutch culture. From the analysis it appeared that (at the moment of purchasing a Red Bull can) as good as every Dutch consumer has the intention to dispose the can in an environmental friendly way, but the problem is that they do not always act according this intention. From these insights the aim emerged to strengthen the attitude of the Red Bull consumer towards the social norm of appropriate disposal behaviour. The final proposed concept Halo motivates users to behave according to their intended behaviour. At the moment of purchase the Red Bull consumer is offered to choose between the Halo edition; a limited edition with a golden wrap on top of the can, and the original edition. By choosing the Halo edition he or she promises to himself to dispose the empty can in an environmental friendly way. In this design the golden wrap is the mark that represents the good behaviour. The golden wrap not only reminds the user during the consumption to keep his promise. By choosing a remarkable packaging this person is also able to propagate this intended behaviour to his social environment. To communicate the concept and explain the function of the new design, a movie is presented on the vending machine or fridge, The understandability of the concept has been tested among different levels of education, who positively responded to both the new appearance and the idea behind the concept. Finally, the feedback from users and experts are used to evaluate and reflect on the introduced concept. Further recommendations are made to optimize the user experience of the initiated concept.","design; behaviour; sustainability; social design","en","master thesis","","","","","","","","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:901ab4b1-373e-4fc2-8148-f503259f1c9f","http://resolver.tudelft.nl/uuid:901ab4b1-373e-4fc2-8148-f503259f1c9f","On the Pre-Lay trench tool design","Dirven, S.K.A.","van Rhee, C. (mentor); Miedema, S.A. (mentor); Romeijn, A. (mentor); Jaspers, J. (mentor)","2016","The significant growth in offshore wind activities in boulder clay areas requires suitable cable protection solutions. It is desirable to create a trench prior installation of the cable in order to guarantee the target depth of burial. Modern equipment of available on the market can be refined in order to create a reduced footprint, both economical and environmental. For this thesis there is looked into an innovative solution to create a pre-trench by utilization of a classic dredging vessel. Several alternatives are investigated. However, eventually two different mechanical cutting methods were selected for detailed investigation as a consequence of a multi criterion analysis. One uses counter rotating shredders and the other concept consists of an inclined screw conveyor. After physical considerations it turns out the screw conveyor has the best potential and is therefore subjected to a detailed design.","trenching; backfilling; cutting; cohesion; adhesion; concept; design; offshore wind; multi criterion analysis; pre-lay; post-lay; clay; boulders","en","master thesis","","","","","","","","","Mechanical, Maritime and Materials Engineering","Marine and Transport Technology","","Offshore and Dredging Engineering","",""
"uuid:0b8cae0c-d9fe-4b90-897e-45cd49299b2f","http://resolver.tudelft.nl/uuid:0b8cae0c-d9fe-4b90-897e-45cd49299b2f","User-centered Prioritization: A 2-dimension approach for evaluating the user value of backlog topics","Garcia Mateo, J.","Calabretta, G. (mentor); van der Hoog, W.G. (mentor)","2016","User-centered Prioritization is a method for assessing the user value of the different topics present in the product backlog agile software development teams work with. It not only puts the users in the spotlight during this decision-making procedure by basing it on the benefits achieved and the level of fulfilment of user needs, but also provides a more consistent, fact-based and transparent process over priority assignation. User-centered Prioritization determines user value through the two dimensions of customer satisfaction and impact. Customer satisfaction is considered the level of contentment of customer expectations regarding the product or service and the fulfilment of user needs. On the other hand, impact can be seen as the relevance of a specific feature for customers, evaluated through usage and adoption rates. The User-centered Prioritization is composed by three tools. The Satisfaction Questionnaire and the Satisfaction Analysis serve for the analysis and determination of value regarding customer satisfaction. The third tool, Impact Grid, is used for the assessment of impact through the expected usage and adoption of the different features, as well as the combination of both dimensions for an effective appraisal of the overall user value that guides the subsequent assignation of priority.","design; software; prioritization; insights; user value; product backlog","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovatie Management","","Strategic Product Design","",""
"uuid:de087c09-37f4-4aaa-a57e-5cbcf9535da9","http://resolver.tudelft.nl/uuid:de087c09-37f4-4aaa-a57e-5cbcf9535da9","Bank card as OV-chipcard: A user-centered strategy for successful adoption of the contactless EMV bank card in Dutch public transport","Meeuwsen, C.G.C.","van Kuik, J.I. (mentor); Roscam Abbing, E. (mentor)","2016","Background & Relevance The OV-chipcard has been widely accepted within the Netherlands as method for payment in pubic transport. However the smartcard does not lower the barrier of use for everyone and research shows that infrequent and international travellers often still have trouble purchasing and using it. To deal with this problem the Nationaal Openbaar Vervoer Beraad (NOVB) created a future vision document in which they state the want to enhance the travel experience and increase traveller satisfaction within in the Netherlands by implementing the contactless EMV bank card in Dutch public transport (EMV-pt). Because experience with the OV-chipcard has shown the importance of dealing with a new development through a user-centered and integral approach, the main focus for this project is the perspective of the user. If done right, the implementation of the contactless bank card in public transport could increase the simplicity of the Dutch public transportation system by giving travellers an extra way of travelling. Project Setup & Approach This project is a collaboration between the TU-Delft Expertise Centre or E-ticketing in Public Transport and Translink. The main focus during the project was the perspective of the user and thus a user-centered approach has been taken. Although the emphasis during this project was on user-centered design solutions, other aspects were also taken into account during the project. Throughout the project user demand and wishes served as starting point and the technological feasibility and business viability acted as frame in which the eventual design should fit. Process The project consisted of two phases, an analysis phase and a design phase. In the analysis phase research has been performed in various contexts that have EMV-pt implemented. By taking a closer look at the public transport system of London, Chicago and the Czech Republic, it became apparent that there are still many pitfalls when it comes to implementing EMV-pt. Issues concerning consistency, service personnel knowledge and the experience of insufficient control could be found within these countries. The results of this research made is possible to form threats and guidelines for the implementation of the contactless bank card in Dutch public Transport as well as create a model showing which factors influence the acceptance of EMV-pt. In the design phase the results of the analysis research has been used to see what is needed to make the adoption of EMV-pt in the Netherlands successful. Within the scope of the first years of EMV-pt implementation, several user groups could be defined and mapped out in a customer journey. Using the customer journey to identify opportunities for improvement, various touchpoint ideas were generated in order to enhance the user-friendliness of EMV-pt. By evaluating these ideas with users and stakeholders the wants and needs of all parties involved could be identified in order to create an EMV-pt service concept that was acceptable to all of them. This service has been prototyped and tested in its entirety with the user groups in order to refine the concept. Design: A Service Design for EMV Contactless in Dutch Public Transport The service design for EMV-pt aims to give travellers an easy way of accessing public transport using their contactless bank card. By making it possible to directly travel from one’s bank account, EMV-pt allows travellers to use public transport without having to top up or pay for a ticket or travelcard in advance. Within this service concept several aspects form the foundation of this design. These aspects can be described with the following keywords: uncomplicated, transparent and empathic. Uncomplicated: When using the contactless bank card the aim is to make sure its use it perceived and experienced as simple. Features that are connected to this aspect are the ability to be able to travel with EMV-pt without activating or registering the bank card prior to use. Unlike the OVCP the bank card does not make use of a deposit and has a stretched contactless spending limit of 50 euro in order to make it possible for users to travel without worrying too much about reaching their contactless spending limit. The entire service is promoted as a service given by public transport as a whole that is supported by the banks, making it clear for people where to look for help in case problems occur. Transparent: Seeing as EMV-pt makes it possible to travel using the money of the traveller’s bank account, it is essential to be honest and open in order for people to trust the new technology. Because EMV-pt is not like any other public transport ticket and certainly does not work the same way in the back office, information will be made available to the travellers of the exact way EMV-pt works. Empathic: Because the bank card is a personal and valuable object to many travellers, it is important that the card is also treated as such. The service gives travellers the option to deactivate EMV-pt if they do not want to use it, which can be either done by deactivating the contactless feature at one’s bank or by specifically deactivating EMV-pt at the OV-betalen website. When used for the first time, the banks will also notify people when the card is used in order to make them aware of both the existence of EMV-pt as well as potential misuse. Although a spending limit hinders the use of the contactless bank card in public transport, it is nevertheless added to the service in order for people to feel comfortable when using EMV-pt.","user-centered; design; public transportation; ov-chipkaart; bank card; contactless; user research; technology acceptance; adoption; EMV","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:21c77eef-4574-4de3-81a2-a84aaee30d04","http://resolver.tudelft.nl/uuid:21c77eef-4574-4de3-81a2-a84aaee30d04","Probabilistic design of the Land Barrier on the Bolivar Peninsula, Texas","Plomp-van der Sar, E.","Jonkman, S.N. (mentor); Van Ledden, M. (mentor); Verhagen, H.J. (mentor); Van Berchem, E.C. (mentor)","2016","The Houston Metropolitan area is a hurricane prone area and vulnerable to flooding by large storm surges caused by these extreme storm events. The area is a major economic center in the State of Texas and even the whole United States. Protection of the area against flooding is extremely necessary to protect the economy, community and environment. Hurricane Ike (2008) is one of the many hurricanes ever to hit the coast of Texas and was a catalyst of the development of several flood protection strategies, such as the Ike Dike. In this report the Coastal Spine Strategy has been used as a reference strategy. The basic idea of this strategy is to shorten the coastline by implementing a moveable storm surge barrier at Bolivar Roads and Land Barriers at Galveston Island and the Bolivar Peninsula, which will reduce the inflow of water towards the Galveston Bay. The objective is to obtain a probabilistic design of the Land Barrier on the Bolivar Peninsula taking the overtopping failure mechanism into account. The possibilities of overtopping resilience are also explored. By designing probabilistically insight is gained on the uncertainties of the system and the failure probability of the design. The approach to obtain the objective is first describing the requirements. The most important one is the sufficient reduction of the inflow of water towards the Galveston Bay. Important boundary conditions are sea level rise, storm surge height and wave height. Three alternatives have been developed for the Land Barrier: ‘Natural’ approach, ‘Low’ design and ‘In between’. The first alternative is the highest, has little overtopping and the inner slope could be executed with a high performance turf mat. The second alternative, ‘Low’ design, has the lowest height. The overtopping discharge is extreme (>700 l/s/m) and therefore needs a stronger inner slope, which is executed with Elastocoast and a sandy cover layer. The third alternative is a compromise between those two alternatives. The ‘Low’ design was favored in consult with researchers in the area, since this alternative is assumed to fit the best in the flat environment. The design mostly deviates from a standard levee design at the inner slope due to the extreme discharges. Asphalt and Elastocoast are highly erosional resistant and cost-efficient, where Elastocoast is the most environmental friendly one and is therefore selected for the inner slope revetment. The Elastocoast revetment is assumed to withstand the erosional force, but the top layer could slide down the slope, exposing the subsoil. Also, behind the structure the excessive amount of water flows over unprotected soil leaving an erosion hole behind, which could undermine the structure if it becomes too deep. These two failure mechanisms have been expressed in limit states. The stilts of the houses create a weak spot if these interfere with the revetment on the slope, which is a point of attention during construction. It was not possible to make a reliable limit state for this mechanism. Another limit state is related to the ability to limit inflow towards the bay to prevent Kemah from flooding. These limit states are used in the probabilistic model to calculate the failure probability. The requirement is stated as a conditional failure probability given a once per 100-yr storm occurs. The base design is a levee with the highest point at MSL 5.9 meter. The outer slope, with a gradient of 1/4, and the inner slope, with a gradient of 1/6, is protected with an Elastocoast revetment. Behind the levee there is bed protection such that the scour hole will not undermine the structure and energy can be dissipated. Resilience is expressed with an additional conditional probability of failure given that a 500-yr storm occurs. Three resiliency measures are added to the design, namely; purely heightening, a milder slope with a small heightening to 500-yr storm surge level (MSL + 6.7 m) and a combination of various measures. A fragility curve is a nice tool to present failure probabilities given a certain storm surge height. It is interesting that the fragility curve is shifted to the right when resilience is added to the design. The first conditional probability of failure (for the 100-yr storm) becomes unnecessary. The total failure probability is reduced when the measures are added to the design. This means that resilience is an effective method to reduce the total failure probability. It is possible to design a low Land Barrier where overtopping discharges are very high. The inner slope needs to be protected with a revetment and bed protection needs to be applied to prevent scour to undermine the structure. This design can be improved if research is conducted on the real flow behavior behind the levee after the transition to the horizontal. Also, the actual strength of Elastocoast against overtopping discharges needs to be found in combination with the sliding induced by the force of the water over the layer. Investing in research on this topic can reduce the total costs of the Land Barrier. Next to that, an optimization can also result in an improved design. Applying a berm and milder slope to reduce overtopping discharge could give a better solution. A simplified 1D model, based on a rigid-column approximation, showed that the contributions of the flow through Bolivar Roads and the overland flow are comparable in the current situation during a 100-yr storm. Large storm surges result in a more dominant overland flow. The Coastal Spine will limit the inflow towards the bay the most compered to four other scenarios. But the Coastal Spine is not going to keep sea level rise out of Galveston Bay and the wind during hurricanes will push the water level towards the shoreline of the bay. It is advised to raise awareness of the vulnerability against flooding and heighten the existing structures (flood walls, quay walls, levees) in time. The simplified model can also be improved with a more complex model where bathymetry, wind speed and direction is included. The assumption to model a Land Barrier as a weir holds. Resilience is a measure to improve the reliability of a structure. There are some investments needed to upgrade the inner slope for example, but the total probability of failure is reduced and therefore improve the design. It is assumed that a resilient structure has a milder slope for the fragility curve, but measures to truly milden this slope were not found in this research. A cost-benefit analysis on adding resilience would be a next step for investigation as well as finding true measures to milden the slope of the fragility curve.","overtopping discharge; inner slope; Coastal Spine; Land Barrier; dike; levee; probalistic; design; resilience","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Hydraulic Engineering","","","","29.455241, -94.632619"
"uuid:9f67bc29-4b71-4e34-83c6-981b733ebb00","http://resolver.tudelft.nl/uuid:9f67bc29-4b71-4e34-83c6-981b733ebb00","Opening the closed: Design of a user-centered closed payment border","Groot Obbink, L.T.","Van Kuijk, J.J. (mentor); Vink, P. (mentor)","2016","Context In recent years, to let/make people check-in and out and to control access to stations, in the busiest train stations and in most of the metro stations, gates have been introduced. E-ticketing gates for public transportation with suboptimal interaction can cause congestions as well as stress and discomfort for the users, which can lead to discouragement of public transport usage. Process In-context user research in the public transport systems of The Netherlands, London, Hong Kong and Tokyo found usage patterns and issues that travellers encounter. Several new design concepts based on the findings were evaluated with stakeholders and the final design was evaluated with users. Design In contrast with the current gates in the Dutch public transport system, the new design has doors that are open on default and close when something is wrong. This, in combination with the redesigned user interface, allows for a faster throughput. The validator light, the guiding light, the display, the lights underneath the gates and sound give feedback to the users about their validation. Users get feed forward about the operator and the direction of the gates through the arrows and crosses, and the lightboxes on the overhead signage and on the front of the gates.","user-centered; design; public transportation; gates; payment border; user research; ov-chipkaart","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:8d5ead0a-e486-47ad-9735-44593307504d","http://resolver.tudelft.nl/uuid:8d5ead0a-e486-47ad-9735-44593307504d","Q: A communication platform establishing customer loyalty, using gratitude","Ton, R.","Schifferstein, H.N.J. (mentor); Bodenstaff, M. (mentor); Pasman, G.J. (mentor)","2016","Marqt is a supermarket located in the conurbation of the Netherlands. In fifteen stores they sell over three thousand products that fit their ideology; ‘making choices together with respect to our environment, the animals and our health’. Marqt enterprises the conventional grocery sector and tries to convey the above stated message by offering sustainable groceries. However, Marqt’s group of loyal customers is not sufficient enough to make the enterprise grow. The specific challenge of this thesis is therefore; How to make Marqt’s (loyal) customers more loyal in their attitude? As retail developed, our consumptive society developed as well. In fifty years doing groceries evolved from having direct contact with grocers and specialists to big supermarkets where people became disconnected with the grocer. Therefore, value and meaning of products in the sector got lost, whereby consumers in general strive to get the most goods for the least amount of money. Since media attention of food and what we eat increased, consumers strive to retrieve meaningfulness, authenticity and value a personal relationship with the retailer (Van Tongeren, 2013). This development results in a new shift in consumer demands and power where retailers have to react on. Reflecting loyalty in different disciplines showed that being loyal does not have anything to do with the stimulation of repetitive buying behavior, since features and prices are considered distant (Shedroff, 2010). Loyalty contains multiple psychological processes where connections are built that form a specific attitude towards someone or something (Chaudhuri & Holbrook, 2001). This attitude can only be built during meaningful experiences where active customer involvement turns attracted to attached customers. Before building meaningful experiences, values were found during an extensive customer analysis in the form of interviews with the customers of Marqt. These interviews generated empathy with and insights in the customers. The research showed that Marqt deals with four different types of customers. Four each customer role, several customers values were determined that shape the customers’ grocery buying behavior. With regard to the context, Marqt’s loyal customers addresses every customer role. Therefore the ideal vision includes all customer roles respecting all values. A pro-active design approach was set explicitly, in order to increase active customer involvement wherefrom customer attitudinal loyalty evolves. The interaction of the design is established through gratitude. Using the analogy of a soccer team thanking the audience after a match. Gratitude combines a behavior and emotion and is about expressing appreciation and acknowledgement that can only arise between two (living) things. Gratitude correlates to loyalty, because loyalty is mutual too and occurs between two parties. Multiple iterations were done in order to converge into one specific design; an open-platform ‘Q’. This platform connects the customers of Marqt with the partners that produce the products Marqt sells by sending messages; by letting the customers express their gratitude for the products. The product is, in this sense, the connecting factor. The content of the message could contain product reviews or direct questions to the partner. The platform exists of a customer mobile app and a partner website where both parties communicate with each other facilitated by Marqt. Customer’s attitudinal loyalty is increased by introducing the customers of Marqt to the backstories of the products of Marqt’s assortment. The stories are valuable and show what Marqt tries to convey in their vision. Enabling a connection with the person behind a product elicits a form of recognition and acknowledgement of the people behind the product and makes the backstory linked to a living person. Moreover, Marqt is planning to introduce a new brand strategy that focuses on making choices together. Part of the strategy is to refund Marqt’s upper three percent of the excessive profit to its customers. The open-platform includes a section where Marqt and the partners launch a blog and start the conversation with the customers. The more members actively participate in the platform, the more these members are rewarded. Evaluative interviews with different stakeholders of the concept complemented that customers using the platform are likely to create a better attitudinal connection towards Marqt. However, the potential could only be estimated, since loyalty can only be measured over a longer period of time. Moreover, the platform was considered idealistic, evoking a beautiful gesture. The essence of the design fits Marqt’s future plans to implement for of the new brand strategy. However, Marqt’s assortment is not yet transparent enough to trace the origin of every product, so customers cannot connect with every partner of Marqt. Suggestions for further development and improvement for design arose as well. Customers stressed the importance of functionality in the platform. The connection with the partner considered welcome, however more functionality in a supermarket-app is preferred; searching for recipes and ordering groceries with the app are mentioned as desirable additions to an app for Marqt. Last important suggestion for further research is how to prevent; that customers get bored over time. Creating loyalty at customers is one study, remaining loyal is something different; increasing the importance of the opinion of a loyal customer, could be a means by which boredom could be prevented.","design; customer loyalty; attitude; gratitude; communication platform","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design for Interaction","","","",""
"uuid:a109024b-b5b8-4081-a9c1-2392734cca4f","http://resolver.tudelft.nl/uuid:a109024b-b5b8-4081-a9c1-2392734cca4f","The design of a mobile outdoor cooking island for Dutch design label Weltevree","de Smidt, F.","Sonneveld, M.H. (mentor); Minnoye, A.L.M. (mentor); Muskens, R. (mentor)","2016","The project began with the need of Dutch design label Weltevree for a new outdoor cooking product. Analysis of the outdoor cooking landscape revealed that the main part of an outdoor dinner, the preparations, often take place indoors. Why not moving this main part of the dinner more towards the outdoor environment, whereby the host feels more appreciated about his fresh and pure made dishes, or even whereby friends and family can join, experience and could help with cooking the dinner. A design vision was created: Creating a mobile outdoor cooking product which supports the cook and his guests in having an successful outdoor cooking dinner, getting the preparations more towards the garden environment and being a part of the outdoor dinner, with the visual and interaction appearance of an open kitchen. The final design “The Weltevree Mobile Outdoor Cooking Island” is adventures in the way of making your own spot for cooking within your garden, it provides comfort in the way that it creates an perfect situation with all the facilities to having an successful outdoor cooking dinner. The mobile outdoor cooking island provides different functions such as an innovative heating source to cook with cookware and grilling, a waterplace, a movable transmissive countertop, a smart layer which includes the sink and a multifunctional crate. And all these functions are situated on a compact cooking island which is basic in his appearance and still innovative. The mobile outdoor cooking island is the central subject and object of your garden and outdoor dinner, whereby cooking and dinning blends in together, and provides the social and experiencing aspect of having an outstanding and enjoyable outdoor dinner. The final design is elaborated in an 1 to 1 visual and functional prototype to finalise the design and validate it.","outdoor; cooking; kitchen; island; mobility; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:3d26dd47-2c1d-46fa-b219-0f5493bce740","http://resolver.tudelft.nl/uuid:3d26dd47-2c1d-46fa-b219-0f5493bce740","Renewed interaction experience and user interface for mobile storage systems","Rijken, M.J.W.","Wormgoor, R. (mentor); Wijntjes, M.W.A. (mentor)","2016","Bruynzeel Storage Systems is a Dutch manufacturer of space saving solutions. Bruynzeel develops, manufactures, sells and maintains storage solutions for offices, archives, museums, libraries and warehouses. As a producer, consultant and installer, Bruynzeel Storage Systems is a market leader in the development of these systems. So what is mobile storage? Simply put, by mounting shelving or cabinets onto a carriage and rail system, mobile storage eliminates fixed aisles to compact your storage space. It’s a simple concept that enables you to significantly increase your storage capacity or store the same amount of items in half the footprint. Bruynzeel Orb series The challenge was to redesign the interaction experience and user interface of Bruynzeel’s electric mobile storage system with a strong focus on usability and user experience. The Orb series was created with one single purpose, to give people the most intuitive experience. Using the product on the cabinets to control the movement should be simple, gently move the lever to the desired side. The cabinets will calmly move train-like to the right and an aisle forms in front of you. The inner touchscreen provides information about system errors or secured access control, like unlocking the cabinets by using a RFID-tag. Archive managers have access to expert settings, like security settings or ventilation modes, by the use of a iPad application. To improve the convenience of maintaining the settings this can be done wirelessly from the user’s desk and for every system individually or all together. The user research shows a clear and significant improvement in usability & intuitiveness of the user interface and attractiveness of the design. This is achieved by simplifying the control panel for everyday users and equip archive managers with the advanced management iPad application. A satisfying and reassuring result to further develop this design proposal and to be implemented in the near future.","user interface; usability; user experience; design; mobile storage systems","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:93f43103-6fe2-4d47-8d31-a6960b6a0dd7","http://resolver.tudelft.nl/uuid:93f43103-6fe2-4d47-8d31-a6960b6a0dd7","Pioneering Spirit Topside Lift System Interface Design","Van Campen, D.M.","Van den Bos, W. (mentor); Goudswaard, S.A. (mentor); Lodewijks, G. (mentor)","2016","Pioneering Spirit, Allseas newest vessel, is specialised in offshore platform installation and decommissioning. The goal of this research is to find a solution for the interface between the topside lifting system and platform jacket legs without the necessity of lengthy preparation work to platform. In a research regarding platforms characteristics and topside handling operations the design requirements are defined. From a quantitative comparison between conceptual solutions it follows that a shape based pre-installed adaptor is the preferred solution for jacket leg interaction. An adaptor has the ability to accommodate platform specifics and exploit them, which increases concept applicability and creates a standard interface from Pioneering Spirit's perspective. By the implementation of lifting hooks an additional rotation point is realised, allowing rotations and deformations of the two bows.","design; Pioneering Spirit; Allseas Engineering; offshore platform; topside; decommissioning; jacket; leg interaction; topside lift system; interface","en","master thesis","","","","","","","","2021-07-04","Mechanical, Maritime and Materials Engineering","Maritime and Transport Technology","","","",""
"uuid:e3c8c0f1-a543-4290-a8d7-0faefe04a576","http://resolver.tudelft.nl/uuid:e3c8c0f1-a543-4290-a8d7-0faefe04a576","From Infrastructure to Flowscape: The Houtribdijk as an operative landscape structure","Shao, S.","Nijhuis, S. (mentor); Palmboom, F. (mentor); Koostra, P. (mentor)","2016","The theme of the landscape architecture graduation lab is “Flowscape”. It states the landscape infrastructure is not only a technical structure but also a carrier of natural and urban processes. It is proposed to solve the environmental problems and adapt to the surroundings as well as providing the appropriate environmental conditions for the long-term dynamic natural and urban development. (Nijhuis, S and Jauslin, D., 2015). Transforming the Houtribdijk into an operative lanscape structure as the subject is under the guiding of “Flowscape” concept. The Houtribdijk is located between two different eco-system-Ijsselmeer and Markermeer as well as two different urban tissues-Enkhuizen and Lelystad. There are highly dynamic nature processes and urban development happening in this area. However, the Houtribdijk was designed to make the southwestern polder. Since that polder plan was canceled, the Houtribdijk, this fixed infrastructure has not fit into the environment any more. For example, the Houtribdijk blocks two lakes (the Ijsselmeer and the Markermeer) which results in an unbalanced eco-system. Moreover, it only carries a high-speed linear traffic line between Enkhuizen and Lelystad without a place for people to stay and enjoy the open horizon. So I choose this location to apply the “Flowscape” theme in order to transform the Houtribdijk into an operative landscape infrastructure, which provides a coherence landscape condition for nature and urban development while considering ecologic, technical, architectural and social aspects.","landscape; architecture; design; flowscape; infrastructure; Houtribdijk","en","master thesis","","","","","","","","2016-10-01","Architecture and The Built Environment","Urbanism","","Landscape Architecture","",""
"uuid:9b9bcd17-c361-479a-afb1-0fa7a9dfe197","http://resolver.tudelft.nl/uuid:9b9bcd17-c361-479a-afb1-0fa7a9dfe197","Frugal Thermometer Innovation","Iwamoto, R.","Diehl, J.C. (mentor); Van Engelen, J.M.L. (mentor)","2016","In low-resource settings, like Uganda in Africa, fever is commonly measured by means of tactile contact with skin. However, for patients, caregivers and healthcare workers, self-assessment of fever is significantly inaccurate. Inadequate healthcare leads patients to be over-diagnosed with malaria and therefore over-treated with antimalarial medicines. Moreover, misdiagnosis results in neglected treatment for patients with non-malaria febrile illnesses, which in turn brings related risks for the patient. This project aimed to investigate the current barriers for accessible and reliable fever diagnostics and to develop a new ‘frugal fever diagnostics’ product service system (PSS) including a fever diagnostics device and connected health services, with the focus on the interaction between the users and the device as well as the interaction between the device and the eco-system. One of the challenges in this project was to develop a product service system for the healthcare system, which is a large social system, involving many participants and roles in addressing the recovery of individual. Therefore, the research employed a Context Variation by Design approach to explore the topic of the research with a holistic perspective and to gain diverse insights from different parts of reality. Firstly, five types of factors that impeded people to have adequate fever assessment in the Ugandan health system were identified from the literature review. Based on the findings, three considerations were proposed that could give an impact on how fever diagnostics are designed and implemented in low-resource healthcare systems. Firstly, the fever diagnostics journey shows the involvement of people in the different phases of diagnostics, from awareness to monitoring and a follow-up. Secondly, there are different user groups of thermometers within the same healthcare system and those user groups have different conditions of access to fever diagnostics. Lastly, these different users have different needs regarding the information that was offered. The healthcare system in Uganda is separated into public and private providers, and it is clear that the choices available for communities in low-resource settings were limited. In order to enhance the access to fever diagnostics in these contexts, specific and potential user groups and their needs should be looked at. Based on the insights, the informal healthcare sector was selected as the promising innovation opportunity for the development of a new ‘frugal fever diagnostics’ PSS. Since the people in Uganda have the common perception that care for febrile symptoms is sought from the informal sector before visiting the formal sector, an informal provider is the first touchpoint in the fever diagnostic journey. However, the informal provider was the only provider that does not make a diagnosis before selling medicines among the health providers visited by the febrile people. Therefore, those people, who have no access to the formal healthcare, need to be provided access to fever diagnostics in the remote communities. Besides the study on the barriers of access to fever diagnostics in Uganda, six different types of thermometers were evaluated in order to identify optimal features of a frugal thermometer. It was revealed that measuring temperature with an infrared sensor on the forehead is suitable for the informal healthcare context. In addition, a large display with a numerical and colour-coded reading could make the use-flow simple and easy. Those findings were applied to design frugal thermometer concepts in a later phase of the project. Healthy Entrepreneurs (HE) was involved as a good example of the informal health sector. HE is an organization offering access to health information, and reliable, affordable essential medications and health products for households in resource-constrained countries. Through the research on the fever diagnostic provided by HE, the fever diagnostic journey of the people in the remote community was understood and beneficial innovation opportunities were selected among several insights in order to develop a preliminary ‘frugal fever diagnostics’ PSS scenario. The scenario included three perspectives: helping the patients to obtain the information they need for their febrile symptoms, combining a temperature measuring service with the Rapid Diagnostic Tools (RDTs), and cooperating with the formal health sectors to improve the quality of care for patients with febrile illnesses. These perspectives were translated into two solutions in the preliminary PSS. Firstly, a fever case management service was adopted to enhance the rational use of medicine and good quality of treatment for febrile diseases by implementing temperature taking services and RDTs. Secondly, temperature data collection was included to build the frugal fever diagnostic service system. Through an evaluation workshop of the preliminary scenario with the stakeholders, two ideal fever diagnostic PSS scenarios were identified based on the preliminary scenario. One of the scenarios focused on utilizing temperature data in the fever management service provided by Healthy Entrepreneurs to identify appropriate care for febrile patients. Another scenario focused on collecting temperature date for scientific and epidemiological research purposes in order to study febrile diseases and their treatment. Based on the insights from the evaluation, two fever diagnostic PSS concepts were designed. The PSS concept for HE incorporated the fever management in the service system of HE in order to provide inexpensive and reliable fever diagnostics, and the access to complete and relevant diagnostic information in the remote communities. Another PSS concept integrated temperature data collection through the fever management service for a broad range of scientific studies. Both PSS concepts were supported by physical evidence: the tablet, the frugal thermometer, the Rapid Diagnostic Tools (RDT) and the referral. A free fever temperature taking service, a rental thermometer service and a RDT are provided as a fever management service, in order to attain an investigation of non-febrile people and non-malaria febrile people, and deliver the relevant care for their symptoms. Within the PSS design, frugal thermometer design concepts were proposed to facilitate the process of fever diagnostics by the Entrepreneurs and by the care seeker, and the temperature data collection. Ultimately, two final PSS designs and a final frugal thermometer design were proposed after the evaluation with the stakeholder. For further development of the project, the considerations regarding to the final PSS designs and the frugal thermometer were discussed.","product service system; thermometer; Uganda; fever diagnostic; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Design for Sustainability","",""
"uuid:05d4a84b-91f8-49e4-9fad-2212210c9424","http://resolver.tudelft.nl/uuid:05d4a84b-91f8-49e4-9fad-2212210c9424","Conceptualization of a Personal Adaptive Informing Platform","Van den Born, R.P.","Horvath, I. (mentor); Badke-Schaub, P.G. (mentor)","2016","Right now, everyone is using many different personal computing devices to clench their desire to be informed, where manufactures have tried their hardest to integrate as many features as possible into one device. For most of the tasks executed they are overkill, and for others insufficient. Furthermore, they are quickly outdated and require a full replacement. What if, instead, devices are optimised for what they are best at? And instead of carrying a one size fits all, users are offered the functionality of the omnipresent devices working together. What if a system could adapt to a task, by combining and using only those resources it needs at that time? The Personal Adaptive Informing Platform offers an adaptive modular approach to personal wearable computing. Instead of pre-defined configurations of hardware and software, the Platform aims to provide an Informing Service by composing an assembly, out of the available resources in the local and cloud environment, to fit the task it is asked to perform. The core of the Platform’s architecture consists of the following Native Platform Modules: Orchestration, Architecture Management (AM), Context Management (CM), Resource Management (RM), Plan Management (PM), Informing Management (IM) and Reasoning & Decision Making (RDM). Together with other external resources, they form the Platform Assembly (A). The Platform follows a highly autonomous level of operation to work together with users in information heavy tasks. Constant awareness of the context it is operating in, the habits and desires of the users, knowledge of the available resources, high levels of semantic reasoning, and the ability to plan an approach to requested tasks, allow the Platform to provide assistance in many different situations. This allows the Platform to offer a highly adaptive way for users to interact with the vast amount of connected resources in the local and cloud environment. Providing a personalised experience, adjusted to fit an individual user’s needs.","adaptive; pervasive; ubiquitous; computing; internet of things; cloud; adaptive system; informing system; wearables; modular architecture; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:52df42ac-3c0d-4dc0-9f93-a5675812c542","http://resolver.tudelft.nl/uuid:52df42ac-3c0d-4dc0-9f93-a5675812c542","A change of perspective on Dutch asylum policies: redesigning citizenship for a cultural inclusive society","Vreeken, K.P.","Van Boeijen, A.G.C. (mentor); Tromp, N. (mentor)","2016","The European ‘refugee crisis’, which started during the summer of 2015, has challenged European countries and their societies on many levels. This graduation project focuses on the impact on the Dutch society and zooms in on the concerns of its policymakers, citizens and asylum seekers; refugees that have applied for asylum in the Netherlands. Through desk research and interviews with stakeholders insights are gained in the Dutch asylum system. The current Dutch asylum system is slow, sluggish, and unclear. During the application, applicants are put on hold in overcrowded asylum centres in sparsely populated regions of the country, and thus are isolated from the Dutch society. This leads to postponed developments, identity issues and gaining a residence permit becomes a goal on its own. The system neglects the long term concerns of asylum seekers: activation, contact with Dutch, allowed to be part of society, participation, and acknowledgement of existence. On the other side Dutch citizens fear that they will lose their for instance their culture, jobs and houses to the immigrants. Their responses are based on feelings of losing control on ownership and safety in their own surroundings. This adds up to their long-term concern of keeping grip on the Dutch identity and keeping the Netherlands as it is. When viewed on a collective scale, there is a need for a stable, socially and culturally inclusive society without segregation. A smooth asylum relief should be matched with keeping Dutch prosperity. It becomes clear that it is not just a matter of smoothing out the asylum process. The real problem to be solved is found on a societal level. Therefore, the focus in this report/design process will be on the integration of immigrants in Dutch society. Current Dutch integration policies mostly focus on the ‘hard-side’ of integration: obtaining (social) housing, learning Dutch, taking care of required registrations and entering the labour market or suitable education. However, interventions that would help consolidate asylum seekers’ relationships in the neighbourhoods and cities where they live, the ‘soft-side’ of integration, leading to their inclusion in national society as a whole, are equally important. This so-called ‘bridging social capital’ provides a sense of rootedness and wider social inclusion. Therefore the Dutch neighbourhoods are actually facing the biggest social challenge as they play a crucial role in integration. To match this challenge, a new vision on/of integration is necessary. Using the Social Implication Design (SID) method developed by Tromp (2013) a new vision on integration in the Netherlands for 2030 is formulated. This vision implies a change of behaviour in relating to migrants in the country. The Local Citizenship design proposes a way to effectuate this change. The concept that is developed contributes to social inclusion in Dutch neighbourhoods by letting neighbours - independent of their social, cultural or asylum status - contribute to the desired identity of their neighbourhood on an equal basis. The concept provides a platform to create synergy between both Dutch neighbours and asylum seekers through experiencing contribution to a new whole. Experts found the Local Citizenship concept refreshing, innovative and insightful. The concepts puts users instead of the system central and translates Neighbourhood Values into doable practices that can easily be executed in the neighbourhood. Intended users also acknowledged the understandability of the values and the concept as a whole. Moreover, they, asylum seekers and Dutch neighbours alike, were quickly enthusiastic and inspired by the concept. On a policy-making level, however, there were some concerns about the aim of the design to focus on the soft side of integration. This expert/intended user voiced a preference for explicit interventions like organizing discussion evenings with neighbours. In short, the Local Citizenship Concept can stimulate integration in the Netherlands in an accessible, easy-to-understand way. This is necessary to elicit behavioural change on a large scale. The main goals of the Local Citizenship Concept are to create synergy, to consider each ‘neighbour’ as being of equal value and recognizing and empowering every one of them.","design; social design; integration; transformation of concerns; behavior; asylum seeker; citizenship","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:fe6d87cf-0ec5-4908-9c9a-35007eb160c3","http://resolver.tudelft.nl/uuid:fe6d87cf-0ec5-4908-9c9a-35007eb160c3","Influencing consumption behaviour through food packaging design: A research on the design aspects of packaging","Berghuijs, E.F.","Schoormans, J.P.L. (mentor); Cankurtaran, P. (mentor)","2016","Everybody has experienced it: you start eating from a pack of biscuits or other snacks and suddenly the pack is empty. Even though you did not intent to eat all of it in once. It is known that the package and the food it contains can make a consumer eat more, but little is known of the opposite. This graduation report (hereafter: study) is a part of the master ‘Strategic Product Design` and tries to answer the question: ‘Can we, (designers) make a snack package that influences the consumer in such a way that they eat less of the snack?’ This graduation research builds upon the literature about packaging. The existing literature is based on either the psychology or on the marketing perspective of packaging. This study targets packaging and consumption behaviour from the point of view of the designer. How is design influencing the behaviour of consumers? It is already known that packaging influences the consumption behaviour. Material, shape, size and eating habits are all studied. However not much is known about how these different design aspects are related to each other. Consumers are more and more aware of the effect of packaging, they know the package influences them to use more of its content. And that the goods inside are also influencing the usage frequency. This study tries to show that it is possible to design a package with which the consumer can self-control the amount of food used. In other words: the designer can give the tools to the consumer to self-control the amount of food that is used. A cover story was used to recruit participants for the study. Participants where told that the study was about emotion recognition software and that it therefore was required to watch a film, while their facial expressions where recorded. All participants were told they could eat and drink during the film. To study the effect of packaging, we specifically designed a package for the purpose of this study and produced it using rapid prototyping. The goal for the package design was to enhance the self-reflectiveness of the consumers. This self-reflectiveness was enhanced by making use of the monitoring effect and the Delboeuf illusion. With the self-reflectiveness of the consumer a more mindful way of eating is possibly reached. Three conditions were tested using a between groups design; One partitioned bowl, one partitioned bowl with a lid and one control bowl without partitions or lid. In total 64 participants where recruited. 22 of them were placed in the control group, 21 in each of the other groups. During a 30 minute film the participants were allowed to eat and drink as much as they wanted. A sweet snack was chosen that was easy to count and put into the different partitions. After the film there was a short questionnaire. The recordings made during the experiments were coded afterwards, looking specifically at the participants eating behaviour. Together with the answers of the questionnaire a data set was produced for the analysis. The hypotheses tested stated that both the partitioning of a bowl and closing the bowl with a lid would reduce the rate of eating and the amount eaten from the bowl. An indication towards rejecting the hypotheses was found. The package, designed according to the guidelines found in earlier literature, did enhance the opposite of what was expected. Participants eating from the package that was thought to be the package that reduces the rate of consumption the most, was in fact enhancing the rate in which the participants where eating from it. More research is needed to be able to speak of significant effects.","design; consumption behaviour; packaging","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","","",""
"uuid:b589db45-8648-4755-be28-070aa7d5cdf7","http://resolver.tudelft.nl/uuid:b589db45-8648-4755-be28-070aa7d5cdf7","Providing analgesic laughing gas during birth in a home environment","Schuurmans, E.","Ruiter, I.A. (mentor); Sonneveld, M.H. (mentor)","2016","This master thesis report, authored by Eva Schuurmans in 2016, lays the foundation for the development of a product that enables midwives in the Netherlands who facilitate births at home, to administer analgesic laughing gas to relief women in childbirth from pain. In this thesis, Eva presents a product concept that meets the strict regulations of the Ministry of Health and that takes the limitations of the working environment and needs of the users in the Netherlands into account. A literature research focused on the subject pain and N2O was conducted. There was constant contact with professionals and the users, midwives and women giving birth. In total thirteen semi-structured interviews were conducted in the pre-design phase. The prototype was shown to several companies and users with the goal to gain feedback and test the potential. The result is a concept for the technical solution, double mask and casing. The main goal is to keep the exposure value of the midwife as low as reasonably possible, because of the negative effects the gas has on the absorption of vitamin B12. It is a simple product with limited adjustment possibilities, as most midwives are not used to working with complex devices. The woman herself controls the supply with a button. This positively effects her feeling of personal control and feeling of satisfaction. As long as the control button is pressed, the N2O stays within a closed system, only removing the CO2 and adding some O2 to keep the ratio stable. When the control button is released an electrical spark decomposes the N2O before being released into the room. The woman constantly wears a transparent mask. The mask can be opened to the side when the woman suffers from the side effect of vomiting. The outer contour of the mask keeps on extracting air, even when the mask is open. The amount of N2O being used is limited. The three wheels on the casing make it possible to move the product up the stairs. The product has potential for further development. It offers a way to offer an analgesic at home, something that is not yet available. Benefits of the product include the rapid onset, clearance and the low costs involved. A working prototype needs to be built to test the device.","design; laughing gas; N2O; home delivery; mask; birth; pain killer","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:52e6a871-9305-4bcb-86ff-5be7bc99a9c6","http://resolver.tudelft.nl/uuid:52e6a871-9305-4bcb-86ff-5be7bc99a9c6","Designing a bamboo balance bike","Kiela, P.R.","Sonneveld, M.H. (mentor)","2016","This thesis is a report on the project of designing a bamboo balance bike, supported by scientific sources, analytical thinking and an academic approach. The project is commissioned by KaboogaBike, an Amsterdam based start-up company founded by Jan B. Mwesigwa. Results from the internal and external analysis are followed by a material research, showing the explored possibilities of bamboo. After explaining why Dutch grown bamboo is not suitable for a balance bike, anthropometric data is used for an ergonomics analysis. Combined with the analysis of the prototype provided by the company, a program of requirements is drafted and the conceptualisation phase starts. The creative process that follows, leads to the material combination that is the basis for the rest of the project: bamboo and aluminum. The steps taken from idea to concept proposal are documented showing how difficulties were overcome. A concept is proposed that uses weld aluminum shapes as mechanical and visual joints to create a unified bamboo balance bike design, portraying a focus on sustainability through the subject of eco- efficient value creation. A prototype is used to test the design and see whether the aesthetic and technical qualities produce the desired value, improving the eco-efficiency.","design; bamboo","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:032f0ef7-4274-4e22-97eb-6f4da220f810","http://resolver.tudelft.nl/uuid:032f0ef7-4274-4e22-97eb-6f4da220f810","How boredom helps me flourish","Schoumans, R.A.J.","Giaccardi, E. (mentor); Ozcan Vieira, E. (mentor)","2016","Our life is full of products that are designed to claim our attention. We learn to occupy every piece of time we have. We want to spend our time ‘useful’. We only have 24 hours each day and we even need to spend some of it on sleeping. This attitude of being occupied all the time seems to have a major downside. People are exposed to too much stimuli. Every day a Dutch person spends 8hours and 40 being occupied by products. In this technology addicted age, boredom is the most underappreciated emotion. This graduation project focussed on showing the beauty of- and rightful role boredom should play in our lives.","boredom; wisdom; wise; interaction; product; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","DFI","","","",""
"uuid:4ff08fbb-2bbe-40da-90b0-77b3075876cd","http://resolver.tudelft.nl/uuid:4ff08fbb-2bbe-40da-90b0-77b3075876cd","Improving sport rehabilitation","Rosales, J.R.","Goossens, R.H.M. (mentor); Minnoye, A.L.M. (mentor); De Vos, R.J. (mentor)","2016","Rev is the final design product service system that can help athletes rehabilitate from traumatic ankle injuries. It does so by calibrating strength and stability of the unaffected leg and comparing it with exercises of the affected leg.Therefore communicating strength percentages back to the athlete. This enables the ultimate goal of increasing strength performanc to a functional recovery.","improving; design; rehabilitation; sport","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Applied Ergonomics and Design","","","",""
"uuid:5109eeda-ddc6-4fc2-8dca-211a84b9ef34","http://resolver.tudelft.nl/uuid:5109eeda-ddc6-4fc2-8dca-211a84b9ef34","A future baggage reclaim: innovating around the passenger at the A-area","Boute, S.E.Z.","Santema, S.C. (mentor); Mooij, S.C. (mentor)","2016","With the growing amount of passengers, airlines and airports in the aviation industry nowadays, airports are constantly trying to differentiate themselves in the market. To accomplish this differentiation, there is an increasing focus on the passenger experience. Amsterdam Airport Schiphol (AAS) currently experiences capacity problems that pressurize this passenger experience. Schiphol Group realized that to become Europe’s preferred airport with AAS, involving the passenger experience in improvements at the airport is necessary. One of Schiphol Group's solutions to realize this is by expanding the current airport with a new area, named the A-area. This A-area is a greenfield that not only solves the capacity problems at AAS, but also creates opportunities to apply innovations. This resulted in the following research question: “What are the innovations within the passenger journeys at the A-area of AAS and how can an innovation and a roadmap to implementing it be designed?” This research question is answered by looking into four sub questions that are described below. As an airport it can be difficult to determine where possible opportunities lie to apply innovations. For Schiphol Group to make a deliberate decision on innovations, it is therefore first of all important to understand why innovations are necessary. Innovations for Schiphol Group are necessary for three reasons: 1) improving the passenger experience, 2) adapting to context developments and trends that will be of great importance in the future and 3) to differentiate in the market. These three fields will contribute to the main ambition of ‘becoming Europe’s preferred airport’. Through combining the insights of the three fields, the current situation is translated into the ideal future for passengers at the A-area. This is possible with the use of the essence element of the ViP approach (Hekkert & van Dijk, 2014), which looks for possible futures. This ideal future for the passengers is visualized in the form of future passenger journeys based on the customer journey mapping framework (Abbing, 2010), where the change of touchpoints is triggered by the passenger experiences, context and competition. With the context themes as a basis for the innovations at the A-area, a shortlist with innovations for the A-area is developed in three steps. First, all ideas on possible innovations are collected internally and externally, to obtain as many ideas on possible innovations as possible. Second, a selection map is developed that determines when an innovation lies within the scope of the A-area. Finally, of all possible ideas for innovations the ones for the A-area are selected through the use of the selection map. This shortlist answers the first part of the research question; thus explaining what innovations around the passenger at the A-area could be made. According to the shortlist with innovations, one of the areas of the passenger journey in which innovations can be made is baggage reclaim. Baggage reclaim can be innovated on, as the current passenger experience involving baggage claim is unsatisfactory. Others also notice this unpleasant passenger experience; expert predicts that baggage reclaim will be radically changed within twenty years (Passenger Terminal World, 2014) and new initiatives will arise like Travel Light that provide a door-to-door baggage service. These trends and developments will eventually result in a future situation where passengers have two choices to reclaim their baggage: 1) door-to-door service of baggage and 2) baggage pick-up at the airport. For Schiphol Group to improve the passenger experience around baggage reclaim at the airport, four bottlenecks should be addressed. These four bottlenecks are combined in one design goal: Design a baggage reclaim with a 1) more efficient process that is able to 2) send personal baggage information to passengers within a reclaim 3) atmosphere and 4) facilities that are a pleasant experience for passengers. This design goal is further developed into two interrelated concepts to improve the passenger experience around baggage reclaim. The development of these concepts, together with an implementation roadmap answer the second part of the research question. The iBag is a proven-concept solution for the lack of information regarding baggage towards passengers, as it is able to provide passengers with personal real-time information about their piece of baggage through the use of RFID technology and a cloud service system. The other three of the bottlenecks that cause the bad passenger experience within baggage reclaim are the process, the atmosphere and the facilities. The Self-Service Dropout Point (SSDOT) is based on proven-technology and solves these tree bottlenecks. A more efficient process is reached by substituting most of the tasks of baggage handlers by the baggage system. A pleasant atmosphere combined with facilities that form a pleasant experience for passengers is reached by merging the reclaim area with the Schiphol Plaza through a virtual customs border. An implementation roadmap is developed for the next seven years to implement both concepts. For the iBag it is possible to be implemented before 2018, as it is a proven concept and the tracking aspect is required from 2018 onwards according to the aviation policy of IATA resolution 753 (IATA, n.d.). The two major steps for Schiphol Group to implement the iBag are: getting an internal agreement on the implementation of the iBag and making agreements with the airlines about the bag tags with RFID. For the SSDOT there are still seven years to prove that the new combination of proven-technology works. These seven years are enough when using co-creation with stakeholders from the beginning on and start with the further elaboration of the business case. With a quick start to further developing these innovations, AAS can reach a competitive advantage and get a step closer to becoming Europe's preferred airport. Overall, something needs to change around baggage reclaim, which will only be achieved through the start of a project to further elaborate possibilities to solve the bottlenecks around baggage reclaim for passengers. The A-area is a greenfield that creates possibilities for innovations, which Schiphol Group can take advantage of to improve AAS overall.","design; baggage; schiphol; future; innovation; passenger","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","","",""
"uuid:ca978475-1353-491c-89ce-b751ec7a093f","http://resolver.tudelft.nl/uuid:ca978475-1353-491c-89ce-b751ec7a093f","Toy Design for toddlers: Design of a toy that gives toddlers insights into the difference between “heavy” and “light” objects","Bakayan, H.","Obersdorf, J.E. (mentor); Visser, A.A. (mentor); Land, J. (mentor)","2016","The occupations and the society of the future will be different than that of today. With occupations the general interaction forms are being meant. Occupations will focus on problem solving, Internet of Things and IT. Virtual Reality and 3D printing will be more embedded in people’s life. The occupations of the future will change the way children play. The child of the future should have the necessary skills to have the ability to execute an occupation in the future. The skills, the so called 21st century skills, a child should have are for example problem solving, creativity, communication, cooperation and critical thinking. To develop the critical thinking skills of children, the toy WaterTheater is designed. It is a toy that lets children to use their imagination to create their own story in water, while learning about the difference between heavy and light objects","toy; design; toddlers; development stages; children; 21st century skills; cognitive development","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:7447d9e5-64a9-445a-91d4-408ab799757a","http://resolver.tudelft.nl/uuid:7447d9e5-64a9-445a-91d4-408ab799757a","Improving Score Arbitration in the Combat Sport Nunchaku-do","Hooft, S.","Barati, B. (mentor); Lambrecht, M. (mentor); Molenbroek, J.F.M. (mentor)","2016","The nunchaku (also known as nunchucks), an exotic weapon popularised by Bruce Lee in his famous martial arts films, was adopted in the 80s as the centre piece in a dynamic martial art (nunchaku-do), founded by a small Dutch group of enthusiasts led by Milco Lambrecht. Due to the high speed of match play nunchaku-do, its referees experience problems when observing scores, and determining who struck first, especially in the case of near-simultaneous scoring attempts. Evidently, referees have insufficient tools at their disposal to let transparent sports justice be done. There is therefore significant potential for the deployment of smart materials and sensor technology as decision aids to bridge this gap. A series of experiments and tinkering exercises was staged, to refine a list of eligible sensor technologies, and what they need in order to perform reliably. These activities revealed that tactile sensors and inertial sensors offered the most promise for detecting the impacts from a player’s attempted score. This inspired the formation of three potential design directions that made use of these technologies. One of these directions was developed further, leading to a sophisticated suggestion for a custom pressure sensor matrix which is integrated in a traditional safety nunchaku’s handles, effectively turning it into a smart nunchaku. This embedded sensor, boasting an array of pressure-sensitive points instead of only one large area, detects differences in the types of contact it makes, enabling it to recognise strikes, (re)grips, and blocks, for the referee’s benefit. A small microcontroller, paired with a wireless transmitter, relays these conclusions to a master device, which relays the information to referees, who are then able to better make their calls. This intermediary feedback could be seen as an additional sense for the referee, rather than a device that attempts to claim or override the referee’s ontological authority. A series of iterative prototypes for the proposed design’s sensor were developed to test the sensor's performance. A first proof of concept was developed on a smaller scale, and confirmed that the pressure sensor could provide reliable and consistent output values. A second, full-scale version of the pressure sensor matrix was successfully embedded in a safety nunchaku, keeping the original materials intact as much as possible. A battery-powered microcontroller with the capacity to wirelessly broadcast sensor data over Bluetooth was mounted to the experimental nunchaku, to record, process, and transmit recorded sensor data. To assess how well the proposed sensor can distinguish strikes, regrips, blocks, and failed regrips, these actions were all performed and recorded in a test setup, using the constructed full-scale prototype. A high speed camera was used to record video in tandem with the sensor, so that the values obtained could be carefully compared to the camera’s frame data. The sensor’s ability to separate (re)grips from strikes (score attempts), which is by far the most essential feature needed for the sensor to perform as a decision aid, was confirmed through the experiment, though the pattern behind grips turned out to be different than had been predicted earlier. Estimation of a strike’s contact surface area and force proved feasible, perhaps even to the extent of being able to reliably detect blocked strikes. Failed regrips, where a practitioner attempts a regrip but fails to clutch the nunchaku’s handle, could not be distinguished from strikes. These observations resulted in an updated and experimentally verified pressure event distinction heuristic. A series of calibrations and vector calculations were performed on raw sensor data, in order to judge the pressure sensor matrix’ ability to determine a resultant force over time. This resultant over time would be considered indicative of the force a fighter has put behind an individual scoring attempt. Though the sensor appears to have the required operational range and resolution to establish this metric, further tests are needed to verify its applicability in terms of establishing an accepted force range for players’ strikes. The technology behind the sensor could also prove useful for many other situations where specific types of pressure are to be identified, especially considering the affordable, maker-friendly properties of the materials used.","design; combat sport; sensor; pressure; force; martial arts; nunchaku; smart material","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:b0c01b93-7dd5-476e-bcfc-6fdea50e2b34","http://resolver.tudelft.nl/uuid:b0c01b93-7dd5-476e-bcfc-6fdea50e2b34","Design for Impact: Creating products that matter through integrating vision- and learning-driven design","Zwolle, C.","Tromp, N. (mentor); Roscam Abbing, E. (mentor); Noyons, A. (mentor)","2016","Design for Impact is a design framework that aims to enhance the chance on adoption of innovative products, services and systems in general and of Peerby Go in particular. It helps designers that work at high-technology startups to turn long term visions into reality at the shortest possible notice, with the minimum of means. This goal is pursued through merging a vision-driven design method (ViP) with a learning driven-design method (The Lean Startup).","design; impact; innovation adoption; vision; learning; startups; NPD; new ventures","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Strategic Product Design","",""
"uuid:43b04dfc-bab4-4867-bf71-76495cacd6f7","http://resolver.tudelft.nl/uuid:43b04dfc-bab4-4867-bf71-76495cacd6f7","Designing a tool for agile management in advisory firm X","Bak, B.","De Jonge, F. (mentor); Calabretta, G. (mentor)","2016","The FinancialServices(FS) industry of advisory is inter- ested in the agile methodology and its practices. There are two reasons for this interest: first of all their clients, banks, are interested in these methods for their process management. Second, in order to keep up with the competition they need be up to date with new methods and knowledge. The assignment was to look for inter- esting applications of the agile philosophy within FS advi- sory. Advisory X has two main activities: client projects and internal projects. Through an interaction analysis of interviews is found that internal projects are not agile at all. The internal project interactions show that there is a lack of cross competency collaboration, lack of transparent commu- nication from partners to consultants, an individual mindset and a lack of overview. Moreover there is little attention for internal projects, because of the strong focus on direct profitability of client projects. This focus on client work is enforced by the current evaluation system, where mainly is looked at the percentage that consultants spent working for a client. A look into the working hours of FS consultants showed that 46% of their time was spent on client projects, leaving 54% for other activities than client work (from July-December 2015, for FS advisory). The 46% spent on client projects does not come near the aimed goal that consultants spent 70% of their time working for a client. There is no insight or overview on the activities performed in this other 54%. This shows a large opportunity for agile management of internal projects, as time in between client projects is short and tasks need to be done in small sprints. A transparent overview will contribute to insight and grip on these hours. Furthermore cross competency collab- oration and working in dedicated teams will benefit the productivity and quality of hours spent on internal projects. To create insight in these activities, this project has first defined an ideal future scenario. After this a tool was designed to facilitate agile management of internal projects. The future scenario relies on the creation of an internal scoring system with so called “internal project points”. These points can be earned when finishing internal projects within a small team of consultants. These points can be exchanged for learning and development train- ings. This facilitates a dedicated team environment, where consultants work cross competency, where communi- cation between partners and consultants is transparent and where there is an overview on internal projects. The tool facilitates the future scenario and is partly based on existing agile tools, as encountered in the liter- ature review and interviews. It exists out of two parts: an internal project board and a virtual team board. The first is a physical board that provides an overview of all internal projects in FS advisory. The latter is a virtual team board, a team app, that provides overview of ongoing activities and connects team members any place, any time. These tools are openly available for any FS consultant to stimulate transparent communication. Furthermore there is a plan proposed for the implemen- tation and recommendations are made for the tool. The tool is prototyped in the form of a whiteboard including instructions for the use of the board. Moreover there was a pilot set up with consultants involved in the current block chain initiatives to take the first step in using the internal project board. The concept of internal project points will be continued with the advice of testing in small steps, in order to iterate quickly. The goal of this tool is to provide a stepping stone for agile management of internal projects. Another goal is that the tool facilitates and sparks the discussion about the value of internal projects within FS advisory X. The concept of internal project points helps to create insight into the lost 54% of consultants time. It manages consultants time more effectively by providing a stimu- lating team environment, where there is a clear focus, even across competency. The consultants are being valued and noticed for all their hard work at advisory X, including internal projects.","agile; advisory; design; tool; internal projects","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:1a7ee63f-cf59-4c38-84bd-c2931ed665ed","http://resolver.tudelft.nl/uuid:1a7ee63f-cf59-4c38-84bd-c2931ed665ed","DeckPack, Product for the skateboard commuter","Koole, W.R.","Ninaber van Eyben, B. (mentor); Minnoye, A.L.M. (mentor)","2016","This master thesis shows the design process behind a new product for the skateboard commuter; the ‘DeckPack’. A product that “allows users to flow from walking hands free to skateboarding during their journey”. It shows an analysis of the business aspects, the target-group and the existing products. It concludes with a final design, an indication on production and a visual representation of the product and the interaction.","design; skateboard; backpack","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","IPD","",""
"uuid:1684d67c-dbe9-4993-b41f-8120336c9bd9","http://resolver.tudelft.nl/uuid:1684d67c-dbe9-4993-b41f-8120336c9bd9","An economical prefabricated residence for Hagonoy, a typhoon prone municipality in the Philippines: Analysis, design and implementation","Van Schaik, J.W.J.","Nijsse, R. (mentor); Gard, W.F. (mentor); Schippers, H.R. (mentor); Knijtijzer, J.B. (mentor); Van Amerongen, G. (mentor)","2016","This thesis aims to improve housing quality in Hagonoy, a typhoon prone municipality of the Philippines, by designing an affordable typhoon resilient and prefabricated home with a floating foundation for the lower income class. This thesis was written in collaboration with the company, Finch Buildings. Three months of preliminary field research in Hagonoy gave insight into the local problems, climate, local wishes and needs. These insights, combined with literature research on prefabricated and typhoon resilient design, provided the foundation or the design phase by identifying the benefits of prefabrication and defining the requirements for a typhoon resilient building. Additional parameters for the design phase were set through an analysis of suitable timber species and the further defining of Finch Buildings' design principles. In the design phase a conceptual, structural and final design was developed, concluding with a feasibility study. The result is an optimal residential building that is ready to build.","prefabrication; typhoon resilience; Philippines; Hagonoy; residence; design; Finch","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Structural Engineering","","Building Engineering/Structural Design","",""
"uuid:e854673e-8fd6-4d41-b076-6b6253fdf99a","http://resolver.tudelft.nl/uuid:e854673e-8fd6-4d41-b076-6b6253fdf99a","A new 3D printed Volume Adaptive Prosthetic Socket for below-the-knee amputees","Van Sitteren, M.M.","Geraedts, J.M.P. (mentor); Albayrak, A. (mentor); Smit, G. (mentor); Doubrovski, Z. (mentor)","2016","The lower leg stump is not a stable volume. Volume changes during the day between -10% and +5% may occur and these are caused by fluid movements in the stump. These volume changes can mess up a good fitting prosthetic socket and this can lead to pain and injuries. A new invention called “Unimode Beams” solves this issue by placing over 100 beams with hinges in the socket wall. The beams can contract and expand, and thus reduce or enlarge the socket size. In addition, the socket compression can now be temporarily released. Stump fluids can thus easily be recovered during moments of rest, without having to take off the whole prosthesis.","prosthetic; prosthesis; socket; amputee; transtibial; design; medisign; medical; leg; stump; ergonomics","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Integrated Product Design","",""
"uuid:5d7073ba-e702-49cb-b74d-310bc57e977e","http://resolver.tudelft.nl/uuid:5d7073ba-e702-49cb-b74d-310bc57e977e","Designing a safe solution to transport intensive care patients","Toorneman, A.C.","Vink, P. (mentor); Sonneveld, M.H. (mentor)","2016","Introduction into the subject: ?Over the last years, more Dutch citizens have been travelling around the world and unfortunately this leads to more Dutch patients in hospitals in far away countries. This results in more requests by Dutch patients to be repatriated (transported back home) by airplane. Some of these patients are intensive care (IC) patients, who are very fragile and require extra medical devices, such as a breathing system. Repatriating IC patients by airplane can be divided into three main steps: 1. The patient is transported from a foreign hospital to the medical cabin inside the airplane. ? 2. The patient is then transported by air. ?3. Finally, the patient is transported from the medical cabin to a hospital in the Netherlands. Because existing medical transport services are expensive and required a lot of time, a new safe and fast service was designed, the Guardian journey. The design was established by five master students during a Joint Master Project in 2014. ?Currently, the Guardian journey mainly covers the second and third steps of repatriation. ?The second step is covered by a modular medical cabin and is named the Guardian concept. The Guardian concept can be installed in a commercial airplane and is equipped with all the necessary medical devices to treat IC patients. The third step is covered by the existing Mobile Intensive Care Unit (MICU) service. MICU safely transports IC patients on the road to the hospital. ?? The first step of repatriation is not yet included in the Guardian journey. Research shows that this part is the most critical part of the entire repatriation. This graduation project offers a solution to this problem with a safe transport situation for the first step. The solution also supports a safe transport of the IC patient from the medical cabin to the MICU in the third step. Problems in the first step ?In the first step the main problems occur when the patient is moved between the bed or stretcher and when the patient is brought to the transport vehicle. Problem 1 ?Lines connecting the patient to medical devices get loose or twisted. Problem 2 ?Medical devices flip or fall off the stretcher or bed. Both problems could lead to the patient becoming disconnected from the medical devices. If this happens, the patient is not provided with medication or can no longer be monitored by the medical team. This could lead to life-threatening situations. Problem 3 ?Because the first step has not been considered yet, no attention has been given to how the medical team should operate and cooperate. Moreover, working with medical experts from a foreign country presents new issues due to culture differences. Research: ?The first step to designing a safe transport situation was conducting research in the intensive care field. The outcomes of this research are summarized in the following four crucial aspects, which are used as base for creating the final design. Including these four aspects also provides a solution to the problems defined in the first step.?? 1. Having the patient be connected to the medical devices at all times. ?2. Monitoring the patient at all times. 3. Coordinated working procedure 4. Clear communication Final design: ?The final design consists of two parts, a mat-system and two accompanying guidelines. Mat-system: ?The IC patient, medical devices and the lines are installed on the mat-system, according to one configuration. This way the patient and medical devices are safely transferred between bed or stretcher as one package in one go. With strips the medical devices and line are fixed on the mat-system. As a result, the medical devices and lines are in a stable position, ensuring the vital connection between patient and medical devices. In addition, the monitors are visible for the medical experts at all times. ??Besides using the mat-system to transport the IC patient from a foreign hospital to the medical cabin (step 1), it can also be used to safely transport the IC patient from the medical cabin to the MICU outside the airplane in step 3. Accompanying guidelines: ?The accompanying guidelines support a coordinated working procedure and clear communication for using the mat-system in the first step. The first guideline tells the medical team step by step how the IC patient and the medical devices need to be installed on the mat-system. ?The second guideline describes the installation steps of the IC patient on mat-system in the medical cabin in airplane. Color-system: ?The final design consists of a color-system. Hereby each medical devices is allocated to one color. On the mat-system, the color-system is used to indicate with which strip the medical devices and lines must be fixed. The same color system is applied in the two guidelines to support the medical team with a correct and fast installation. The color system is also applied in the interior of the Guardian concept to indicate the positions of the medical devices on the wall and medical unit. ?Evaluation of the final design and the next step: ?A prototype is made of the mat-system and is together with the guidelines tested in a User Study. After testing and evaluating, it is concluded that the final design can offer a solution to the problems identified in the first step and can create a safe transport situation in the first (and partly third) step. Including a safe transport in the first step will bring realization of a complete Guardian journey closer. To make the final design reality the following main actions are recommended. First, the prototype must be improved according to the defined recommendations. Next, the improved prototype must be tested with more medical experts and (real) patients. Hereby it is important to test how the installed patient and medical devices on the mat-system are transferred between beds. Second, it is recommended to investigate the usability of the final design in the third step. At last, a business plan needs to be written. Hereby it is essential to analyze the commercial feasibility of the final design.","transport; design; healthcare; patient; Guardian","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:7becfcc6-6cd7-4da3-a654-fd3a08023ffc","http://resolver.tudelft.nl/uuid:7becfcc6-6cd7-4da3-a654-fd3a08023ffc","System design and orbit analysis for SpooQySat-1.","Pollier, C.M.","Kuiper, J.M. (mentor)","2016","The Center for Quantum Technologies (CQT), which belongs to the National University of Singapore (NUS) is developing a nanosatellite to host their miniaturized Quantum Key Distribution (QKD) payload called SPEQS. QKD makes it possible to generate encryption keys through the use of strongly correlated photons. This would allow two parties to securely communicate with each other without any possibility of their conversation being hacked. CQT has already demonstrated a QKD free space-link in 2005. The main challenge now lies within the creation of a global QKD network. One possible way to do this is through the use of nanosatellites. As CQT has no experience in designing nanosatellites, a first step towards this goal is to design a satellite which allows the team to test a version of their payload. The main purpose of the thesis work is to present a reliable design for CQT’s first nanosatellite, SpooQySat-1, through the implementation of a systems engineering approach. The requirements as first defined by CQT are revised and redefined through the use of a requirements discovery tree. After the requirements list was complete, an orbit analysis has been carried out to ensure the best suitable orbit was selected for the mission. This, together with the requirements, served as input for the design analysis. A concept of operations has been generated, leading to a realistic power budget that has been compared to the estimated incoming power for various cases. A communication analysis has been carried out taking into account the noisy environment of Singapore. COTS component selection has been carried out for all subsystems. To ensure maximum reliability, a risk analysis has been implemented. Data regarding CubeSat failures has been gathered to inform the risk analysis. The outcome of the risk analysis was a mitigation strategy that allowed a new design iteration to ensure maximum reliability.","satellite; design; system engineering; quantum technology","en","master thesis","","","","","","","","2016-03-24","Aerospace Engineering","Space System Engineering","","","",""
"uuid:8f208ea7-a3ae-4bb2-9388-015854b996d4","http://resolver.tudelft.nl/uuid:8f208ea7-a3ae-4bb2-9388-015854b996d4","Smartphone controlled home environments","Lee, S.","Pasman, G. (mentor); Vermeeren, A.P.O.S. (mentor)","2016","This master thesis “Smartphone controlled home environments” aimed the integration of gesture control in the context of Smart living. Gesture control as one of the Natural User Interface, shows a limited usage, by mainly being used in the entertainment industry. The property of gesture control was seen to be potential to contribute to smart living, thus this thesis was initiated to seek to introduce gesture control in a smart living context. The final design is a smartphone gesture library that offers twelve functions which allow the control of home appliances and smartphone. The functions include; Wake up the device, Make a call, Answer a call, Snooze a call, Reject a call, Launch the messenger, Activate the camera, Launch the recorder, Snooze an alarm, Turn off an alarm, Launch the music app, and Start remote control. The Start remote control function allows the home appliance control applicable to blinds/curtains, lighting, speaker, and thermostat. The gestures are designed to be intuitive, based on the design strategy: be a part of original actions, resemble customs or personal rituals. It reduces steps of interactions by being part of original actions. This supports automation and smart living. Lastly, the gestures are natural. Designed subtle or not noticeable, the use of gestures does not raise any social awkwardness. In the final evaluation test, the final design earned positive feedback from the participants. In conclusion, this master thesis, “Smartphone controlled home environments” achieved an interaction design that shapes user’s life smarter, by providing intuitive and effortless gesture control realized through a smartphone that applies to both of the smartphone and home environments.","gesture; gesture control; interaction; smartphone; smart living; interaction design; human-computer-interaction; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:08a5a417-561f-40a8-ba1d-2ee2a48978b8","http://resolver.tudelft.nl/uuid:08a5a417-561f-40a8-ba1d-2ee2a48978b8","CoLLab: A Co-Op Application for Music Production and Promotion","Van Bruggen, H.C.","Van Egmond, R. (mentor)","2016","The thesis project is originating from a start up project under the name of Phonotone. This start-up company wrote the assignment for the design of the interactions and interface of a new platform for young producers of digital music in The Netherlands. The assignment was written as a starting point for this thesis and was meant to give directions for the explorative research on the subjects of music production technique, and the context of the future user of this product. It stated that modern young music producers have many social media accounts to maintain, and pointed in the direction of developing a service where these accounts can be operated from a single dashboard. The state-of-the-art research was aimed at increasing the knowledge about the current state of technology in music production and interface design in music production software. A glossary was set up in order to explain the abbreviations and terminology that the world of music production houses. The state-of-the-art research set out to explore the new technological possibilities that artists can utilise today. One of the findings was a new product technology in connecting software and hardware using Ableton and Max. An in-depth interview was conducted to get more familiar with the target group; young music producers. In these interviews, which were conducted at the homes of the participants, the daily lives and context of these producers should become apparent. Another point of interest was the music production process. The results showed that the producers were not at all looking for a website to own and maintain, but were rather interested in quick feedback from their fans. Furthermore, the producers were looking for good connections with their fellow artists. Another interesting finding was that it was often expressed that the participants experienced that their audience on social media seemed more interested in their off-topic content instead of their posts about their music releases and news. Using these results, a production timeline could be constructed, on which the thoughts and actions of the interviewed producers were set. This production timeline was given the characteristics of the design process, containing a fuzzy front end, an ideation, a conceptualisation, and an evaluation phase. This represented the experienced process of music production for the producer. A market exploration to current music apps yielded many results in various categories. A selection, made to narrow down the results, filtered down the results; applications that enable a musician to produce and promote music, and additionally, allow the user to engage into collaboration with other musicians. From this selection, six apps were chosen for comparison; Splice - an add-on for the DAW Ableton Live, Blend and Kompoz – both desktop based community collaboration services, Speazie – an iOS mobile application for music recording and collaboration, Figure – an app for making beats and sharing the result, and Songtree – an app for dubbing over sounds and collaboration options. This comparison produced the finding that the compared applications are offering possibilities to collaborate with anyone over the world; meaning that any user can connect to any user via their project. The outcome of the interviews formed the basis for an analysis on which the interactions and experience could be designed. An interaction vision was composed out of the analysis of the results from the interviews. One of the most important interactions that followed from the analysis of the current interactions showed that the producers were focussed on content that would generate the most likes from their fans on their social media page. The earlier mentioned expressed dissatisfaction about social media exposure was labelled the ‘attention gap’. Another phenomenon showed that the producers seemed to be dissatisfied in general by the use of social media. At the same time positive remarks about social media were expressed, in respect to agenda utilities and maintaining contacts. This phenomenon of contradictory sounds was labelled ‘the Stockholm syndrome’; because the producers were held captive by their social media captors in a metaphorical way. Another important finding describes the positive attribution of collaborations with other artists by the interviewed. Benefits mentioned were that it would speed up the production process, not only in the beginning (the ‘fuzzy front end’ in which samples are sought and a set up is made) but also when finishing up a track. A new interaction vision could be formed using the current interactions analysis. The vision was set to the qualities of playing with Lego, of which a mind map was made to find the categories to base the important qualities on. These qualities, emerging from playing with Lego are: Playful exploration, elemental learning, open source creativity, and belonging. These qualities would form the basis for the interaction design of the application. The application should enhance this feeling in the use. Therefore a scenario was made, portraying these qualities in the context of the backstage. The result could be converted into several sub-scenarios, which could be used for the diverse design iteration rounds. In the first design iteration, a cultural probe research was set up to gain insights into some extra habits of the target group online and in social media. One of the findings was that important moments in their career matter to the artist and this is proudly shown on social media. To determine the user flow for the new application, the second iteration was focussed on interactions in context. A contextual observation was done in a backstage situation. The findings that were done contributed to the construction of the user flow diagram of the application. The next design iteration was focussed on the graphic design of the application. Menu layouts were explored and a test determining the association between sound effect icons and sound effect names was conducted. The results originating from this study indicated a strong association between the distortion effect and its designated icon design. This was included into the final design. The dynamics of the interface were explored in the fourth design iteration. This concluded into specific points of interest for the gestures in interaction; the playful interaction swipe and the Collab showcase planet display. The last design iteration before concluding into the final design set out to explore and re-affirm the users’ willingness to share their material in collaboration using an online survey. The results showed, as was concluded earlier after the interviews, a positive attitude towards sharing own work. The final design could be developed following the five design iterations. This was done by combining the results of these cycles and implementing their conclusions and recommendations. In this phase some more guiding decisions were being put. The application would only be made available to users on the same network. This followed the need of the producers to strengthen their connections with other artists and in combination with the set context this was the best to simplify communications. Another decision was to combine the gesture interactions for the playful exploration and the proud moment showcase of earlier applications. The result was an application that allows users to log in, search for other people on the same network, see their collaborations and explore their music. Collaborations can be made with 2 – 4 people in total. The applications’ main activity, the collaboration, encompasses a workspace to which the online sample storage of the user can be linked. Sound can be added into the project using the record function. Via the library function, the samples of other participating users can be viewed and used, but only for as long as the Collab instance is active. Collab results can be shared to diverse social media of which the accounts can be connected to the application by the user. These actions show the transition from the interactions of playful exploration, elemental learning, open source creativity, and in the end the feeling of belongingness. One of the objectives of the project was to work out a prototype in such a degree that it could genuinely test the designed interactions and could be used to verify the designed experience. The prototype was developed according to the hypothesis that the designed interactions should emerge from the combination of the app required operation interactions and interface design. This is why the focus was on developing the prototype using Adobe CS Flash in combination with Actionscript 3.0. The prototype was tested using two types of evaluation methods. One was a usability test in which the participants were informed of the project and application beforehand and were then given the prototype and asked to fulfil assignments with it. The other test was an open assignment where two participants were asked to act out the functionality of the application while collaborating on a track. The final conclusions were that the playful exploration part was experienced as smooth. The elemental learning interaction with the product emerged on multiple occasions of the participants learning quickly using the simplified icons. The open source creativity could best be described as naturally, from the results of the second experience test. The feeling of belongingness was not directly proven from the test results but could be extrapolated. This experience was concluded from the finding that the participants were quick to invent use situations and atmospheres. The attributed fun value to the application by the participants is analysed. This concludes that a playful application could be an appropriate, and possibly even a welcome tool, given that it supports the functionality needed to synthesise material that can be of use, both in playful and professional musical co-operation, and thus can aid in the feeling of belongingness. The final project recommendations are about the ideal team composition, and state that to continue the project, a number of specialised team members would be chosen. The continuation of the recommendations for the evaluation of the design proposes a different evaluation approach within a real life context. Another recommendation is to develop the application in an earlier stage, with minimal functionality, to focus on the interaction design.","music production; music promotion; interface; interaction; experience; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:ed826711-db8d-4afc-88d0-33ed3f68af56","http://resolver.tudelft.nl/uuid:ed826711-db8d-4afc-88d0-33ed3f68af56","Consumer onboarding: Optimizing the Werkspot machine","Coelen, J.","Van de Geer, S. (mentor); Snelders, H.J.M.M. (mentor)","2016","","Werkspot; service design; platform; marketplace; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","PIM","","","","53.536255, 6.475031"
"uuid:7ef1cbd0-82cc-4ff4-bf95-f3a31ee61c8e","http://resolver.tudelft.nl/uuid:7ef1cbd0-82cc-4ff4-bf95-f3a31ee61c8e","Smartframe: Design of an exposition setup for 3d-printed fine-art replicas","Baay, M.P.","Sylvia, S.C. (mentor); Elkhuizen, W.S. (mentor)","2016","Fine art has been with us for centuries. The first known paintings have been made about 40,000 years ago on cave walls. Paintings represent a very fundamental human need to creatively express ourselves. Fine arts still plays a pivotal role in cultural and creative expression. The interest in the paintings of old, as well as the paintings of today, remains unparalleled. It is no wonder that museums across the world continue to be visited by millions of people. New production methods have created the possibility to print a painting including its texture and structure. These reproductions are hard to distinguish from the original in specific viewing conditions. They are therefore easily considered a threat to original works of art. There are a number of questions that arise with this new technology that this thesis tries to answer: What is the added value of 3d printed reproductions for museums? How can a 3d printed reproduction be put to a new use? How can this technology help in improving the experience of fine-art? The purpose of this thesis is to design a new museum exposition setup using 3d printed reproductions. Analysis has shown that there are a number of great benefits to 3d reproductions. They can be used in almost any environmental condition and they have a short production time. They are able to be touched as these reproduction use a special material that does not damage on touch. Analysis has also shown that most users spend little time looking at paintings when visiting museums. Most visitors do not know how to look at a painting. It is possible to conclude that 3d reproduction can play a major part in filling the information gap in museums. A design goal was formulated to design an exhibition setup using 3d reproductions that provides specific information about the content of the painting and technique of the painter. Due to a different set of physical and visual characteristics new possibilities of interaction with a painting have been researched. The final design is an exhibition setup that allows users to touch the reproduction. It is an interactive exhibition setup where users can receive information on the part of the painting they touch. This stimulates visitors to look at the details in the painting and gives them a structured way of analysing a painting. The light is dynamic; it follows the hand of the user. The frame incorporates LED’s that create grazing light at the location of the hand. This means that the perception of texture and relief improves and enables the 3d reproduction to be used to its full extend. Of this design a prototype was build and a user test was held to validate the design. The interactions that occurred were the intended interactions. The lighting for some people was sub-optimal and a redesign of the lighting system was made.","smartframe; design; paintings; exposition; 3d-printed; fine-art; reproduction; exposition setup; lighting design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:fbb6aee7-5929-46f2-96d2-d89c3aac5324","http://resolver.tudelft.nl/uuid:fbb6aee7-5929-46f2-96d2-d89c3aac5324","Soil-foundation interaction for the Arctic S platform under ice loading","Balkema, E.","Metrikine, A.V. (mentor); Pisanò, F. (mentor); Hoving, J.S. (mentor)","2016","Drilling in the complex and rough conditions in the Arctic areas is challenging. The challenges include harsh environmental conditions, spill recovery, high operating cost, relatively high risk, limited choice of drilling units, international (environmental) laws/regulations etc. The existence of recoverable oil and gas resources have been known for decades, but only in recent years oil companies began drilling operations offshore in the Arctic areas. Existing drilling units for the Arctic region are not optimized for the year-round operation. Oil companies and operators are interested in developing a new concept for drilling operations in the Arctic areas. In shallow waters, an option is to drill with a gravity-based structure. Huisman Equipment has developed a mobile-gravity-based unit, called the ""Arctic S"". The Arctic S is a circular drilling unit which, in addition to the floating mode, can be positioned at the bottom of the sea in shallow waters. The unique shape of the hull makes Arctic operations in deep-water depths possible in combination with moorings and dynamic positioning. In gravity-based mode, the Arctic S will be positioned on the bottom of the sea. The Arctic S can operate from a draught of 12 till 29 meters. The oil companies are interested in a solution which would allow to operate at water depth up to 40 to 50m. The aim of this research is to investigate the possibilities for the Arctic S to operate in a water depth up to 40 to 50m. One of the most obvious options is to design a substructure with a footprint function, for example a pedestal or template. The soil-foundation capacity must be sufficient to resist the forces which are originated from ice-loadings and the gravity forces of the Arctic S. It is important that the structure is stable under typical ice loading conditions. To improve the stability of the structure, a subsea template could be used which would also increase the operating water depth. The project aims to provide a conceptual design of a new solution for the Arctic S unit and then to explore the interaction between ice loadings, gravity-based-template and foundation. This investigation consists of two parts. First part is to design a substructure for the Arctic S which makes it possible to increase the operational water depth. Different aspects are considered, including specific locations, mobility, safety, construction, installation and decommissioning, etc. Second part is the soil-foundation capacity analysis. According to FEM analysis the soil-foundation capacity and the maximum foundation capacity are determined. The FEM analysis were carried out using PLAXIS 2D and PLAXIS 3D. Based on the results from the FEM analysis, the feasibility of the foundation for this concept can be assessed.","soil-foundation interaction; plaxis; ice loading; Gravity Based Structure; FEM-analyses; arctic; design; foundation capacity","en","master thesis","","","","","","","","2021-02-25","Mechanical, Maritime and Materials Engineering","Offshore Engineering","","Bottom founded structures","",""
"uuid:2418e229-1bfe-4672-8994-71afc1a0d8d3","http://resolver.tudelft.nl/uuid:2418e229-1bfe-4672-8994-71afc1a0d8d3","Envisioning athletics design: The new take-off board","Smit, M.G.","Ruiter, I.A. (mentor); Tassoul, M. (mentor)","2016","Athletics is the sport that arguably requires the highest number of sundry, dedicated products in the world - a complete competition requires at least 55 different pieces of equipment. These products have to uphold the highest standards, sometimes literally; however, every single product has its shortcomings that reflect back on the quality, speed, and atmosphere of a training or competition. This graduation thesis explores how designers should manage athletics product design, and redevelops one of those products. Research will show that the process of acquiring athletics equipment is tedious and complicated. The end users, being mostly the officials, trainers, and athletes, only have limited involvement and influence in this process, mainly due to local governments having vested interests in the accommodations, and building processes put out to contractors and consultants. While this is not necessarily destructive, it does introduce stakeholders with interests different from or even opposing to those of the end users. Analysis amongst 111 of these users, focusing on the equipment at an athletics accommodation, is disconcerting; not one product is not mentioned as having been problematic in use. Although not all equipment issues have the same amount of influence, it shows potential space for designers to jump in and redesign the products. The research exposes a number of user requirements that need to be addressed on top of the already extensive list of IAAF-regulatory requisites. The take-off board is selected as most suitable product for redesigning. Not only does it yield top results in the user survey, but it is also an athletics-specific product that is extensively used in training and competitions, has additional requirements by other stakeholders, and is simple on first glance but complicated when looking below the runway surface. The redesign will tackle several issues, most notably the painstaking process of switching boards during a competition, and the current system for detecting foul jumps. A prototype is constructed to test the design, and two characteristics specifically: can users properly operate the mechanics, and does the product feel trustworthy? The user tests will confirm the improvements made to the product, and provide pointers towards the final product design. The program of requirements is set alongside the product, validating the design. In conclusion, the thesis will provide designers with advice on how to develop products for the athletics market taking into account all stakeholders, based on the theoretical and practical outcomes of this project.","athletics; long jump; triple jump; track and field; sports; design; take-off; board","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:5c28d2cb-b19f-4590-9c76-446a6f241086","http://resolver.tudelft.nl/uuid:5c28d2cb-b19f-4590-9c76-446a6f241086","Design of a power-assistance system for body-powered hand-prostheses","Rombout, D.","Smit, G. (mentor)","2016","Body-powered hand prostheses are characterized by low weight and low cost compared to externally powered prostheses. They also provide force and position feedback, allowing for accurate and fast position and force control of the prosthesis. Body-powered hand prostheses are often rejected on the basis of low efficiency. The high forces needed to operate these prostheses lead to discomfort, fatigue and ultimately rejection. The main problem is that these prostheses require too much force to be operated comfortably. This thesis approaches that problem by introducing a power-assistance unit to a body-powered hand prosthesis. By providing additional power via an actuator, the physical load on the user is reduced and force and position feedback is maintained. A 3D model of the concept was designed to give an estimate of a hand prosthesis in terms of weight and size. A proof-of-concept prototype was built to verify the power-assistance functionality. The 3D model showed that it is possible to fit a sufficiently powerful actuator and power supply in a body-powered prosthesis, without exceeding the weight requirement. Testing of the prototype showed that an electric motor can supply sufficient torque to meet the pinch force requirements without hindering proprioceptive feedback. With power-assistance the load on the user can be almost halved, allowing the user to perform most activities of daily living without experiencing fatigue. The concept of implementing power-assistance in body-powered hand prostheses shows to be a feasible and promising approach to the problem of high load requirements of body-powered hand prostheses.","design; Power-assistance; Proprioception; Prosthesis","en","master thesis","","","","","","","","2018-02-16","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","","",""
"uuid:e2b822fe-a742-4cdb-b2b1-3fcddcc0d9b1","http://resolver.tudelft.nl/uuid:e2b822fe-a742-4cdb-b2b1-3fcddcc0d9b1","Hornet Fixation Device","Laarhoven, K.J.","Van Den Dobbelsteen, J.J. (mentor)","2016","Laparoscopic suturing can be very time consuming and frustrating for inexperienced surgeons. It is one of the hardest actions to perform in a laparoscopic fashion, but it remains the golden standard. There are alternative fixation methods such as automatic needle passers, knot-tying devices, staplers, tackers and adhesives but they all have their limitations. A literature study was performed to provide an overview of current fixation methods, quantitative data on laparoscopic fixations and patents. This graduation project is a follow-up after a preliminary three month internship at DEAM, during which a device was designed that places small absorbable cannulated tacks to achieve wound closure. This instrument is called the Hornet Fixation Device (HFD), it is aimed at closing the vaginal cuff after Total Laparoscopic Hysterectomy. The HFD is the result of an iterative design process. During the project the device was further developed into a prototype which was used to assess the effectiveness of this new wound closure method compared to traditional laparoscopic suturing.","laparoscopy; medical; device; suturing; design; 5mm; instrument","en","master thesis","","","","","","","","2021-01-01","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","Biomedical Engineering","","52.000595, 4.372030"
"uuid:04038a03-516f-4bd3-8d70-249e424a84e9","http://resolver.tudelft.nl/uuid:04038a03-516f-4bd3-8d70-249e424a84e9","Pleasant travel experience with mobile photography","Jansen, T.G.C.","Hekkert, P.P.M. (mentor); Visser, A.A. (mentor)","2016","This graduation assignment is created by my interest in photography, mobile photography and travelling. The direction of this project is to create a meaningful service or product for people that travel in combination with mobile photography. The start of this project was very open and the method ViP was used to define a future context for a new service or product. The first phase was very explorative and the domain: mobile photography on holiday was explored in many different directions. The broad domain helped to discover many possibilities for design directions and prevented limitation in any direction. This extensive research included literature studies, interviews and questionnaires. Interesting directions showed up together with states, principles, trends and developments. The two most striking findings for this context is the importance of the balance between individualistic and social behavior and the smooth transition between online and offline attention. Besides that, people will have in the future more need to get reliable information and resources at any moment in time at any place. People live more efficient and fast and time is precious, therefore people like to communicate fast and efficient. Communication will become more visual and because of the digitalization and technical developments more accessible for many people. Sharing content on internet, the rise of social network sites and the increase in use of visual content contributes to more awareness and prudence on what is actually real. Therefore visual content has to be trustworthy. Travelling and going on holiday is something people always will do and need. Because every tourist and traveller is different it is necessary to personalise a trip or holiday. Tourists in 2018 will have many more possibilities to make a trip that match their wishes. Travelling and holiday is all about experiences. You see new things, eat unfamiliar food and you try to blend in a foreign culture. Photography is very powerful and images can express these experiences more than words can do. These findings resulted in a vision for a new service/product of the future. The evolved design direction or statement is part of this vision and it is a guideline for further design decisions: “I want people to travel with more pleasure, by giving more meaning to pictures they take”. Besides this statement an analogy for the desired interaction is made: “It should feel like your friends are with you while travelling”. The interaction between product/service and user is defined further by interaction qualities. The design direction is narrowed down by describing product characteristics. Several design ideas were created and combined to one concept that fits the vision most. A user test with a prototype and an online questionnaire helped to detail the concept. The final concept is the application HoyJoy. Travellers can capture experiences by photo, film and text to create meaningful recommendations to share with friends. Pictures that are uploaded represent your experience; they are honest and made with a mobile camera. HoyJoy is a home for inspiration on what to do while travelling. A trustworthy community of friends gives information on where to go. This app helps to discover places that are worth visiting. Browsing though the experiences is very visual and a choice is based on first impression. Recommendations of friends can be saved in the wishlist. Travellers can look forward to the saved places they want to visit, or they can look for inspiration at the moment they need it. This project ends with recommendations for further development of this concept and an evaluation of the applied ViP method and results of the final concept.","photography; application; design","en","master thesis","","","","","","","Campus only","2018-01-29","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:f4ece02b-ec17-4bde-a504-6472aa900f3a","http://resolver.tudelft.nl/uuid:f4ece02b-ec17-4bde-a504-6472aa900f3a","Collage and Continuity","Slodka, I.B.","Pietsch, S. (mentor); Schreurs, E. (mentor); Parravicini, M. (mentor)","2016","","craft; school; Krakow; Poland; Zablocie; design; collage","en","master thesis","","","","","","","","2016-01-30","Architecture and The Built Environment","Architecture","","The Architecture of the Interior","",""
"uuid:efffe515-96c4-4884-adf5-e81c94dc1c89","http://resolver.tudelft.nl/uuid:efffe515-96c4-4884-adf5-e81c94dc1c89","Wearable feedback on sports performance","Schevers, R.","Molenbroek, J.F.M. (mentor)","2016","This report describes the process of designing the Globus, a smart shirt that measures that back posture will working out by measuring the stretch in the shirt and uses vibration to give feedback to the user when they have an incorrect posture. A questionnaire has been carried out for this project which showed that fitness is the most practiced sport. This is due to the fact that fitness can be practiced as both a primary and secondary sport. The most important factor within fitness is posture. Mistakes in posture decrease the effectiveness of the workout and can even cause injuries. Fitness related injuries are mainly located in the back and shoulders. Globus is focused on non-professional athletes from 18-49 years old that work out 1-2 times a week, with or without a training buddy. Observations in the gym showed that most mistakes that are made are related to the back. An arched back puts too much pressure on the lower back. This can be caused by not looking in the right direction. Looking down forces the spine in the wrong direction and makes you arch your back. This can cause muscle pain or even a hernia, because of damaged spinal discs. A natural curved back is considered to be between 165 and 195 degrees according to research performed for this project. Less than 165 degrees is a rounded back and more than 195 degrees is a sway back. A market analysis performed for this project showed that there are similar products that give feedback on back posture. Most of these products are connected to a smart device and use gentle vibrations as a way of feedback. Prices vary between 60-175. A questionnaire showed that people are willing to spend between 75-125 on a new smart shirt. Research of Mattmann & Tröster showed that placing stretch sensors in the back of a shirt can be used to distinct between several movements such as lifting shoulders, bending sideward and bending forward. This research was based on changes in resistance of the stretch sensors. A research performed for this project on resistive stretch sensors showed that they do not respond linear to stretch and have a maximum resistance at 25% of the 50% maximum stretch. Moist (sweat and water) have great influence on the sensor readings. Other concepts for stretch sensors are: conductive rubber, capacitive plates or inductive pattern. A comparison was made between these concepts, which showed that the capacitive plates have better washability due to the possibility to laminate the electrodes and it also has a linear response to stretch, which can be measured with ordinary electronics. The capacitive stretch sensor has two parallel moving fabric conductive electrodes. The overlapping area is a measure for the capacitance (as well as the distance between the electrodes). Test are carried out to determine the best location for the sensors in the back of the shirt to distinct between an exercise being carried out with a straight back or a rounded back. The stretch in back of the shirt was measured by drawing a matrix of dots and measuring the distance between these dots. The heat maps of the stretch of a rounded back and a straight back (per exercise) are subtracted from each other to see the optimal location for the sensors. This location is just below the ribs at approximately 60mm horizontally from the spine at both sides. A fully functional prototype was made for testing the performance of the product, which included a Bluetooth LE module, vibration motor, RGB LED and other electronics. The moves during the workout, therefore the device calibrates every time a measurement of back posture is started. Relative stretch is measured from this calibrated starting value. The prototype showed areas for improvement after testing with users, which has led to the final design of the Globus. Manufacturing, packaging and shipping costs are determined. A total investment of 350.000 is needed for a first batch of 10.000 products. The Globus will be sold in a bundle and separate (shirt and electronics). The bundle will be sold for 129, a separate shirt for 49 (independent of the size) and separate electronics for 99. The break-even point is at 3.000 sold bundles. A maximum profit of 718.800 can be achieved with the first batch. The company Under Armour is a desired partner for the Globus. They have brand awareness in the fitness market and already sell the shirts that are needed for the sensors of Globus. They recently announced three smart products for the sports market including a fitness tracker at the Consumer Electronics Show 2016 (CES). Under Armour can upgrade their shirts and compete in the rising smart sports market. Future partners could be outside the fitness world, such as companies that prevent RSI or support rehabilitation. Further development for the product could take place on maintaining a constant distance between the two electrodes of the sensor. The current sensor is influenced by pressure from the outside. The shirt should also be kept in the same place to get accurate readings. The accuracy of the readings could also be improved by shielding the sensor or isolating the conductive thread in the shirt.","design; sports; fitness; stretch; conductive fabric; washable sensor","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:f4b105a2-9fd5-4039-aa6c-a3bf48c8728b","http://resolver.tudelft.nl/uuid:f4b105a2-9fd5-4039-aa6c-a3bf48c8728b","Improving Traffic Safety For Dutch Cyclists","Deun, M.S.","Van de Geer, S.G. (mentor); Minnoye, A.L.M. (mentor)","2016","This project has been focused on developing a product for cyclists to improve their safety. Cyclists are the most vulnerable traffic participants and are the group of road users with the highest numbers of accidents. Most of these accidents are caused by contact with passenger cars/motorized vehicles. The Dutch rural areas are the most dangerous areas for cyclists and are therefore set as context. More research has been conducted into the influences, distractions and situations of these types of accidents between cyclists and drivers of motorized vehicles, in order to develop a specific problem definition. It has been proved that most of these accidents are caused in situations where motorized vehicles overtake the cyclist while these cyclists are being distracted. The major part of these distractions is caused by electronic devices or music. The overall research has shown that these types of accidents are a significant problem in the Netherlands, which shows great opportunities for designing a product for improvement. After setting a specific problem definition, more research as been done among cyclists in the Netherlands. This research shows that the secondary school pupils are the largest group of cyclists that use electronic devices while cycling, plus they represent the highest rate of traffic cycle accidents. Because most parents are aware of the fact that their children are more vulnerable on their bicycles, they are willing to spend money to improve the safety of their children. To obtain more information on the specific needs and wishes of the target group, research has been done among these secondary school pupils, using questionnaires. This provided valuable input for this project. Because electric and non-electric city bicycles showed great market opportunities, it was decided to design a product that fits both types of bicycles. The beneficial aspect of the electric bicycle is that power could be drained from the battery of the bicycle. This power option is left as future recommendation. Entrepreneurship During the entire process the design decisions are made by a combination of an industrial designers perspective and an entrepreneurial perspective. Research has been conducted on different patents, and market opportunities have continuously been checked, and a rough future plan is developed. The product After all research a list of requirements and wishes was created, which has been continuously updated during the process. Multiple rounds of ideation have resulted in three concepts that meet all the requirements. Three different selection methods were implemented in order to make the legitimate decision of the final concept. The final product consists out of two sub-products: a sensing part and a receiving part. The sensing part is able to sense approaching vehicles up to a distance of 18 meters due to the integrated ultrasonic sensor. Once an approaching vehicle is sensed, a message is sent towards the receiving part through the wireless radio frequency transmitting module. Subsequently, the other part is able to receive this message through the wireless radio frequency receiving module, decode it and transmit it into warning signals. These warning signals are small pulses of vibration, created by a vibration motor that is located on the handlebar. The interval between these pulses increases as the vehicle approaches, which notifies the user of the exact distance of the vehicle. Both parts are attached to the bicycle by a permanent, commonly used mounting system. The sensing part is located at the rear part of the bicycle, at the tube that leads from the center of the wheel towards the carrier rack. The receiving part is located at the handlebar. This part contains a vibration motor, which is (when installed correctly) pressed tightly against the handlebar in order to let the user feel a strong vibration as warning signal. The material of the components is flexible enough to bend around the frame, while it is subsequently also rigid enough for a good transmission of the vibration in the handlebar. Most components of the product have been fully tested, validated and optimized. The conducted tests were mainly focused on the functioning of the sensors and the transmitted vibration, the experience of using the product while cycling, and on the aesthetics. All extreme situations and conditions have been considered and most solutions are implemented into the design. Eventually this project has resulted into a validated product, with opportunities for a future entrepreneurship. More tests should be conducted and some aspects should be developed further before the product is ready for production. Recommendations for these aspects are shown next.","safety; cyclist; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:2f432aa2-62a1-4f07-8cd7-9d4dbb8041c8","http://resolver.tudelft.nl/uuid:2f432aa2-62a1-4f07-8cd7-9d4dbb8041c8","Hangar of the Future","Kok, J.M.","Van Bennekom, H.A. (mentor); Kaan, C.H.C.F. (mentor)","2016","Design of the hangar of the Future at Schiphol oost.","hangar; architecture; design; aircraft","en","master thesis","","","","","","","","","Architecture and The Built Environment","Architecture","","Complex Projects","",""
"uuid:482b9606-c5cc-48be-a8c2-2c5a742b4201","http://resolver.tudelft.nl/uuid:482b9606-c5cc-48be-a8c2-2c5a742b4201","Multi-Perspective Design of a Fast-Track Facility for Cargo Transhipment at Amsterdam Airport Schiphol","Kallen, N.A.","Verbraeck, A. (mentor)","2015","Amsterdam Airport Schiphol expects growing cargo volumes in the future. At the same time, due to the expansion of passenger terminals, the cargo handling terminals at Schiphol are relocated and bundled on a smaller area at AAS South-East. The question is: how to handle increasing cargo volumes on a smaller area? One of the opted means to reach a higher handling productivity is a fast-track facility which enables cargo (which is not in need of build-up or break-down activities) to bypass the current handler warehouses. A fast-track facility (FTF) is expected to increase cargo lead times and AAS handling productivity. This research focusses on the physicial design of the FTF as well as the institutional design. With a discrete event simulation model, the capacity of the storage buffer inside the FTF is approximated. Furthermore, aninstitutional design including the financial flows and actor configuration of the FTF is suggested which is acceptable for the critical actors at AAS. It is concluded that a FTF which tranships solely import cargo is able to greatly increase AAS productivity and be accepted by the actor environment. In order to completely cope with the expected the demand surplus, a small handler and warehouse efficiency increase is required besides the implementation of the FTF. A truck Milkrun configuration is required in order to ensure continuous FTF outflow.","Schiphol; airport; cargo; transhipment; transshipment; fast-track; cross dock; cross-dock; design; terminal","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Transport & Planning","","Transport, Infrastructure & Logistics","",""
"uuid:f1011cfa-f883-42c3-8efd-079a5dfb7018","http://resolver.tudelft.nl/uuid:f1011cfa-f883-42c3-8efd-079a5dfb7018","Backstage Theatre Experience: Designing for the transformation process of an actor","Lloyd, J.M.","Sonneveld, M.H. (mentor); Jepma, E.J. (mentor)","2015","To gain insights into the transformation process of an actor and to map the back-stage experience, in order to apply the insights in a new interaction design.","design; theatre; xxperience; power posing","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:afd4267b-e15e-4109-a8bf-672561590762","http://resolver.tudelft.nl/uuid:afd4267b-e15e-4109-a8bf-672561590762","Conceptual Design of a Time-Efficient Method for the Installation of Mono-piles exceeding Crane Capacity","Vellekoop, A.","Huijsmans, R.H.M. (mentor); Visser, K. (mentor); Den Haan, J. (mentor); Kershaw, M. (mentor)","2015","","design; mono-pile; jack-up vessel; crane; workability","en","master thesis","","","","","","","","","Mechanical, Maritime and Materials Engineering","Offshore and Dredging Engineering","","","",""
"uuid:a18f07d1-3805-4761-8be3-4cb234ba4439","http://resolver.tudelft.nl/uuid:a18f07d1-3805-4761-8be3-4cb234ba4439","‘Designing an air terminal device for high-end hotel rooms.'","Hendriksen, C.S.A.","Van Heur, R.J.H.G. (mentor); Minnoye, A.L.M. (mentor)","2015","This graduation project focuses on designing a new concept design to replace the current grille of the Hydropac EC and Hydropac Fan coil Units of Ruskin Air Management and creating an innovative feature design for the luxurious high-end five star hotel branch. The defined problem areas that are taken into account during the design process are; aesthetical value, product experience, airflow, technical value and usability. The analysis phase of the graduation project analyses the current problem situation, the different areas of expertise and defines the stakeholders within the project. The outcome of the analyses and the conclusions of the first phase result into design goals and directions, which represent a solid base to start the second phase, the idea to concept phase, of the graduation project. The idea to concept phase of the project starts with the ideation process supported by a solid base of conclusions, design goals and directions of the first phase. The idea to concept phase consists of a defined target group including personas, a design and interaction vision, brainstorm session, idea generation, sketching process and idea to concept development, which result into four concepts. Next these concepts are developed equally concerning aesthetics, technical working principle, material, production technique and customizability. All concepts have to fit the set program of requirements. The concept choice is made at the end of the second phase using several different comparison methods to be able to choose the concept, which will be embodied in the third phase of the graduation project. The third phase of the graduation project starts with the embodiment of the chosen concept supported by a solid ideation process and final concept choice, based on several chose methods. The embodiment phase consists of the final embodiment, the improvement of the design concerning airflow, the integrated technologies, an implementation plan, cost estimations, prototyping process and final validation of the concept. The embodiment phase ends with conclusions and future recommendations. The conclusions and future recommendations are drawn by evaluating the outcomes within the whole graduation project. The graduation project has resulted into a refreshing and innovatory design; The Dreamcatcher. The three-dimensionality of the Dreamcatcher ensures that the design stands out as a feature in the luxurious high-end five star hotel rooms.","design; airflow; high-end; hotel branch; aesthetics; airflow performance","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:faca07a6-4e77-444a-8fb4-2e912d631eac","http://resolver.tudelft.nl/uuid:faca07a6-4e77-444a-8fb4-2e912d631eac","Desirability & Viability of a Passenger Cabin in an Aircraft Cargo Hold","Narayan, H.","De Lille, C.S.H. (mentor); Debacker, J. (mentor); Sivignon, S. (mentor)","2015","Today, two trends can be observed when it comes to commercial aircraft. On the one hand, on top, aircraft cabins are becoming increasingly cramped with more seats. On the other hand, below in the cargo hold, only about 40% of the volume is estimated to be used. The combination of these two trends leads to an interesting proposition - can passengers travel in the cargo hold? This project takes over the reins from a previous graduation report already executed towards this direction. The focus of the work previously done, was mainly on establishing that a passenger cabin in the aircraft cargo hold is a technically feasible option. However, in order for such a cabin to truly fly, it would need to meet the other two criteria for any new design or innovation - The business feasibility of such a proposition should be realistic and convincing. In addition, one must ensure that such a new cabin is desirable for passengers. This project views the concept of the Lower Deck Passenger Cabin through these two lenses. Insights and knowledge were gathered through several methods such as literature research, data analytics on airline databases and reaching out to experts from both within and beyond the field of aviation. Additionally, in order to better understand aspects of passenger desirability without developing a full-scale mockup, two prototyping routes were followed. One was through building a low-fidelity physical mock-up over an existing aircraft mock-up cabin. The other was through a virtual reality set up. Through analysis, opportunities and threats are identified when contrasting a travel experience in the Lower Deck to that in a regular aircraft cabin. This is followed by recommendations on how to not only address these threats but also to leverage opportunities that makes travel in the Lower Deck a differentiated flying experience. In conclusion, the Lower Deck is seen to possess the versatility to accommodate a range of uses encompassing both seats and functionality. To this end, several use scenarios for the lower deck are detailed in order to demonstrate this flexibility. Each of these scenarios touch back upon and validate the concept against the two chosen focus areas - desirability and feasibility. The key next steps are identified and recommendations are provided along with a roadmap to move the concept towards reality.","aviation; design; cargo; passenger; experience","en","master thesis","","","","","","","Campus only","2017-10-29","Industrial Design Engineering","Product Innovation Management","","Master of Science Integrated Product Design","",""
"uuid:6a9da93e-b1d7-44ea-9401-e2b6395590e1","http://resolver.tudelft.nl/uuid:6a9da93e-b1d7-44ea-9401-e2b6395590e1","The Guardian: A holistic and user-centred design approach to optimise patient transport by airplane","Van de Ruit, J.","Albayrak, A. (mentor); Vink, P. (mentor)","2015","What came before Each year hundreds of patients have to be returned to the Netherlands from all over the world. These medical transports are also referred to as repatriations. Due to the expensive and difficult circumstances of existing medical transport services, an innovative design was required that would enable a secure, flexible and more affordable alternative. It was up to Medness, a team compromising of six students including the author of this report, to design such a medical unit. Their final result is called the Guardian. The Guardian is an Intensive Care environment for repatriation purposes on long-haul flights. It consists of a small, modular cabin with three walls and a diagonal entrance. The dimensions of the cabin allow installation in airplanes such as an Airbus A330-300 and a Boeing 777-300. In order to carry the patient in- and outside more easily, a diagonal entrance was chosen. The interior consists of a medical stretcher, a variety of medical equipment and two seats for an intensivist and a nurse. The medical team is specially trained for these repatriations and continuously remains close to the patient, in order to enable a secure transport. The exterior of the Guardian The Joint Master Project ended with a conceptual design for the construction of the cabin walls and a business model. However, the impact of the Guardian on its surrounding environment was not yet fully considered. The goal of this project is to create optimal conditions for those directly and indirectly interacting with the cabin. Optimisation can be achieved by detailing all communication possibilities, the exterior appearance of the cabin and the overall protocol for those involved, henceforth referred to as users. This report recognises five different user groups: Family members Key challenge: Even though they sit nearby the cabin, they are not informed on what to expect from the flight. Regular passengers Key challenge: They are unfamiliar with this new medical unit and have no way to receive additional information. Cabin crew Key challenge: Their assistance could be necessary during emergency situations inside the Guardian, yet they have not been briefed and do not know what to expect. The medical team Key challenge: They have had no chance to prepare their repatriation properly. Therefore, they are not entirely aware of the Guardian's possibilities. Also, they receive no guidelines on how to interact and communicate with family members and cabin crew. The patient Key challenge: Although in most cases heavily sedated and unconscious, he/she does not benefit from a medical team working under suboptimal conditions. Repatriation analysis By interviewing four intensivists, all experienced with repatriation, a complete overview was formed of the steps all of the users go through during a repatriation on board of an airplane. This user journey helped to form three different scenario's: Scenario 1 | First impressions The moment where each different user group experiences the Guardian for the first time. Scenario 2 | A quiet flight In most cases, repatriation involves an uneventful flight with no serious problems for the patient. Scenario 3 | Emergency Despite the secure environment of the Guardian, emergencies concerning the patient are possible and the Guardian has to accommodate accordingly. The scenarios were necessary to compile an overview of remaining issues. These can be summarized in three main problems: Main problem 1 Users are not properly informed on the purpose of the Guardian. Main problem 2 Users experience problems with communication between different user groups. Main problem 3 Current forms of repatriation revolve around the cabin and do not fully accommodate users' interactions. Instead of producing a universal design to fit all users, a holistic approach was taken by considering the relationship between a few separate designs and the Guardian concept as a whole. The designs should function on their own for each user they are meant for, but a combination of them is supposed to optimise Guardian repatriation in its entirety. Separate user studies with different participants, such as regular passengers, cabin crew or intensivists, were required in order to form four final designs. Final design 1 | Information for Family / Passengers By providing family members and passengers with two brochures, they can be fully informed of what the Guardian entails and what they can expect. Final design 2 | The Guardian Guide The guide is meant to support the medical team during three stages: before, during and after the flight. By providing an overview of all the on-board equipment and medications they can prepare the repatriation beforehand. It also informs them in what ways they can brief the cabin crew and how to keep the family informed during the flight. Lastly, the guide advices them to prepare the transfer of the patient in a pre-specified document. Final design 3 | The Guardian Wearable During an emergency, situations might occur where the medical team requires assistance from a cabin assistant. The Guardian Wearable helps them to instantly contact someone without having to leave the cabin. A small, wireless device, worn by a cabin assistant, enables this form of contact. Final design 4 | The cabin walls The walls enable passengers to immediately get some notion of the purpose of the cabin. On each side the Guardian logo is featured, along with the words: Secure Patient Transport. This only has to communicate the utmost basic essence of the cabin, since further information can be found in the Information for Passengers brochure.","repatriation; Guardian; patient; transport; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master specialisation Medisign","",""
"uuid:890f32a1-d09f-4c78-a44e-733f594e9717","http://resolver.tudelft.nl/uuid:890f32a1-d09f-4c78-a44e-733f594e9717","Composite Floors: A Theoretical Research into the Design of Steel-Concrete Composite Floors with a Bigger Unpropped Span of 7.2 m","Van Blokland, J.","Bijlaard, F.S.K. (mentor); Abspoel, R. (mentor); Pasterkamp, S. (mentor); Stark, R. (mentor); Prins, H. (mentor)","2015","In the Netherlands buildings are designed using a grid with multiples of 3.6 meter. Within these designs floor spans of 7.2 meter are popular (double grid size). The deep decks of composite floors at this moment in time are designed to reach an unpropped span of 5.5 meter. This master research is focused on finding a possible deck design for a steel-concrete composite floor slab that can span 7.2 m and that is constructed without the need of temporary supports. This resulted in the JorFlor, a light-weight, big span steel-concrete composite floor that can compete with current floor systems.","steel-concrete composite floor; unpropped; big span; design","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Structural Engineering","","Design & Construction","",""
"uuid:bc8edb06-1c95-4a63-a09c-76d2dc27b6dd","http://resolver.tudelft.nl/uuid:bc8edb06-1c95-4a63-a09c-76d2dc27b6dd","Next generation Public Lighting Luminaire","De Groot, K.P.W.","Song, Y. (mentor); Bruens, G.N. (mentor)","2015","This project was about designing a next generation public lighting luminaire with LEDs. The product had to fulfil the human desires of society, be technical feasible, but also financially interesting in terms of being the first product of a start-up company. Combining the design for assembly with state of the art technology led to a product which has a lot competitive advantages. The product became lighter and cheaper, while the lighting output and sustainability improved.","design; lighting","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:41f5555e-2173-487d-b517-f11b03ee20fe","http://resolver.tudelft.nl/uuid:41f5555e-2173-487d-b517-f11b03ee20fe","Saving energy in care homes through behaviour change","The, L.E.","Romero Herrera, N.A. (mentor); Sonneveld, M.H. (mentor); Guerra Santin, O. (mentor)","2015","The thesis details the graduation project about saving energy in care homes through behaviour change. The project is part of a bigger project between TU Delft and Eneco, a Dutch energy company. Working towards their vision to provide their customers with services that help them save energy, Eneco invested in corporate customers to review and renovate their buildings to become more sustainable and energy efficient. Users of a building often have a measurable influence on the energy consumption of a building. In order to meet the desired energy performance, the occupants will need to change their energy use behaviour. Eneco is interested in helping their customers save more energy by supporting such a behaviour change amongst occupants. Excessive energy consumption is a problem for the Dutch healthcare sector, as they need to draw away money from their own care budget to cover their energy costs. This results in less care per client due to the lowered budget. Amstelring, a care organisation and one of Eneco’s corporate customers, recognises this budgeting problem. Amstelring’s care homes formed a case study for this project to find out how energy can be saved in care homes through behaviour change. In health care institutions like care homes, the main driver is providing good care to clients. As such, the wellbeing of clients is of great importance. Their wellbeing is influenced by the indoor climate, mainly temperature and fresh air. The indoor climate of a building plays a big role in its energy consumption, especially since the heat loss of a building depends on the difference between outdoor and indoor temperature. Meaning that the clients’ comfort needs are a crucial factor for how far energy saving practices can go; a tension exists between energy saving on the one hand and ensuring comfort on the other hand. Contextual research found that caregivers are a promising target group to design for, as caregivers have the ability to regulate comfort in all client rooms and are closely related to the clients’ needs. Currently, the only ways to maintain the comfort in client rooms is by manual actions such as turning on the heater or opening a window. This leads to fluctuations in the temperature, resulting in energy loss. When, in the future, the temperature is maintained along with the client’s preference, no extra energy will be lost. Clients are often (partly) incapable of performing the actions for maintaining comfort. Therefore, communication with caregivers is crucial to maintain the comfort effectively. However, there is a communication gap between caregiver and client that makes it difficult to maintain the client’s comfort effectively; caregivers feel a lot of time pressure which makes them more focused on providing the primary care for more obvious client needs; clients, in turn, sometimes find it difficult to express how they feel and are sometimes hesitant to call a caregiver for help when they feel uncomfortable. The final design, Fruitful, tackles the communication gap by bringing caregiver and client closer together to establish two-sided communication about comfort. Fruitful is a small table plant that reacts to its environmental climate by measuring the temperature, humidity and carbon dioxide of the surrounding environment. By reacting to these parameters, Fruitful offers a quick way to check whether something is wrong, without obstructing the caregiver’s workflow. The design is a metaphor to a real plant, which both caregiver and client understand. That way, the design facilitates caregivers and clients in a fun way to talk about comfort and to discuss solutions when needed. Even if the client does not express his discomfort, Fruitful’s indication provides enough motivation for the caregiver to ask. The indications from Fruitful leave room for discussion between caregivers and client and provide the opportunity to set preferences. As such, Fruitful is rather a reflection tool that helps caregivers and clients discuss heating and ventilation regularly. As a result, the comfort is maintained well and gas is used effectively. Fruitful is just the beginning of a future vision. A smart thermostat for each individual client room is the ideal future scenario, where caregivers are supported to maintain comfort efficiently and in a carefree way. Fruitful’s current design makes sure that caregivers and clients learn to communicate about comfort on a routine basis, which improves the effectivity of future solutions.","design; energy saving; behaviour change; care homes","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:0a20bfca-32df-47a0-990c-c4fe55a23ce6","http://resolver.tudelft.nl/uuid:0a20bfca-32df-47a0-990c-c4fe55a23ce6","Design for patient experience in cancer centers","Verlaan, P.J.","Melles, M. (mentor); Goto, L. (mentor)","2015","The incidence of cancer is increasing each year: more people are getting in contact with cancer (they get cancer themselves or close relatives get cancer). In order to keep up with this growing group of patients, the Antoni van Leeuwenhoek hospital (NKI/AVL) is currently undergoing a renovation. Patient satisfaction is put as a primary consideration in this renovation process. The hospital wants to move from a clinical-focussed-design to a patient-centred-design, where the emotions, well-being, peace of mind and satisfaction of the patient are central. Depending on the type and stage of cancer, patients have to undergo quite an amount of diagnostics tests and treatments and they probably experience several more or less severe symptoms. This all influences the physical and mental state of the patient and the way he experiences his treatment process. Literature research showed that patient satisfaction is strongly related to how people experience a certain interaction. In order to be able to improve the patient satisfaction, a patient experience journey of the cancer treatment process is made. This patient experience journey shows insights in current and past experiences of patients during different phases of their treatment process. Insights are structured into four topics: Clarity - Uncertainty Confidence - Distrust Human-oriented - Process-oriented In control - Powerlessness A fifth topic: Convenience - Discomfort, is more related to the physical surroundings of the hospital. Therefore these insights are shown in a (separate)floor plan. Following the patient experience journey, four design directions were found as interesting fields for improvement: Communication within teams Communication towards the patient Integration of after care Information services for patients The latter two directions are further explored during this project. The current situation in the hospital regarding after care and information services is analysed and the ongoing projects with their visions for the (near) future are mapped. This overview shows a ‘gap’ in the process of after care and rehabilitation that is not (yet) addressed by the hospital itself. This ‘gap’ is translated to the following design goals: Make the patient aware of his request for help or need for support Trigger the patient to act upon this request Help patients to learn and benefit from others who experience(d) a comparable situation Give patients the opportunity to seek for information themselves Conceptualisation and iterations resulted in the final design: the Vijver. The Vijver is an interactive floor projection of a pond in combination with an application. The application can be used on permanent touch screens next to the projection, as well as on the patient’s own smart phone and tablet. Stepping stones in the pond show each a dilemma that is experienced as difficult by cancer patients, for example: ‘How do I tell the kids about my diagnosis?’ With the application, the patient can read about experiences of others (how did they deal with the situation?) and he can get more information about the used help or support. The Vijver provides patients with a tool to get in control over their own after care process, without being dependent on the knowledge and skills of their specialist. An evaluation study with an interactive prototype, showed that patients, their relatives and also medical professionals, were very positive about the design. Further development is needed to get the design ready for implementation.","patient experience; cancer; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:b5480136-5082-44fb-9a42-f29e5a3027c5","http://resolver.tudelft.nl/uuid:b5480136-5082-44fb-9a42-f29e5a3027c5","Design of a Solid Rocket Motor for a Transonic Research Vehicle","Motsyk, O.O.","Cervone, A. (mentor)","2015","Hypresearch is a project that has been under development with the collaboration of ATG Europe, TU Delft, TNO for the past 7+ years. The eventual goal of the project is to fly a hypersonic research vehicle at Mach 6 (2 km/s) at an altitude of 42km for a continuous time interval of 360 seconds. Before this goal can be attained, however, several milestones must be achieved, the first of which is the testing of aircraft controls during launch in the transonic phase. The current Hypresearch mission envisions a first-stage separation and second-stage ignition at transonic velocities, hence it is important that all crucial systems function properly in the transonic regime. To achieve this, the Transonic Research Vehicle (TRV) project was set up. The subject of the thesis was the propulsion system of the TRV-1, with the goal of accelerating a glider payload to Mach-2 in vertical launch, and testing the payload separation mechanism while decelerating through the transonic phase. The goal of the thesis project was to design a solid rocket motor for the TRV-1, and to verify its performance through simulations and static motor tests. Firstly, the project goal was broken down into a series of requirements. Main requirements included the velocity (Mach 2) to be attained by the vehicle, the mass (6.25kg) and pre-defined shape of the glider, as well as limitations on the acceleration (40g) and resources in terms of cost, manpower, and materials/facilities accessible to students. The design process started with the preliminary design during which two design concepts were selected based on ballistic performance and trajectory simulations. In the detailed design phase, materials were selected and a detailed manufacturing, assembly, integration, and testing plan was drafted. In order to test the material properties of the selected design on a limited resources budget, a scaled-down test method—the so-called SGM or Single Grain Motor method was developed. Following a series of SGM tests, the final full-scale test configuration was selected, and several defects of the design were eradicated. However, during the SGM test campaigns, and the subsequent full-scale test, it was discovered that the actual performance in terms of total impulse was notably lower than that predicted by the model. Following the test campaigns, an investigation identified the causes of the performance loss to be excess water absorbed by the propellant during the curing process. A manufacturing method to prevent this in the future, as well as a design iteration of the motor to be performed in order to attain the mission goal, was recommended.","SRM; rocket; motor; propulsion; design; MAIT","en","master thesis","","","","","","","","2015-08-26","Aerospace Engineering","Space Systems Engineering","","SSE","",""
"uuid:4a18c21a-04a6-41ec-b1f1-f437e8177355","http://resolver.tudelft.nl/uuid:4a18c21a-04a6-41ec-b1f1-f437e8177355","Introducing distributed networks to designers: Development of an educational software tool and a methodology for its evaluation","Speek, I.C.T.M.","Jaskiewicz, T.J. (mentor); Jonker, C.M. (mentor); Zuniga, M. (mentor); Van der Helm, A.J.C. (mentor)","2015","Available connectivity in everyday objects has inspired design experts to develop methodologies for designing interactive environments - large-scale environments existing out of multiple embedded devices that interact with a user as if to be a single entity. The computer science community uses ad hoc distributed networks to accommodate scaling complexities. Distributed networks use global-to-local programming to describe complex global behavior of an interactive environment using simple local rules for each embedded device. The resulting emergent quality to these behaviors is similar to the behavior seen in birds in a flock. This thesis uses a multi-disciplinary approach to design and develop an educational software. This software tool introduces the interactive qualities in programming distributed networks to designers, assuming this enables their ability to design interactions for the increasingly large interactive networks. A methodology to measure the effect of methods and tools in the education of designers is designed to evaluate the tool’s educational effect. Quantitative results suggest that the tool both enhances the designer’s understanding of the interactive qualities in programming a distributed network as well as their ability to apply these qualities in their interaction designs. Qualitative results show that while designers remain to have trouble motivating the design for this alternative network topology, they are inspired and excited for further introductions.","distributed networks; designers; tool design; interaction design; interactive environments; ubiquitous computing; pervasive systems; educational tools; evaluation methodology; design; global-to-local programming","en","master thesis","","","","","","","","","Electrical Engineering, Mathematics and Computer Science","Interactive Intelligence","","Embedded Systems","",""
"uuid:cb17208d-53ec-4f0e-817e-5843bc4a7be7","http://resolver.tudelft.nl/uuid:cb17208d-53ec-4f0e-817e-5843bc4a7be7","Flexible Armour","Breedveld, S.C.","Jansen, A.J. (mentor); Silvester, S. (mentor)","2015","Field hockey is a growing sport in the Netherlands, where both the male and female national squads belong amongst the best teams in the world. Field hockey requires a lot of technical capabilities from the player, which not all players possess. This sometimes leads to uncontrolled strikes of the ball, which can lead to accidents and injuries. Players wear protection equipment to prevent as much injury as possible. Current protection equipment causes discomfort, which decreases the level of hockey performance. The goal of the project is to improve a part of the protection gear for field hockey applications by enhancing comfort without compromising safety. The following problem definition is applicable in this project: “How can the current protection gear for field hockey be improved in terms of comfort, while maintaining sufficient protection to prevent injuries?” Field hockey is relatively dangerous, even though protection equipment is mandatory and widely available in all shapes and sizes. According to research conducted by Veiligheid.nl 110.000 injuries occur in the Netherlands alone each year, which is high considering there are 248.859 players. This is 6.2 injuries every 1000 hours, which is three times more then sports in general. 48.000 injuries require medical attention. 10.000 players annually visit the emergency room, for more immediate attention, yet less then 1% has to be admitted in the hospital, which is much lower than sports average(5%). The risk of sustaining an injury is higher, but the effect is less severe can be concluded. Statistics show that the lower leg would benefit most of a new type of protection equipment The interaction between the player and the protection equipment should accommodate each other as much as possible, which in term will effect the perceived discomfort. The lower leg consists of different types of tissue, where muscle, bone, ligaments and nerves all have a specific function and react differently to the product and the surroundings. Drop test experiments show that a collision of equal energy on bone results in three times more stress compared to muscle, due to shorter impact time, impact distance and smaller surface area. A lot of different movements is required in the game, which result in a lot of different joint positions. These all have to be related to the lower leg protector. Current protection uses the same material composition for the protection of these tissues, which is not related to the interaction with the player and cause discomfort. Consumer research shows that comfort could be improved by enhancing the fit, coverage, and regulation of heat and moisture. The same amount of protection is required, but statistics suggest that current protection does not accurately protects the leg. Flexible Armour is a concept of lower leg protection that focuses on specific and accurate protection for the lower leg, while allowing the leg to following the natural movements without causing unwanted friction. The concept consists of a sock with special designed embedded padding structure and a plastic shield. The sock acts as a compression socks and tightly pulls the padding structure as close to the leg as possible. The plastic shield is inserted and makes sure that the entire protection equipment stays in place, while providing extra protection where it is required. Different types of protection are incorporated, specific to the area that is covered. The ankle is protected by a highly flexible and chamfered set of padding in combination with a plastic housing called the APS(Ankle Protection System). The padding allows all ranges of motion of the ankle, without compromising on coverage and protection. Additional coverage for the front-, under- and backside of the ankle provide extra protection compared to current protection. The plastic shield protects the near surface shin and calve bone and acts as a damper that redirects forces to the muscle tissue around the bones as much as possible. The knee is protected by a special padded design, which reduce the peak forces and stresses up to 50% compared to no protection. The sock is a highly flexible material which allows a large range of ankle, calf an knee circumferences to fit within one single size of the product. The padded sides are flexible and follow the curves of the leg without clamping the calf. Both geometry and material allows a better fit for the target group, within a small, medium and large sizing system. Dissipation of heat and moisture is possible via a special vent design in the padding. The vent is shaped like a funnel, which creates a large surface area for ball impact on the outside and a large surface area for thermal regulation close to the leg. Flexible Armour is a design that is much more specifically designed to combine comfort and protection in a harmonic way, without them compromising on each other. Protecting and allowing movement where the human body requires. It can be the philosophy and inspiration for all types of protection equipment in the future.","design; protective equipment; lower leg; field hockey","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Industrial product design","",""
"uuid:5bf482f6-5910-4346-abd5-785748980bc9","http://resolver.tudelft.nl/uuid:5bf482f6-5910-4346-abd5-785748980bc9","Conceptual Design of Swept Wing Root Aerofoils","Sol, M.B.","Vos, R. (mentor)","2015","For modern transonic transport aeroplanes, it is important to produce low drag at high cruise speeds. The root effect, caused by effects of symmetry on swept wings, decreases the performance of these aeroplanes. During aeroplane design, root modifications are applied to counteract this decrease in performance. Most conceptual aeroplane design tools do not have a method for design of the root aerofoil. However, the design of the root aerofoil has a significant influence on the properties of the final design, since it transfers the loads from the wing to the fuselage. Therefore, having a conceptual method for design of the wing root aerofoil will increase the accuracy of a conceptual aeroplane design. For conceptual design, computational times are important, to allow the designer to try different approaches and get a feel for the design. In this report a method is developed to approximate the root aerofoil design to achieve straight isobars on a wing of any given shape, within computational times that are suitable for conceptual design. First a method is developed for estimating the pressure distribution over the root aerofoil of a given wing. This is done by combining a method for estimation of the root effect due to thickness, a method for estimation of the root effect due to lift, a Vortex Lattice Method (VLM) and a two-dimensional panel method. A full potential method, MATRICS-V, is used to verify the results of the method, because of its proven validity. It is shown that the results of the first part of the method are generally in good agreement with results found by MATRICS-V. The effects of wing sweep, wing taper and addition of a wing kink can be modelled with results that are in good agreement with the verification data. For aft swept wings with positive lift, the pressure near the leading edge is underestimated. For forward swept wings with positive lift, the pressure on the upper surface is overestimated. For wings with a cambered aerofoil an inaccuracy occurs over the forward part of the profile. The general shape of the curve, however, is captured. Secondly, this method is coupled with an optimisation method for the root aerofoil, using Class-Shape function Transformation (CST) parametrisation. The target of the optimisation is set to achieve a similar pressure distribution over the wing root aerofoil as the pressure distribution over the outboard section of the wing. For the developed method, it is difficult to show that the results are valid, since there is no method that has a one-to-one match with the method developed. Therefore, the results are compared to the general characteristics observed in actual root aerofoil designs. The method shows the characteristic behaviour in terms of change in camber, change in location of maximumthickness and change in incidence angle. The increase in thickness, however, is not present. This is caused by the fact that the lower surface pressure distribution is also set as a target. In actual aeroplane design the lower surface is of less importance. In the method developed, however, it is of importance to retain the shape of specific aerofoil designs, like supercritical aerofoils, during optimisation. As a final verification, an optimised root aerofoil design is analysed using MATRICS-V. The results show that the root section pressure distribution is in good agreement with the outboard pressure distribution. In terms of computational time, the method is shown to generally produce reliable results within 30 seconds.","conceptual; design; swept wing; wing root; aerofoil; straight isobars","en","master thesis","","","","","","","","","Aerospace Engineering","Flight Performance and Propulsion","","Flight Performance and Propulsion","",""
"uuid:a7b12894-6850-4bba-859a-8060caeb6941","http://resolver.tudelft.nl/uuid:a7b12894-6850-4bba-859a-8060caeb6941","Patient journey mapping, a consulting service for Capgemini Consulting","Monninkhof, M.L.","Abbing, E.R. (mentor); Simonse, L.W.L. (mentor)","2015","CONTEXT & GOAL OF THE PROJECT This graduation project was done in collaboration with Capgemini, one of the biggest organizations in the field of management consultancy and information and communication technology. More specifically, the project was done for the Dutch consulting groups ‘Public & Health’, and ‘Digital Customer Experience’ (DCX). The market unit Public & Health sees a trend where patients get more actively involved in the content of care, with their understanding and needs for care as a guideline. However, these changes don’t happen automatically. Care institutions need to adjust to these developments by reviewing their healthcare service on patient experience. Capgemini can accompany care institutions in this transformation by means of a patient experience consulting service, using patient journey mapping. Nevertheless, the practice of patient experience is still fairly new to Capgemini Consulting. However, in other sectors like Consumer Products and Retail, the practice of customer experience and customer journey mapping has already been proven to be valuable. Therefore, the objective of the project is to design a patient journey mapping approach, as a patient experience consulting service for Capgemini Consulting. APPROACH Several exploratory research activities have provided input for a theoretical set of design criteria on the patient journey mapping approach. The research activities included a literature review, a multiple case study on customer journey mapping and a study on the perspectives of patient experience practitioners. Based on the findings and criteria that resulted from the exploratory research activities, a concept was designed for the patient journey mapping approach. The concept was validated and refined by means of a patient journey mapping workshop at Capgemini Consulting. Moreover, the concept was validated by means two accelerated patient journey mapping projects, in collaboration with two care institutions. From the evaluation of the validation projects, a final set of design criteria was defined for the patient journey mapping approach. With these criteria in mind, the final concept was designed for the patient journey mapping approach as a patient experience consulting service for Capgemini Consulting. RESULTS As a result of several research and design activities, a patient journey mapping approach is suggested for Capgemini Consulting. The approach includes an explanation on the similarities and differences between consumer- and patient journey mapping. Moreover, a detailed description is given on the process, activities and tools that are part of the patient journey mapping approach. Finally, the patient journey mapping approach presents an example patient journey, accompanied by suggestions on what building content to include in the patient journey. The example patient journey is available at www.patientjourney.mirthemonninkhof.com. CONCLUSIONS & RECOMMENDATIONS Added value of the patient journey consulting service. Results from the exploratory research and validation projects showed that patient journey mapping could offer much added value to healthcare organizations, especially for the quality of the relation between the organization and their patients. Recommendation in balancing costs and benefits. Whilst patient journey mapping offers great potential for the quality of healthcare organization-patient relations, results also revealed that the approach is quite new to healthcare organizations. This, in combination with the fact that patient journey mapping is not about delivering predetermined solutions, quantifiable results or implementable solutions poses a challenge for Capgemini in selling the service to their healthcare clients. Therefore, to ensure that Capgemini’s consulting service of patient journey mapping presents a good balance in costs and benefits, Capgemini could organize the service in a way that allows clients to choose between a ‘short’ and a ‘full’ customer journey track: The service could be organized as such that clients can start with a short customer journey track. Based on the results from this short track, they can decide to go for the full customer journey track or not. Patient journey mapping compared to consumer journey mapping. Core principles of customer experience practice don’t change much whether you practice it in a healthcare context or consumer industry context. Nevertheless, the purposes for which customer experience is adopted do present some clear differences. For example, goals that are characteristic for healthcare but not for consumer industries are: to reduce readmissions, to identify opportunities for patient-empowering health systems, or to support dialogue between patients and professional caregivers. In addition, a goal that is often set in consumer industries but hardly ever in healthcare is the goal of additional purchases. Finally, there are some customer experience goals that are of interest for both types of industries, these are: increased customer loyalty, customer referrals and identification of the root causes in customer experience bottlenecks. Capgemini’s customer journey mapping approach compared to the patient journey mapping approach. Whilst no major differences were found between the process of patient journey mapping or consumer journey mapping, there are important differences between the suggested patient journey mapping approach and the existing customer journey mapping approach of Capgemini Consulting. These differences are mainly caused by design principles that were inspired from the multiple case study and have been adopted in the patient journey mapping approach. Basically, the influence of the design principles is that they increase the customer/patient perspective, which is considered as one of the key benefits by healthcare organizations. Recommendation in the adoption of design principles. When Capgemini is planning to offer the patient journey mapping service to their healthcare clients, a recommendation is to familiarize a selection of consultants with the design principles that are part of the patient journey mapping approach. After all, they make up an important ingredient of the approach. Another possibility to help internalize knowledge on patient or customer experience design principles would be to hire designers that have experience in the field of customer experience or service design.","customer experience; customer journey; patient experience; patient journey; contextmapping; co-creation; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Strategic Product Design","","","",""
"uuid:7c8e2572-3c68-464f-9a21-4b0bdf78ce94","http://resolver.tudelft.nl/uuid:7c8e2572-3c68-464f-9a21-4b0bdf78ce94","Screening of malnutrition in children under 5 years and provision of information in the rural areas of the Great Lakes region","Van Geel, B.","Van Heur, R.J.H.G. (mentor); Albayrak, A. (mentor); Beentjes, T. (mentor)","2015","Globally about 1 billion people (mainly living in developing countries) cannot get the health services that they need. This is a result of the lack of access, lack of trained health personnel, inadequate resources and facilities, and products and services are not affordable to the majority of the people. The company Healthy Entrepreneurs (HE) tries to solve this problem by providing people, living in the rural areas of low- and middle income countries (Rwanda, Democratic Republic of Congo (DRC), Burundi, Uganda and Haiti), with access to a range of reliable and affordable health impact products (e.g. essential medicines) and services of good quality. They focus their products on treatment and prevention of diseases, but forget about the diagnosis in order to ensure the provision of the adequate treatment. The malnutrition screening application helps in establishing a diagnosis about the health status of children under 5 years. In developing countries malnutrition is still one of the major problems and underlying cause of the majority of illnesses that cause death in young children. One of the problems is that malnutrition is not recognized by the parents and they do not have the knowledge and the means to improve their child’s situation. By creating awareness about the problem and providing them with a screening service that can establish a diagnosis and provide them with the information and products that they need, the child’s health can be improved. The screening service uses the assessment of different signs and symptoms and several measurements. The result of these assessments is a distinguishing in; the children who are healthy, children who are dangerously malnourished (and immediately need a referral to an health centre) and children who are mildly malnourished. The last group of children can be treated by improving the nutrition of the child or by the use of HE products. By identifying the cause of the malnutrition, a customized set of informational videos, products, brochures and additional information sessions can be selected. By the mean of this set, the parents are able to treat the condition of their child and to prevent the child from getting malnourished again in the future.","design; developing countries; diagnosis; application; children","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:6a70a1a1-eb93-419f-88fb-dbef7664c7f0","http://resolver.tudelft.nl/uuid:6a70a1a1-eb93-419f-88fb-dbef7664c7f0","SMOOTHLY SAIL THROUGH NEGOTIATION !: Finding Opportunities and Conceptualising a Tool","Soneji, M.K.","Calaberetta, G. (mentor); Klinkert, M. (mentor); Voute, M.A. (mentor)","2015","Negotiation is an everyday task. But a lot of people avoid it or hate doing it as it involves a lot of emotions. People negotiate face-to-face, over the telephone and even miles apart. Each context is different and needs to be tackled differently. Negotiation is a complex process involving emotions, relationships and also a lot of skills. It is something that is influenced by genre and culture. Negotiation is also considered a win-or-lose situation. But if more parameters are added, it can be made into a win-win situation for both parties. The Pocket Negotiator was a specially designed computer support system to help users in the negotiation process. The Pocket Negotiator is a human-computer interaction tool for effectively eliciting a user’s negotiation preferences, explaining the negotiation process, and providing optimal negotiation solutions. When the user specifies the negotiation domain, user profile, user interaction, user’s and opponent’s state of mind and focus of attention, the system can support him/her in an adaptive, user-friendly and intelligent way. This tool is now in an extremely research oriented format and although it can easily be applied in the market, the challenge is to analyse the market potential and find the best market application for it. The aim of this project is to find market opportunities where there is a need for support in the negotiation process. After the thorough analysis and synthesis the market direction of “Win the Quote” is taken forward and a tool called Skizu is conceptualised to enable the negotiation process in between a client and a company. On studying the market and interviewing the users the main conclusion was that understanding the clients need was key in winning the quote. This conclusion led to concentrating only on the exploration phase of the negotiation process in theory. Thus, Skizu helps making the implicit needs of the clients more explicit. It also helps structure the needs better and to understand what is practically possible. Skizu, helps understand and manage the expectations of the clients. Skizu uses a futuristic interactive approach that is projected on the table. Above the table is a smart camera and projector that acts as an interactive control centre. Skizu also has an app that keeps track of the changing expectations. Skizu will help you stand out in the eyes of the client, as they can see the extra step that you take in understanding their needs and also making them realise it by asking the right questions. With Skizu you genuinely listen to your clients and make them feel valued. Skizu is validated and has shown potential to evolve in future.","negotiation; product service system; quotation process; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Strategic Product Design","",""
"uuid:588272fb-2c7b-4e66-8286-01943ff55bb4","http://resolver.tudelft.nl/uuid:588272fb-2c7b-4e66-8286-01943ff55bb4","Designing a co-creation tool for narrative serious games.","Schipper, T.J.C.","De Ridder, H. (mentor); Pasman, G.J. (mentor)","2015","This report details the analysis of a serious games developer’s creation process, explores the stakeholders, weaknesses and opportunities in that process and describes the design of a game content co-creation tool that addresses these. We identify clients’ lack of contextual awareness about game content as a key cause of problems during the developer’s process, and investigate what context clients would need. The end result is a narrative game content revision tool, aimed at non-experts, which allows its users to view, revise and comment game content while playing. It does so while giving clients the insights and contextual awareness of a game developer, presenting game content in an easy to understand story-focused visual language.","serious games; co-creation; story; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:f4307eb4-f448-40d9-b65a-5a0a3356904f","http://resolver.tudelft.nl/uuid:f4307eb4-f448-40d9-b65a-5a0a3356904f","The design of a next generation Y class aircraft seat","Le, N.T.P.","Hoftijzer, J.W. (mentor)","2015","Globalization has resulted in an increase in demand for air travel, whether for business or for leisure. And this demand is expected to rise a staggering 31% between 2012 and 2017 and will continue positive growth rates up to 2030 . In tandem with the growth in the aviation section, the commercial aircraft cabin interior market is expected to grow as well. There will be an shift in airline landscape towards the emerging economies. Especially in the Asia-Pacific region, where the majority of the global middle class is accounted for, will fuel the need for increased mobility. This results in an increase demand for aircraft seats, and particularly economy class seats. This creates opportunities for numerous players in the aircraft seating industry. As so for Zodiac Aerospace. This master thesis report will present a design proposal for a new generation aircraft seats in where the focus is set on user-centric design to improve passenger comfort and simultaneously create a lightweight seat. The first chapters will describe how this project took flight in conjunction with Zodiac Seats US, LLC and a thorough internal and external analysis will be given to position the company with the commercial aircraft interiors market. Furthermore the aspects of discomfort and comfort will be elaborated to get a good understanding of what causes comfort and discomfort and how that can affect aircraft seat design and its passengers. From there the a current Y class seat will be deconstructed and analyzed to find out what the current situation is that needs to be taken into consideration for the new Y class seat design proposal Based on the literature research, and the gained knowledge from the current seat deconstruction, a design vision is set up for the future direction with respect to stakeholders. The design vision will describe the most important factors that causes discomfort and with the aid scientific research, it can be prevented or reduced. There is an abundance of data available regarding discomfort, yet few aircraft seat designers have yet to implement that to improve the comfort level of the passengers. This design vision I strive to change that. The new seat design will be designed from the ground up based on scientific data to reduce discomfort and increases the comfort experience of the passenger. A crucial aspect of this new design is that it is an user focused seat design. Ideation, conceptualization and embodiment will lead to a prototype in which user testing can be done to validate the new design, which has not been introduced before in the aviation industry. Finally the design and results will be evaluated and validated. To end this report, final conclusions have been made and recommendations for the future design and development will be given.","aircraft seat; design","en","master thesis","","","","","","","Campus only","2016-05-26","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:c20aed66-9c23-4d85-bc85-3543b373a75e","http://resolver.tudelft.nl/uuid:c20aed66-9c23-4d85-bc85-3543b373a75e","Pneumatic Manifold Design","Nijveldt, T.","Vuong, H.P. (mentor)","2015","In the high-tech industry the call for higher precision and higher accuracy will never vanish. One of the aspects that influences precision and accuracy is transportation. To transport an object contact is needed. Stigmatically thinking, contact means having a mechanical connection between the transporter and the object to transport. However, if mechanical contact with the object is to be avoided, other means of transportation can be used. By avoiding mechanical contact certain benefits arise. For example contamination or surface damage (due to friction at the contact points) can be reduced by avoiding mechanical contact. The use of a device that can transport objects without contact is the basis for the thesis. The considered device uses an air bearing to carry and to position the object. This device is called the Contactless Wafer Handler (CWH). This contactless wafer handler is connected to an air supply system that generates the forces needed for carrying and actuation. To be able to support the object the air should be spread evenly across the object's surface. Also, the actuation function of the bearing requires the air flow to be controllable. This distribution of air is done by the supply manifold. A part of the CWH that consists of a labyrinth of channels, with inlets at the perimeter of the manifold and multiple outlets across the surface of the manifold. In this thesis the influence of the geometry of this supply manifold on the performance of the CWH is examined. The term performance is defined as the CWH's ability to accurately position the carried object. This performance is limited by numerous factors, one of which is the dynamics of the air in the manifold. The dynamic behavior is investigated in order to design manifolds that show optimal dynamic properties. The term optimal will be defined in this thesis. In order to obtain the optimal supply manifold the air dynamics are investigated. Using a setup consisting of a pneumatic valve and multiple air pressure sensors, models that can predict air dynamics are verified. Furthermore potentially interesting pseudo manifold geometries are analyzed. The pneumatic valve's actuation principle is piezo-electric and the valve is of the nozzle-flapper type. The pressure sensors measure strain in a membrane that deflects due to a pressure difference. The pneumatic valve and the pressure sensors used are of the same make as the ones used in the CWH. In this thesis it is shown that interesting geometries do exist and that their dynamics can be predicted with modeling. It is found that certain geometries can influence dynamics and that these influenced dynamics can benefit the performance of the CWH.","pneumatic; manifold; distributed; element; modeling; design; CWH","en","master thesis","","","","","","","","","Mechanical, Maritime and Materials Engineering","PME","","MSD","",""
"uuid:2f3c6fe0-1673-41c2-9db9-971c8742d5c1","http://resolver.tudelft.nl/uuid:2f3c6fe0-1673-41c2-9db9-971c8742d5c1","Sustainability Inspired Materials Selection App for Designers","Meursing, M.","Vogtländer, J.G. (mentor); Zijlstra, J.J.M. (mentor)","2015","This graduation thesis presents the results of the design of a sustainability inspired materials selection app for designers. Sustainable design, and in specific ecodesign plays an increasingly important role in society. However, industrial designers, being uniquely suited to take such considerations into account, have difficulty in finding the right tools for the job. To make the selection of materials with a low environmental impact easier and more accessible, Excel based look- up tables have been developed (available at www.ecocostsvalue.com) by Delft University of Technology. However, designers still struggle with choosing the right materials, think the process is too time consuming and lack the necessary support and inspiration to perform the task ahead. Context In order to provide a solution, an extensive referencing framework was created by using literature studies, interviews, and by doing a study of existing ecodesign tools. This framework was used to identify the points of attention, areas that were considered lacking in the existing Excel based look-up tool, but also in other existing tools. By deciding on the format of a (smartphone) app, and making it LCA based, a tool was envisioned that could be used parallel to the design process; thereby providing maximum value. The tool was created in several phases, the first included a theoretical framework as has just been discussed. The second phase included the creation of a mockup design, which allowed for fast optimisations to be made to the interface following user testing involving industrial design students. Many iterations later, after the conceptual design had taken shape, the actual programming began for an iOS prototype version of the app; and even in that state the testing continued. By making use of TestFlight, a beta app distribution platform provided by Apple, several in-between versions of the app were distributed to testers for feedback. The entire process resulted in a continuously evolving prototype. Idemat app The resulting app, named: Idemat - after its backing dataset (the dataset of the app is based on an app optimised version of the Idemat 2015 Excel database) - offers significant value over existing tools. It contains a large and accurate dataset offering two single indicators, and has a clear navigational structure that is easy to understand and navigate. It offers explanatory background information, providing an educational aspect to the user; the latter by including descriptive texts, images and by visualising the impacts of choices made regarding their end-of-life impact. The app is fast, lightweight and user-friendly, and is programmed with future functionality in mind. Besides this, it is highly visual and aims to inspire designers, challenging them to think further, to reach farther. Future The future looks bright for the tool, and the exploration of what it could (eventually) evolve into, has only just begun. Feedback based on initial hands-on experiences was promising, especially as not all envisioned functionality had been implemented yet. Recognising this, the app needs further testing in a practical business environment to really optimise it for its intended function: to cater the needs of all designers, and allow them to select materials with low environmental impacts. Thereby making ecodesign accessible for the average designer, whether it be in a business or an academic setting.","ecodesign; Idemat; eco-costs; app; materials selection; environmental impact; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:e74b899d-db52-479c-b8f0-3a297c601ac5","http://resolver.tudelft.nl/uuid:e74b899d-db52-479c-b8f0-3a297c601ac5","“Design of a solution for the preservation of breast milk in sub-Saharan Africa”","Karagkouni, A.","van Boeijen, A.G.C. (mentor); Van de Geer, S. (mentor)","2015","This is the report of my final master graduation project, which describes the design process and final product proposal; “Zoe”. Since the beginning of this graduation project, the objective was to create suitable conditions for working mothers in Kenya which will enable them to feed their babies with breast milk. To be more specific, the aim was to stimulate mothers in Kenya to express breast milk and store it under the proper temperatures for the rest of the day. The final solution: “Zoe”, is a portable cooling product which can preserve breast milk for a long period of time and allow mothers keep the breast milk for later feedings.","breast milk; sub-Saharan Africa; Kenya; preservation; design; breastfeeding","en","master thesis","","","","","","","Campus only","2015-07-01","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","","52.001638, 4.369901"
"uuid:5ddb1b45-8c81-49f1-95b7-bb055341ed4f","http://resolver.tudelft.nl/uuid:5ddb1b45-8c81-49f1-95b7-bb055341ed4f","Design of a multi-purpose motorcycle platform","Sarijoen, R.G.","Flipsen, S.F.J. (mentor); Vroom, R.W. (mentor); Romijn, P. (mentor)","2015","The East African motorcycle transport industry is one of the fastest growing motorcycle markets in the world. This has been due to a tremendous increase in wealth and standard of living over the last decades and the developments these factors trigger, such as road/infrastructure improvement and increase in quantity and quality of product-services. Motorcycles provide a quick, easy and financially accessible way for consumers to contribute to and profit from these developments. The vast distances in East Africa and the lack of a well-developed infrastructure require a smart, social and affordable motorcycle that KONEKSIE is currently developing for the taxi industry. At KONEKSIE, current design work (on both the product and the production system) has been focused primarily on their first motorcycle model, the ‘KIBO K150’. To be able to innovate in the future, it is necessary to broaden research and development activities to explore the opportunities for product portfolio expansion. As a start-up, however, KONEKSIE is faced with limited resources and is in need of an efficient and effective technical solution that enables future expansion. This project has taken on this design problem and has focused on the design of a technical motorcycle platform, which aims at reintegrating KONEKSIE’s existing technical design solutions and combining them with new design solutions to create a multi-purpose chassis platform. At its core, this technical innovation will be focused on connecting the design and the production of different motorcycle designs through a series of new and existing, interchangeable and reconfigurable design solutions. At the foundation of the platform design is a product roadmap, based on trends and developments from KONEKSIE’s market of operations: Kenya, East Africa’s leading economy. While focused on the Kenyan market, these identified market segments might also be relevant outside of East Africa, since the market developments that are at the bases of these segments, are occurring in numerous other countries and regions. The roadmap strategy is built on three high-potential (Kenyan) market segments: private and professional mobility (Type I), cargo focused mobility (Type II) and accessible mobility (TYPE III). KONEKSIE’s ‘K150’ has many commonalities with Type II and as such, an updated ‘K150’ perfectly caters to the cargo focused mobility segment. In the roadmap strategy, introduction of the Type II model serves as a transition phase towards introduction of the platform design. The platform design offers a multi-purpose solution that caters to private & professional mobility and accessible mobility. In the form of two motorcycle models, Type I and Type III, the platform is able to position two strongly differentiated models in the market, while minimising the amount of unique component designs necessary. The multi-purpose ‘design core’ of the platform centres on the design of a new chassis that allows for multiple configurations to achieve different motorcycle types. Through the design of a single mainframe that is compatible with multiple subframes and engine types, the chassis platform is able to reach very different user groups. By offering different engine types and an active but professional riding experience, Type I caters to the needs of the growing entrepreneur and middle class citizen. Type III caters to the needs of the novice (female) rider, for whom ease of use is key. Usability and accessibility can be found in both its technical features (such as a semi-automatic gearbox) as well as in its relaxed and highly stable riding experience. In the platform design, the multi-purpose integration of two sets of technical and usability features does not lead to concessions, but to unification and harmonisation in design and production. The platform based design approach allows for model-bridging solutions, that bring down the amount of components. Through the design of custom chassis connectors, the platform design enables simple engine placement, provides footboard/footstep mounting points and introduces a separable connection for production and assembly optimisation. Together with the unique model-bridging design of the engine mounts, the platform’s crucial engine compatibility is established and concurrently minimisation of the total number of (unique) parts is further achieved. The reduced number of production moulds and tooling necessary, contributes greatly to reducing the need for new investments. However, an important part of the platform design’s investment reduction is achieved by reintegration of existing investments. Through analysis of time and capital investment related to the development of the ‘K150’ a number of investment intensive components were identified. The platform design has successfully reintegrated the main gusset plates, which required the most sizeable capital investment in the ‘K150’ design. Together with the near-complete adoption of the ‘K150’ swingarm assembly in the platform design and the standardisation of KONEKSIE bending tools, more than 60 percent of the original ‘K150’ chassis investment has been reinvested in the new Type I and Type III. Creation of a digital and physical prototype of the platform design has allowed for validation of the technical design, the usability and platform strategy. Technically, the design has been validated on its assembly, structural integrity and manufacturability. In CAD, an additional FEM analysis was conducted in order to improve the strength of a common weak point, the steering head tube area. In terms of usability, two user sessions have been held to assess ergonomics. Specifically, the Type III configuration was tested to improve mounting of the motorcycle by novice users, through the use of a lowering in the frame, the step-through. Finally, a comparison was made between a traditional non-platform based design approach and the proposed platform design approach to validate the platform strategy. Comparison results showed that implementation of a multi-purpose platform design strategy would require 41 percent less parts to be designed. As each design requires time and capital investment for its realisation and production, this would mean that the platform-based approach would save KONEKSIE a considerable amount on investment while still being able to provide the necessary differentiation and expansion within the market. The final platform design, focused on the rolling chassis, provides a great foundation for further development of a complete motorcycle platform. The design of the rolling chassis is an important, first part of a whole.","motorcycle; automotive; design; platform; prototype","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:0195b0f0-e061-44d0-9651-21cbe0ce000b","http://resolver.tudelft.nl/uuid:0195b0f0-e061-44d0-9651-21cbe0ce000b","Developing an effectuation experience through game design","Van Sinderen, M.","Brezet, J.C. (mentor); Keskin, D. (mentor); Warmelink, H. (mentor)","2015","Developing an effectuation experience through game design describes the process of developing an applied game which conveys the essence of effectuation to design students","effectuation; entrepreneurship; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Design for Interaction","",""
"uuid:f497ebf5-86fb-41fa-8620-5686fd404cc8","http://resolver.tudelft.nl/uuid:f497ebf5-86fb-41fa-8620-5686fd404cc8","Clothing integrated sports protective gear to prevent injuries caused by falling, which is highly adjustable to the user","Anijs, W.J.","Molenbroek, J.F.M. (mentor); Ruiter, I.A. (mentor)","2015","Falling in cycling is an increasing problem; both in professional cycling (where the incidence increases) as in recreational cycling (where amount of road users increase). Interesting to see is that there is no protection suitable for cyclists on the market, while the sport seems to become in need of it. The only protection currently worn in cycling is a helmet; this is a good thing as head injuries are very severe and can be life threatening, but 86% of the injuries are on other body parts then the head: for example road rash, which occurs in nearly every fall.More severe injuries occure in the shoulder: clavicle fracture or luxation, are quite common, just like; by clothing just tearing apart.","apparel; clothing; protection; falling; impact; abrasion; fabrics; protectors; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:124939de-37e0-4432-89a0-769bd2d7834d","http://resolver.tudelft.nl/uuid:124939de-37e0-4432-89a0-769bd2d7834d","Developing a resting area that optimizes comfort and natural experience during recreational cycling","Izeboud, A.M.A.","Schifferstein, H.N.J. (mentor); Mul, E.J. (mentor)","2015","This report describes the process of my graduation project which is commissioned by the Civil Engineering consultancy agency Tauw (Technisch Adviesbureau van de Unie van Waterschappen). This graduation project was arranged by a research team at the faculty of Industrial Design Engineering, which work on the Nature Inspired Design methodology.This team has set- up a series of graduation projects to put the methodology into practise. Hereby the research team aquires deeper knowledge in the effectiveness of the methodology and the experiences of a designer working with the methodology. The goal of the project was to use the NID methodology in order to design a NID cycling path.This was a very broad starting point of the project, which means I had a lot of freadom to find an interesting design direction.To specify the project more, the Viruly cycling path, a recreational cycling path just outside of the city of Delft, was chosen as a case study. Since Tauw is a Civil Engineering consultancy agency, I didn’t have a lot of knowledge about their business. Therefore first a thorough internal and external research were conducted. Five interviews with employees with different specializations were held to learn more about cycling path design, but also the company’s goals and the strengths and weaknesses. I found their most valueble strengths to be their knowledge of soil and ecology, but also their striving for sustainability and an attractive living environment. Chapter 2 describes the context analysis at the Viruly cycling path, which plays a key role in the project.To design a succesfull NID product, which exists in harmony with its environment it is impor tant to find out what proper ties the environment has. What are the qualities of the environment and what aspects of the environment are vulnerable to change. The environment of the Viruly cycling path is natural and therefore very complex as it changes constantly. By analyzing (literature research, multiple observations, interviews) the Viruly cycling path and using the Life’s Principles of the NID methodology to test the quality of the facilities it was concluded that the resting facilities next to the recreational cycling path are of very bad quality and show a lot of room for improvement. Resting facilities should be more comfortable,but also enhance the natural experience during resting. A well designed resting area in nature helps people destress, gain renewed energy and thereby function better in the busy daily lifestyle, where mostly computer screen run people’s lives. . Chapter 3 describes the effect of nature on the physical and mental wellbeing and how nature’s properties can be used as inspiration and embodiment of products to enhance their natural feel. Also, research is done to find out the optimal ergonomical body postures for resting. Lying down is most effective as it releases most stress from the body. This led to the final design, a resting area positioned around a tree, inspired by a bird’s nest. The unique visual experience offers the user a view into the crown of the tree. This offers the user a new and interesting perspective on nature, something they would normally not come up with. Positioning the resting area around the tree and using it as the view itself, instead of removing the trees, to create an open view, also shows Tauw how to use nature’s qualities to increase the Experience value of the environment. The resting area is designed to offer users with different body lengths 5 different body postures to rest in. The goal of the resting area is to enhance the natural feel and qualities of the environment as much as possible.Therefore also natural materials (wood, soil & grass) are chosen as surface material.This way the resting area integrates with the environment and lets the user touch the environment and “become one with nature”. In the last phase, one of the ergonomical lying positions has been tested by the means of a 1:1 physical model.The test results have been translated into a final redesign, which I can recommend to be built on a 1:1 scale and let users optimally experience physical and mental rest, while enjoying the qualities","nature; inspired; design; resting; area; physical rest; mental rest; nature experience","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:7f1878b0-5a6f-4582-82ab-1d4aadb88cec","http://resolver.tudelft.nl/uuid:7f1878b0-5a6f-4582-82ab-1d4aadb88cec","Design of Dynamic Bicycle Path Lighting using principles from the Circular Economy","Mesch, F.","Wever, R. (mentor); Zijlstra, J.J.M. (mentor)","2015","This report presents the results of the design of dynamic bicycle path lighting using a circular design approach for the company Lightwell. In the next decade, 600 million Euros will be invested in the construction of ‘bicycle’ highways, in order to stimulate commuting by bicycle. As no specialized bicycle path lighting is currently available, a potential business opportunity arises.The proposed design: Hyperion, offers an unique cycling experience and has been designed to fit in an update system to benefit from future developments in LED technology. A sub goal of this project is to explore the main issues and benefits of using a circular design approach in a small company and how the delft design methods fit within circular development. Setting the Context A context was created using literature studies and multiple input sessions and questionnaires attended by municipality functionaries. Current bicycle path lighting is often based on research performed on the visual task of motorists, resulting in a misunderstanding of the driving tasks of cyclists. Casting light on the path and the edges of the path (near periphery) is essential for safe cycling, whilst casting light in the far periphery will result in an increased feeling of social safety. Using different light colors, the vision in these field can be optimized whilst keeping the lighting levels low. In order to create circular products, a system in which parts or materials can loop has to be designed. It is already widely known that the fast efficiency development of LED lighting will provide circular opportunities. Using a dynamic model the environmental impact of the optimal replacement scenario of a street light was calculated, indicating that optimal replacement is best performed every 8 years instead of the current lifespan of 20 years. A system is created in which the light engine can easily be upgraded to prolong the lifetime of the entire product. Financial model is used to calculated the viability of this system in real valuate. This construction proves to be budget neutral within 4 years after the first update. Extensive analysis, based on the Circular toolkit by the University of Cambridge formed the basis for the circular requirements of the concept. Hyperion Hyperion consist of 3 products; an innovative bollard, a ‘normal’ fixture and an integrated detection sensor. The fixture and sensor are installed on junctions or areas that requires more light in the periphery due to social safety. In between these sections, special bollards are placed, casting light onto the path and near periphery. This enables more ease of access, reduces the maintenance costs and costs for light engine updates. Furthermore, it offers a new cycling experience through smart dimming and could theoretically result in better facial recognition whilst evoking no false sense of social safety. A lease system will be enabled by a middle-man as the financial risk is it too high for a small business such as Lightwell. In order to get more insights into the circular design in the full development process, the bollard is fully embodied. Circular Design Designing for a circular economy can not solely be done on product level, but requires knowledge on system level and deep technical knowledge of a system/ product architecture. It was concluded that the current design methods taught at Delft offer little room for circularity in a ‘normal’ design assignment. A product to redesign, or ideas for a (new) system should be available from the beginning. As a product is needed to fully define the system this becomes a chicken or egg situation in radical product development.","lighting; Circular Economy; CE; bicycle; street light; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:3dd3c42c-c228-4f63-882c-ea3a425e6b67","http://resolver.tudelft.nl/uuid:3dd3c42c-c228-4f63-882c-ea3a425e6b67","IDE Energy Challenge","Doolaard, J.M.","Keyson, D.V. (mentor); Jaskiewicz, T.J. (mentor)","2015","In 2013 Delft signed the E-deal, an Energy-deal in which is stated that the city Delft needs to be energy neutral in 2050. TU Delft is one of the organisations that joined the challenge as well. This was the starting point of this graduation project. This master thesis presents the design process of the IDE Energy Challenge Network, a network that aims at changing the energy consuming behaviour of IDE occupants. The elements of the network and the entire design serve as a starting point, research tool and source of inspiration for TU Delft to actively involve its occupants in the environmental challenge. With the aid of literature resources it became more clear on where energy is wasted, why it is wasted and how behaviour can be changed to conserve energy. The goal was to design a network for the IDE faculty, so the broad perspective was narrowed to the IDE faculty energy culture. Observations, interviews and more research showed that the use of heating, lighting, laptops, windows and sun blinds had the largest energy saving potential. These activities are translated in explicit and implicit interventions: an energy feedback icon (designed with the aid of six master students), a social glue, a translation of CO2 emissions and triggers in the immediate working environment of occupants. The icon was elaborated and prototyped and triggers focussed on lighting and heating use were implemented in an open workspace in combination with a social motivation. The idea behind the icon is valuable for the occupants; it will trigger the discussion about energy-use and can give information that people need to change their behaviour. In addition the trigger for the heating system supported occupants to understand the system better and the social motivation had impact, though the light intervention needs to be researched more. These insights are integrated in the future plan for the IDE faculty that recommends what elements need to be implemented and when and how to involve the occupants of TU Delft in reaching the goal.","sustainability; practice theory; behavioural change; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:fbc104bd-cbed-4aab-8b4a-99acb92f5d3f","http://resolver.tudelft.nl/uuid:fbc104bd-cbed-4aab-8b4a-99acb92f5d3f","Urban fast charging stations: A design of efficient public charging infrastructure for large numbers of electric vehicles in cities","Nijhuis, P.J.","Nijsse, R. (mentor); Schipper, H.R. (mentor); Ravenhorst, G. (mentor); Annema, J.A. (mentor); Hoffman, J. (mentor); Garcia, M. (mentor)","2015","How could urban areas provide public charging infrastructure for the rapidly increasing number of electric vehicles? The objective of this research is to develop a tool that helps municipalities and market players to understand the need for public charging infrastructure, and to design an efficient solution for charging large numbers of electric vehicles in an urban area. An efficient solution to prevent the expected shortage of public charging infrastructure in urban areas, is realizing modular and flexible charging stations with multiple fast chargers, at strategic locations along access roads. Appendices and scenario model are excluded from this published report. If you have any questions regarding the content of the presentation or report, or if you like to share ideas about this topic, feel free to contact me at any time.","electric; vehicles; ev; public; urban; fast; charging; stations; fastned; scenario; model; industrial; flexible; demountable; design; infrastructure","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Civil Engineering","","Building Engineering - design and construction processes","",""
"uuid:9fbd7f24-43d4-452f-b259-0d298679566d","http://resolver.tudelft.nl/uuid:9fbd7f24-43d4-452f-b259-0d298679566d","Human-Centered Systemic Innovation to a Circular Economy: A Case Study in Male Grooming","Shahbazi, K.","Wever, R. (mentor); Den Hollander, M. (mentor); Proctor, G. (mentor)","2015","This thesis explores a human-centered approach to innovating towards the circular economy, using the design concept of product-service-economic systems (PSES)","design; circular economy; innovation; framework; service design; PSS","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","","51.21921589, 4.40288179"
"uuid:36466dbc-1b13-4438-8cd0-173ab7552c60","http://resolver.tudelft.nl/uuid:36466dbc-1b13-4438-8cd0-173ab7552c60","Designing a human-powered washing machine for Gujarat's lower middle class","Vastert, P.M.","Van Ninaber van Eyben, B. (mentor); Diehl, J.C. (mentor)","2015","Worldwide, roughly five billion people do not have the funds for purchasing an electric washing machine or the means (piped water and an electricity connection) to operate one. As a result, mostly housewives are left washing their clothes by hand. This is a labour-intensive and time-consuming task, commonly taking place on a daily basis. Not only is this a large-scale waste of time and resources, the used cleaning methods are a common cause for physical problems and often harmful to garments as well. Since household chores in lower social classes are so time-consuming, housewives face much resistance in their progression to becoming more self-empowered and emancipated. From a combination of these factors, the idea of developing a fitting solution to the current laundry situation in the form of a human-powered washing machine has sprung. In order to design this product so that it fits the targeted context, extensive research was performed in the Indian state of Gujarat. Countless household and laundry situations were observed and numerous interviews were conducted. This graduation project has resulted in the design of a bucket-like, hand-operated washing machine. Primitive rather than sophisticated, the working principle of this product is kept as simple as possible to optimize the endurance and to keep its price low.","human power; washing machine; BoP; MoP; India; Gujarat; laundry; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","","23.022505, 72.571362"
"uuid:36a7475f-df00-4e09-bbbe-e2b3ef69a8cc","http://resolver.tudelft.nl/uuid:36a7475f-df00-4e09-bbbe-e2b3ef69a8cc","Grandstand Design for Disassembly","Klerks, J.","Nijsse, R. (mentor); Schroën, J. (mentor); Jennen, P.H.M. (mentor)","2015","This work contains the technical report about the research in how to design and construct a demountable grandstand. The design itself is a modular structure which can be demounted and transported to different locations and to be reused multiple times. With the modular design any event organiser can decide what arrangement and capacity the structure has, and even decide which functions will be situated inside the building. Smaller and bigger stadium designs are hereby made possible. The research and design were made from an architectural point of view, with the main aims directed on reuse, functionality, materialisation, building technology, and aesthetics.","grandstand; stadium; design; disassembly; reuse; demountable; transportable; building Technology","en","master thesis","","","","","","","","","Architecture and The Built Environment","Architectural Engineering and Technology","","","",""
"uuid:5ebfd1c0-530a-4111-9d45-77b86a98d7f7","http://resolver.tudelft.nl/uuid:5ebfd1c0-530a-4111-9d45-77b86a98d7f7","Old harbour, new possibilities","Mooij, S.M.","Nillesen, A.L. (mentor); Hooimeijer, F.L. (mentor)","2015","In this graduation project a design for the Merwe-Vierhavens (Rotterdam) is made, based on the subsoil characteristics. An interactive subsoil potential map shows all the information and tools, which are used in the masterplan. The design for the harbour also protects the residents from floods.","subsoil; harbour; flood defence; subsoil potential map; urbanism; design; mixed use","en","master thesis","","","","","","","","","Architecture and The Built Environment","Urbanism","","Delta Interventions","",""
"uuid:218eaee4-bfc5-48bf-b196-393a0ff47667","http://resolver.tudelft.nl/uuid:218eaee4-bfc5-48bf-b196-393a0ff47667","How designers can facilitate DIY design: Development of an open workshop","Perdeck, N.C.","Kuipers, H. (mentor); Hoftijzer, J.W. (mentor)","2015","The role of professional designers changes as a result of open information, fast prototyping techniques and the growing need for personalized products. This graduation project focuses on the role of professional designers in the facilitation of DIY for the home. A research is conducted to find out how a designer can best facilitate DIY design. The conclusions of this research are summed up in guidelines for Design for DIY.To further specify what designers can do, a concept is developed as an example of a possible solution. The concept consists of an open workshop and guiding sheets for household products: MaakPlaats and MijnDing. The concept is tested and evaluated with prototypes and test workshops, leading to a final design proposal.","DIY; design; workshop; co-design; mass-customization; do-it-yourself","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:45499fbd-733c-432b-857c-b1a6aa8bd078","http://resolver.tudelft.nl/uuid:45499fbd-733c-432b-857c-b1a6aa8bd078","With the Head in the Clouds: Daydreaming as a Mindset that facilitates Creative Incubation","Schmidt, L.","Schoormans, J. (mentor)","2014","This thesis proposes a new method to enhance designers’ creative performance. Applying the unconscious work theory of incubation effects, this thesis proposes that daydreaming during idea incubation could result in more novel and useful ideas by fostering unconscious associative processes. Building on previous findings by Baird et al (2012), who had found that engaging in an undemanding task during incubation could lead to a subsequent increase in performance on a divergent thinking task, this thesis aims at investigating whether similar effects could be found when solving a more complex creative task, like a design assignment. An experiment conducted with 85 design students tested whether daydreaming induced by a cognitively undemanding task during idea incubation, as compared to engaging in a demanding task, rest or no break, could lead to subsequent increased creative performance on the design task. Creative performance was assessed based on the ideas generated to solve the design assignment, rated for creativity using objective measures as well as market acceptance evaluations by a potential consumer group. Results showed that while there were no differences between groups based on the objective measures, the potential target group rated product concepts created by participants who had engaged in the undemanding task during idea incubation to be of higher quality and to elicit less negative emotions. Participants in this condition had reported a higher frequency of daydreaming-related thoughts than participants in the demanding task condition and the no-break condition, and less task-related thoughts than participants in the rest condition. These results indicate that while there was no clear indication for a higher degree of creativity in the ideas generated after a daydreaming-incubation, the concepts must convey some sort of additional value for the target consumer. It was concluded that daydreaming during idea incubation could increase creative performance on a design task when a global definition of creative performance was applied. A post-test investigated how the effectiveness of a daydreaming-incubation period could be maximized. Building on Klinger’s findings (1990) that daydreaming episodes could be facilitated by exposure to relevant triggers, symbolic images were tested for their effectiveness in triggering daydreaming-related thoughts and emotions. Strikingly, a high positive correlation was found between the elicitation of daydreamingrelated thoughts and positive emotions. This finding indicates that the same triggers that facilitate daydreaming might also elicit positive emotions. The results therefore seem to be in contradiction with previous findings that related daydreaming to negative emotions. It was concluded that the symbols used in the test could be beneficial for creative performance in two ways: (1) by facilitating creative performance due to their ability to trigger daydreaming and (2) by supporting creativity in general through eliciting positive emotions. The thesis closes with a proposal of how to use the chosen set of symbolic images to be beneficial for creativity in the form of daydreaming triggers and mood changers and with an outlook on open issues to be addressed by further research.","daydreaming; incubation; idea generation; research; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:68a7745c-a961-404c-980b-106a19574eca","http://resolver.tudelft.nl/uuid:68a7745c-a961-404c-980b-106a19574eca","smart foryou: Designing a new individual mobility system for European metropolises of 2025","Schouten, P.F.","Van Dijk, M.B. (mentor); Silvester, S. (mentor)","2014","The goal of this project was to develop a new type of vehicle that shows a fit in smart’s future product portfolio. The idea of developing a vehicle smaller than the existing smart fortwo arose from developments in the market and society. Throughout the whole automotive industry it is agreed that there is an increasing mismatch between existing vehicles and increasingly urbanizing cities. Few car manufacturers already respond to these developments by creating so-called microcars. Since the timeframe of this project was set out for 2025, one should first understand how mobility needs will change. Perhaps a simple copy of current microcars does not show a fit with these needs. Due to this the method of Vision in Product design was chosen, in order to provide a clear understanding on this changing context and thus future human needs. The domain for the project was defined as individual mobility in European metropolises of 2025. The project starts with a deconstruction of the smart brand, in order to get a good understanding how the design can fit within the product portfolio of smart since it unveils the true values of the smart brand. The second phase of the Vision in Product design method covers the construction phase. The goal of this phase is to create a vision based on constructed future context. After a thorough research all defined context factors were clustered into ten different clusters. Subsequently a coherence was shaped that led to the definition of the three meta-factors or ‘pillars’, that have the biggest impact on individual mobility in urban areas in the future context. Since not all needs can be covered, a direction was chosen that showed the best fit with the smart brand. This eventually led to the definition of the vision, which is embodied by three elements. Mission statement smart wants people to enrich their commute by letting them shape or transform their perception of the environment around them & facilitate them to shift between those two strategies when desired Interaction The interaction between the user and the environment is most important ands can be described as browsing the world wide web. The interaction the user has with the product should be like your personal second skin. Product To fulfill the desired interaction the product qualities are defined as positively open, neutral simplicity & empowering intelligence. The vision lays the foundation for the design, which can be broken down in two parts. First the ‘software’ is designed, meaning that the interaction is designed the user has with the environment and the product without thinking about concrete technologies. This is subsequently translated into a concrete design starting from the inside out, focussing on the user. The embodiment is accomplished step-by-step, putting the most important elements prior. The end of the project focusses on the styling of the vehicle.","smart; design; mobility; individual; vehicle","en","master thesis","","","","","","","Campus only","2016-12-12","Industrial Design Engineering","Industrial Design","","","",""
"uuid:543eb683-8e01-4fdc-a113-64ff537478f9","http://resolver.tudelft.nl/uuid:543eb683-8e01-4fdc-a113-64ff537478f9","Building a Portfolio Expansion Strategy: Selling Solar Products in Rural Communities in Mexico","De Been, M.J.","Kuipers, H. (mentor); Da Costa Junior, J. (mentor); Coll, A.L. (mentor)","2014","Electrification can have a major impact on the lives of those enduring energy poverty. A solar home system offers a sustainable and affordable electricity source for households in Mexican rural areas which are not connected to an electricity grid. Iluméxico, a social enterprise based in Mexico City, wishes to expand its current product portfolio beyond solar home systems. In this thesis a process is developed to guide Iluméxico’s portfolio expansion. An analysis of the company and the context it operates in shows an opportunity for new solar products that address the challenges of affordability and payback. Additional literature research indicates that the use of product-service design and sustainability evaluation methods in electrification projects can result in more sustainable projects, with a larger contribution to the alleviation of energy poverty. A structure for a new product portfolio is presented using a framework based on the theoretical assumption that rural households can be placed on an electrification ladder. An evaluation tool ensures that products will only be added to the new product portfolio when they offer sustainable solutions. The proposal framework has a focus on products that are complementary to solar home systems, aiming to increase the overall revenue stream for Iluméxico as well as to increase the positive impact of solar electricity on daily lives.","BoP; solar; portfolio; strategic; design; PV; Mexico; PSS","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Strategic Product Design","",""
"uuid:fe47fe95-22a9-4ef9-a365-5b9b0e1eae9a","http://resolver.tudelft.nl/uuid:fe47fe95-22a9-4ef9-a365-5b9b0e1eae9a","Development of a New Industry Leading LED Recessed Downlighting Product for Philips","Esmeijer, S.R.","Christiaans, H.H.C.M. (mentor); Prins, J.F. (mentor)","2014","Philips Lighting acquired the Genlyte group in January 2008. For 4 years Philips continued to manage the acquired company at arms-length, but in 2012 started working on integrating the many brands into one Philips structure. The Fall River group was one of those brands, previously known as Lightolier. Their R&D department of 40 engineers specializes in Indoor Point Source Recessed Downlighting, specifically for Retail, Hospitality and Office purposes. The integration into Philips and the resulting product rationalization caused significant changes in the Fall River group, and led to expected disturbances in the business. Now that the integration process is complete the Fall River group is making an innovative leap forward, and developing a best-in-class product portfolio based on Philips technology. This project is aimed at developing an innovative solution that works towards restoring the position of Philips at the forefront of luminaire design in North America. This presents a major challenge: there is significant complexity in much of the recessed downlighting portfolio due to years of incremental development. Additionally, Philips caters to a much larger market than Lightolier originally could, encouraging the Fall River group to step outside their comfort zone. This project takes a two-pronged approach: learn what the client wants through discussions with sales and marketing experts, and understand what the company is capable of through discussions with engineers within the department. This leads to a broad design phase, where many individual problems are investigated separately. Careful analysis of the recessed downlighting frame, light-engine and reflector led to questioning of the practicality of having custom frames with each individual lighting product. The make-up of the products is also questioned. The final concept completely overthrows the current frame, replacing it with a simple bar. The lighting products are no longer reliant on the frame to be placed in the ceiling, but become independent light units that have almost complete freedom in placement. The number of frames is reduced from several hundred to one, significantly reducing the number of Stock Keeping Units for both Philips and its distributers. Standardized electronic connectors are used that allow for significantly faster and easier installation for contractors, and make it possible to match the concept frame to any light-engine. Lastly, the positioning of the driver is changed, integrating all the electronic components into one unit. Initial evaluation interviews with sales managers appear to have positive reactions. The reduction in Stock Keeping Units is appreciated, as well as the simplification of stock keeping, transport, and use of economies of scale. Additionally, sales estimation can become more accurate, and lead-times shorter. At this stage there are two major questions that influence the feasibility of the concept. The first regards the heat dissipation of the light-engine when the driver and LED board are placed together. The second is a legal obstacle concerning the positioning of the junction box. At this stage it is expected that with the right legal approach, as well as further technological improvement these obstacles can be overcome.","recessed; downlighting; Philips; lightolier; luminaire; portfolio; rationalization; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:83e85dde-e7ee-4409-adbd-53f91b5969c6","http://resolver.tudelft.nl/uuid:83e85dde-e7ee-4409-adbd-53f91b5969c6","Design of a desktop tensile tester","Welling, P.G.","Jansen, K.M.B. (mentor)","2014","Problem definition At the TU Delft there are not enough (easy to operate) tensile testers for students to be able to perform tensile tests. This type of tensile testers is commercially available, however they are very expensive. At the moment students IDE, in the bachelor phase they only get to observe a test, after which they have to analyze the results. The result is that most students, after only a couple of years, no longer remember anything about material testing, let alone remember how to calculate material characteristics like the Young’s modulus or the yield strength. The goal To design a desktop tensile tester, for first year students IDE, that can test plastic material specimens of up to 4 mm thick, with a working area of 200 mm and a force of up to 3 KN for less than 1000,- (material & shipping costs). The design The focus of this project was to build a cheap and simple tensile tester (TT) and not necessarily a very accurate one. The development was divided into two sub parts: the TT and the grips. The result was a low-end tensile tester(LETT). For the sake of simplicity and cost it was decided to design a simple vise grip using two butterfly nuts to open and close it. During the first tests with the grips it was found that they did not have enough grip on the plastic material specimens. To enlarge the grips’ friction an aluminum strip with a serrated surface was glued onto the grip’s surfaces. The TT features a linear actuator, rated up to 4 KN hung upside down in a frame, eliminating complicated and expensive transmissions. When testing the TT it was found that the actuator wobbles from side to side. The problem was decreased sufficiently by fixating the actuator. Two load cells (rated up to 500 Kg and 100 Kg) result in a measuring range of 10 to 400 Kg. The load cells are easily replaced and the extra load cell is stored in an easy to access compartment in the base of the TT. During evaluation of the TT it was determined that the load cell has been damaged in the testing phase. Data obtained during the testing phase does indicate that the accuracy is good enough to gain an estimate of material characteristics. The TT is controlled via a user interface (UI) on the computer. With the UI the user first has to indicate where on the computer he wants the program to save a text file with the results of each test. The user also has to set the speed of a test to three preset values of 10, 50 or 100 mm/min. The test speed is tightly regulated in the software and test have shown that it remains constant throughout a tensile test. During gripping of a material specimen the user can use buttons in the UI to move the top grip up or down to the desired height. When the user has set all parameters he can start the test and give it a name in the input box which pops up. When a test is finished the TT stops automatically, but in case of an emergency there is also a conspicuous “Stop” button in the UI. During a material test the UI plots a graph of the results, so the user can verify that the test was conducted properly. A short user manual of (4 pages) with lots of visual aides teaches the user how to operate the LETT. User research showed that, with only a few adjustments, this user manual alone should be enough to be able to operate the LETT. Depending on how much LETTs are built simultaneously the LETT can be manufactured for less than 500,- (material & shipping costs). Recommendations A new load cell needs to be purchased and research will need to be conducted to be able to make validated statements about load cell accuracy. Additional user research will need to be carried out to verify that the improved user manual is in fact able to sufficiently explain how the LETT works to a novice user. During testing it appeared that the electronic system is not yet very reliable so this has to be improved as well.","tensile tester; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:25fc8f18-fe89-433d-8ac8-0dfe3b229588","http://resolver.tudelft.nl/uuid:25fc8f18-fe89-433d-8ac8-0dfe3b229588","Design for the well-being of rabbits","Slooten, L.Z.","Wormgoor, R. (mentor)","2014","This graduation project aims to find a housing solution for these solitary kept rabbits. This was done by identifying the needs and wants of the solitary kept rabbits and their care takers, which concluded in recommendations for the rabbit hutch. After that, an iterative design project started in which different shapes of hutches were tested, as well as different toys for the rabbits. Finally, the chosen concept was the modular hutch, with which the care takers can easily choose the size of the hutch according to the needs of the specific rabbit. Special features have been designed to make the work of the care takers easier, such as a cleaning box and a rabbit toilet. Besides that, in order to let the solitary rabbit feel less alone, a mirror can be implemented in the hutch, as well as different kinds of partitioning walls between the separate rabbits. With those different partitioning walls the care taker can allow the separate rabbits to either see, smell and touch each other; to only see each other or to not see each other at all depending on the condition and needs of the rabbits.","well-being; welfare; animal; rabbit; design; hutch","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:2ec1db2a-57dc-4232-883e-9499248a04d6","http://resolver.tudelft.nl/uuid:2ec1db2a-57dc-4232-883e-9499248a04d6","The Buddy: A fun new way of moving for children who are recieving chemotherapy","De Reus, M.M.","De Ridder, H. (mentor); Zijlstra, J.J. (mentor); Van Dullemen, M. (mentor)","2014","The Buddy is especially designed for children of the Princess Máxima Centre, this is the new child oncology centrum in the Netherlands. The Buddy can also be used in other children hospitals. The main focus of the Buddy is the use of children who are receiving. Since the children are bounded to an IV pole, they are less flexible than normally. The Buddy is designed for children from 4 till 8 years old. This group of children likes to run around, therefor this group is helped the most with freedom to move. The Buddy helps them to have a nice time during the administration. Because of the handles it is easier for the children to walk around alone with the product. To make the product interactive, and therefore not feel like a walker, the handles of the Buddy are able to be moved. This gives a nice playful feeling. Another fun factor is the scooter on the back of the Buddy. The children can use the scooter to step around with in the hospital. Also with daily activities, the Buddy is helpful. The Buddy is steerable by children, they can go to the toilet alone without extra help needed. The shape of the Buddy is based on the wishes of the children. Round shapes and colours are used. They can even see a Beast in it! The Buddy can come with a whole new playing environment in the hospital. With the help of traffic lights and traffic singes the children can play together. There is even the possibility for a racing circuit because of the stability of the Buddy! Not only the children but also the nurses are helped with the new design of the IV pole. The Buddy provides them an easy way to have an overview of the equipment needed for chemotherapy. A colour system is conceived to help the nurses to get a overview. Also the nurses are not hindered by the Kanjerketting anymore since there is a special place for the neckless. The price of the Buddy will be in the same range as other special IV poles.","IV pole; chemotherapy; design; the Buddy; children","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:1cffab12-1f16-4d9d-a8d2-770d15030f11","http://resolver.tudelft.nl/uuid:1cffab12-1f16-4d9d-a8d2-770d15030f11","Aerodynamic and Aeroelastic Design of Low Wind Speed Wind Turbine Blades","Ramirez Gutierrez, C.A.","Timmer, W.A. (mentor); Shen, W.Z. (mentor)","2014","A large number of wind energy installations exist on rich wind resource sites. Nevertheless, estimates show that about 50% of the world’s wind energy resource has a wind speed of 7 m/s or less. For these low wind speed resource areas, low wind turbine technology is required. For this reason, this DTU Wind Energy master project, in cooperation with Ming Yang Wind Power European R&D Centre ApS, looks into the design of a low wind speed wind turbine blade. The project’s goal is to design a wind turbine blade for a 2 MW wind turbine, with a rotor diameter of 115 meters. A site, in China, is also proposed for the wind turbine design. The project focuses on the design of a blade for low wind speed wind turbine applications, on sites with a mean wind speed of about 7 m/s. The project includes several stages. First an introduction to the blade design and blade optimisation methods are introduced. Afterwards, the provided site in China is assessed and key parameters are selected for the next project stages. The next step, involves the wind turbine design, provided by Ming Yang Wind Power. This one is reviewed by doing an aerodynamic and aero-elastic performance analysis. With a cost of energy approach, a new wind turbine blade, for a wind turbine with a rated power of 2MW, is designed. Finally, an aerodynamic and aero-elastic performance analysis of the new blade, under different wind conditions, is performed to assess its feasibility. The framework is carried out with HAWC2, developed by DTU, and compared to GH Bladed, at some of the design stages.","aeroelastic; aerodynamic; china; optimization; design; low wind; blade; windenergy","en","master thesis","","","","","","","","","Aerospace Engineering","DUWIND","","European Wind Energy","",""
"uuid:c2eb2806-ddc1-44fa-8ed6-1c7a161ce189","http://resolver.tudelft.nl/uuid:c2eb2806-ddc1-44fa-8ed6-1c7a161ce189","Aeria Bird Repelling System. From lab to the landing strip. From the FESTO SmartBird towards a viable product against bird strikes.","Klavdianos, D.","Tempelman, E. (mentor); Mul, E.J. (mentor); Koudijzer, J. (mentor)","2014","Birds pose a serious threat to aviation industry due to the fact that birds and aircraft share the same aerospace and inevitably collisions between them cannot be avoided. These collisions can cause from minor dents to the aircraft's fuselage to catastrophic damages to the engines which can lead to multiple human loses. In order to prevent bird strikes, airports use various bird control management methods. One of these methods is Falconry. Falconers use birds of prey to scare the birds that populate the airport's vicinity and keep them away from approaching the runways where the aircraft traffic is. Falconry has been broadly used and had showed promising results. However, the same with all repelling methods used, it features limitations due to biological (hunger, molting, etc.) and exogenic parameters (rain, low visibility, etc.) that effect birds flight. Therefore, bird controllers are always in pursuit of alternative, and more efficient methods of repelling birds. FESTO, leading company in industrial control and automation, has established the Bionic Learning Network, a joint research of the company with universities, institutes and other technological companies, though which they developed the SmartBird. The SmartBird is a mechanical bird, able to simulate the natural flight of a herring gull. It was firstly presented in 2011 Hannover Messe and it was intended as a technology demonstrator. However the question has since been raised; can this prototype form the basis of a commercially available product against pest birds in airfields? This graduation project is a study of the possibilities of redesigning the SmartBird into an autonomous or semi-autonomous aerial bird repelling system inspired by falconry and the natural relationship and behavior between birds and predators. The methodology which has been followed is Nature Inspired Design, by which the development of the system will not only meet the functional requirements set for the fulfillment of its purpose, but also fit its context of use by establishing a win-win situation between the system and its context of use and leaving a positive footprint.","birdstrikes; drone; airport; birds; dock; smartbird; nature; inspired; design; aircraft","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","","51.992092, 4.366684"
"uuid:cfc75fe4-bdb9-42ed-b2eb-7f44b5739446","http://resolver.tudelft.nl/uuid:cfc75fe4-bdb9-42ed-b2eb-7f44b5739446","A new space design for Impact Hub Oaxaca, based on a reproducible interaction model for the spaces of Impact Hub around the world","Borst, M.M.","Tange, L.A. (mentor); De Rijk, T.R.A. (mentor)","2014","HUB Oaxaca is a hub that provides office space, workshops and connections to a community of 120 entrepreneurs that strive for social change in Oaxaca, Mexico. HUB Oaxaca is part of Impact Hub, a global network of more than 50 hubs that together grow social impact. The current physical space of HUB Oaxaca does not reflect its complex but enchanting local context and global connectedness, nor does it inspire and stimulate community interaction. The aim of this graduation project is to design a new inspiring, locally embedded concept for the physical space of HUB Oaxaca, based on a reproducible interaction model for the co-work spaces of Impact Hub around the world. The approach that has been chosen for this project is the Vision in Design model (ViP), a context-driven model that deconstructs the existing product, interaction and context to create a new future context, interaction and product. This report presents the analysis, the synthesis and the evaluation that led to the final interaction model and its translation into the new space design of HUB Oaxaca.","interior; retail; office; branding; furniture; architecture; design; mexico","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:8331e1c0-7163-474a-8fa4-a21661a8834c","http://resolver.tudelft.nl/uuid:8331e1c0-7163-474a-8fa4-a21661a8834c","Dutch & Dutch: Next Generation Sound System","Knaapen, K.A.J.","Van Egmond, R. (mentor); Tassoul, M. (mentor)","2014","To enjoy music with the best possible sound quality—that is the quest of music enthusiasts and audiophiles the world around. Unfortunately, theirs is an uphill battle: the acoustic environment provided by a common living room is far from ideal. To make matters worse, there are precious little things one can do about acoustics without sacrificing aesthetics. This project concerns the conception, design and evaluation of a prototype aimed at reducing the influence of room acoustics. The research phase started off with a look at the history of hifi, followed by an analysis of the current market, the typical clientele and their preferences in terms of audio equipment use and loudspeaker aesthetics, to act as a guideline for product development. After this, the physics and theory behind sound reproduction were investigated, especially where the interaction between loudspeaker, acoustic environment and listener is concerned. The most problematic aspects of acoustics were defined and suggestions on how these problems can be mitigated were made. Next, a process of experimentation started, preceding the development of the final prototype. Optimal geometries and configurations for the various parts were sought and converged upon. Finally, all the pieces were combined into a single prototype, which was then evaluated. Conclusions are drawn from the evaluation and some recommendations provided for the next steps on the way from idea to market.","sound; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:b7af54e2-ed27-4ac7-abe1-5c58606eae8a","http://resolver.tudelft.nl/uuid:b7af54e2-ed27-4ac7-abe1-5c58606eae8a","Designing the UX strategy for Future Fairphone","Xiao, Y.","Giaccardi, E. (mentor); van der Helm, A. (mentor)","2014","The goal of this graduation assignment is to designing the user experience strategy for the second generation of Fairphone, which is a social enterprise with the aim to develop a smartphone designed and produced by putting social values first. The goal of second generation product - Fairphone 2 is to develop a simple, easy-to-use device that focuses on sustainability, openness, longevity, and reparability. In the beginning of the report, related design trends analysis and industry trends analysis outcome are introduced in order to understand the context of the design assignment. Then the product positioning for Fairphone 2 is defined based on company strategy and trend analysis. The quantitative and qualitative research are conducted with the aim to understand current user experience on Fairphone 1 and customer’s expectations on Fairphone 2. An infographic is made to illustrate the profile of Fairphone 1 user, including the demographic information, purchase motivation, usage behavior, current user experience of Fairphone1 and expectations on future Fairphone. Based on the context and user research outcome, five initial UX principles are proposed for the future Fairphone. Those five principles act as the guidance for the final design statement. The final design is demonstrated in the end of the report after continues evaluations with company, university mentors and users.","design; Fairphone; UX","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Strategic Product Design","",""
"uuid:e12db1ed-8d30-460d-9d5e-752caf76ca1a","http://resolver.tudelft.nl/uuid:e12db1ed-8d30-460d-9d5e-752caf76ca1a","Developing a new municipal self-service kiosk","Van de Pol, M.E.","Buijs, J.A. (mentor); Van der Vegte, W.F. (mentor)","2014","In this master thesis the development of a new self-service kiosk for the new municipal office in Delft has been described. This self-service kiosk was designed from scratch and is the third one in its generation. The municipality of Delft wanted to adapt its second version SSK to state of the art technologies and to the new municipal office making a new future proof SSK maintaining general design requirements (safety, accessibility, availability, easy to use, etc.).","self-service; design; municipality; development","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:89f358da-cc93-4744-94d7-50860bb64e9a","http://resolver.tudelft.nl/uuid:89f358da-cc93-4744-94d7-50860bb64e9a","Improving the Experience of Lumbar Puncture for Children","Nannen, P.","Molenbroek, J.F.M. (mentor); Vegt, N.J.H. (mentor)","2014","This report presents a six month project executed for the pediatric hospital Sant Joan de Déu in Barcelona, to improve the experience of lumbar puncture for children between eight and eleven years old. Initially, a literature study is carried out to understand the context, the opportunities, and the requirements of this medical method. Lumbar Puncture is a diagnostic method, in which a sample of cerebrospinal fluid (CSF) is collected between two vertebrae at the lumbar region of the back. Before the physician enters the intervertebral space, the child has to obtain a sitting or lying position with a curved back in order to give room for the needle to enter. It is a very delicate process in which a nurse locks the child to keep him from moving. In practice, some children experience a difficult time while the nurse tries to force them into the right position. As the child tries to move, the chance of a failed puncture increases and the physician may need multiple attempts, giving the child a higher chance of getting side effects afterwards, and, therefore, a possible traumatic experience. To get insights into possibilities to improve this experience for the child, qualitative research is done at two hospitals (Sant Joan de Déu, Barcelona and LUMC, Leiden). This research is aimed at understanding the different perspectives of the users attending this process; the child with their parents, physician and nurse. The outcome of this research gives an overview of the problem, divided into three main elements: (1) discomfort of the position; (2) bodily reflex; and (3) anxiousness from the needle. After analysing the anxiousness through the reversal theory, three main causes were found: (a) discomfort of being caught by the nurse; (b) ineffective communication; and (c) distraction. With these findings, the problem definition was created together with the following interaction vision: “I want the child to feel like Mowgli, sitting on his protective friend Baloo the bear (Junglebook)”, and transmitting the following interaction qualities: comfort, calmness, trust, control, playfulness. During the ideation phase, ideas were generated with an iterative approach to create an integrated solution; designing a persuasive, physical, and emotional support. To create a solution for the anxiousness of the child, a protective frame is created by looking at player types from Gamification literature. Their motivations are translated into solutions to help children holding on to the journey of a lumbar puncture. A selection of ideas is used in a generative session with children and the ideas are, afterwards, developed. In a second session with children, models of concepts are tested and the outcome is evaluated with the hospitals. A final concept which aims to improve the experience of the child by a fantasy journey is chosen. It consists out of three elements: (1) a travel booklet with tips from previous children and small exercises to transmit trust in a playful way; (2) a visual overview of the fantasy journey with clear visual steps for the child; (3) a customizable protective buddy. In the last phase of the design project, the design elements are improved and developed with the outcome of the test results. The travel kit is evaluated with pediatric pedagogues from the LUMC and a prototype of the full journey was made to carry out an assessment at hospital Sant Joan de Déu in a semi-realistic setting. All in all, it shows that the experience can be improved as aimed for. Recommendations are given, focussing on further development to also persuade the highly anxious children.","medisign; children; experience; lumbar puncture; gamification; applied ergonomics; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:7a720bb2-b85b-4d1d-b92a-25d67d353355","http://resolver.tudelft.nl/uuid:7a720bb2-b85b-4d1d-b92a-25d67d353355","Boosting the value of the ContextMapp","Govaarts, M.K.P.","Creusen, M.E.H. (mentor); Stappers, P.J. (mentor)","2014","As a result of the strongly dynamic, competitive and complex market, companies continuously try to achieve durable differentiated competitive advantages by finding insights in the consumers’ needs and wishes and translating these in new product opportunities. Contextmapping is one of the methods to find these needs and wishes and is applied in the early stages of the new product development process. Service Design agency Koos developed the ContextMapp(CM) to limit the labour and time required to perform this method. The CM allows companies to collect data from smartphones as the user is performing assignments and tasks, which enables the company to capture experiences when and where they happen. Subsequently, an analysis is executed on this data to unravel new insights. The CM is a relatively new commercial product in the Market Research domain and has not yet proven its full potential and added value. In this thesis, the value proposition of the CM’s usability is explored in order to identify improvements that increase the added value so that its potential can be maximized. An Internal, External and Stakeholder analysis is performed to uncover new insights about the CM, the Market Research domain, the competitive environment and how the CM is perceived and experienced. The results of the analyses reveal that the value proposition of the CM is lacking. The core problem is narrowed down to a bad user experience for the client and lack of corporate focus of the CM. Analysis reveals the CM to be a complex and time consuming interim tool, competing without a clear strategy in a highly competitive environment with a growing amount of direct competitors. The problems factors support this statement and are synthesized into a framework that consists of three pillars: experience, transparent collaboration and corporate focus. The pillars will direct towards the solution: The CM should give meaning to the value proposition by combining clients, researchers and respondents in research, analysis and design, resulting in a transparent collaboration and therefore better data quality, experience and reduction of required time. Several creative sessions are held to provide insights about and requirements for the functionalities the CM should contain. These are used as a basis for the solution; a new functional design of the CM. The CM consists of an application and dashboard tool that helps to find the consumers’ needs and wishes by gathering, analyzing and translating the data into a product opportunity. In a project there is a distinction between the role of a client, a researcher and a respondentThe distinction between the roles is based on the required expertise and tasks they have to perform. The client buys the professional services and license of the CM. The researcher(s) acts as the head of the project. The respondent is recruited as research object, but doesn’t participate in further phases of the project. The aim is to establish a transparent collaboration between the client, researcher and respondent throughout all phases of the research, in particular referring to co-research and co-creation. The collaboration results in a decrease of required time and increase of control of the data. All the users of the tool can track the progress and control this by being more involved in the different steps. In this way the analysis can be performed quicker, while maintaining the same quality of insights as in a traditional method. Also a more fitting product can be realized, because the respondents for which the product is meant for, have more and better opportunities to influence the process. The user experience during the whole project is key to reach engagement, quality of data and satisfaction. This is established by simplicity and an intuitive flow through the different screens by minimizing the amount of actions and functionalities along with the use of gamification. The overall benefits and improvements to the value proposition of the CM are validated through an evaluation study with the clients. The results of this study show that the CM is a product which covers all phases in a project, increases the performance and is desired by the clients. Subsequently, an implementation strategy is established that can be used to realize the redefined value proposition of the CM.","design; contextmapping; mobile market research","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:93664e5c-6751-42d5-8f02-8ed7778a9528","http://resolver.tudelft.nl/uuid:93664e5c-6751-42d5-8f02-8ed7778a9528","Rehabilitate yourself! Designing a new way of rehabilitation intertwined in daily life.","Möhlmann, A.C.C.","Albayrak, A. (mentor); Melles, M. (mentor); Bodewes, H. (mentor)","2014","The most common cause leading to the total hip arthroplasty is the joint disorder osteoarthritis. Due to osteoarthritis pain will increase over time, to the point the disease will influence the quality of the daily life of people. A total hip arthroplasty (THA) will be the solution to relieve the patient of the damaged hip. Among 33.497 patients had a THA surgery in 2008 and 2.185 patients a revision in the Netherlands. It is expected the demand for a hip replacement will triple by 2030. The literature study revealed that the in-hospital stay has decreased to 1.85 nights, with the ultimate goals of single-day discharge after THA surgery. To continue this trend, rehabilitation is the next step in improving the patient’s experience of THA surgery. The main bottleneck of the rehabilitation phase is the exercise program and regime. After surgery the patients will be referred to a local physical therapist, in which case the patient will continue being a patient. This is in conflict with the approach of rapid recovery where the patients will directly be supported in trusting their new hip, and by using it as normal. Staying a patient can have a negative effect on the rehabilitation phase, so by removing the local physical therapist from the process this patient will not be a patient anymore. By replacing this with a new solution the patients will all receive the same new treatment, and more or less result in the same outcome. This outcome can vary due to difference in personality. Therefor patient types are a good solution to give a tailored approach to different patients. The explorative research explored the patient’s experience, information about rehabilitation and the exercise program. To explore these topics, three researches have been performed; a questionnaire among THA patients, observations at a rehabilitation centre, and interviews with medical specialists. Combining the conclusions of the literature study and the explorative research resulted in five main insights about the future of rehabilitation. 1. A future of rehabilitation without exercise program or restrictions shows great possibility; 2. A void created by an intensive pre-op period should be filled; 3. A new kind of recovery should involve being active, healthy, and resume or renew daily life; 4. Increase medical certainty during rehabilitation; 5. The focus of rehabilitation should be on creating a healthy gait. These five insights provide the basis for three different design directions. Two design directions have been combined to continue this project. The starting point for the ideation phase is the following design vision: ‘Design a solution that supports the patient to create a healthy gait during daily life, and trigger them with feedback to keep conscious of their body and gait. The design should provide the patient with a feeling of medical certainty while giving information, inspiration and feedback.’ After the formulation of the vision, and a list of requirements and wishes, the ideation phase started. The ideation phase started with a research into gait analysis techniques and professionalism without involving a professional. With the gathered knowledge several brainstorms were performed, and clustered into three idea concepts. These ideas were elaborated into three feasible concepts, which mainly differed in the means of use, gait analysis technology, and value. Out of these three concepts, the BioStep concept was chosen to optimize into a final design, prototype and business plan. BioStep provides the user with a new kind of rehabilitation. It provides the user with the freedom to restart daily life directly after their THA surgery without feeling like a patient, because with their new hip prosthesis they are not restricted due to the arthritis anymore. Their daily life and activities become their rehabilitation program together with BioStep. The core elements of the BioStep are: - Creating a healthy gait by tracking the gait, creating awareness, and solutions for abnormalities in the gait; - Create a new way of rehabilitation intertwined in daily life; - Patient empowerment by creating their own rehabilitation path, to motivate, remember and encourage them why they should be active; - Expand motivation and comfort zone by inspiring with new activities, and connecting peers to share information, and experience. After finalizing the final design, a prototype was built to verify the technology and value of the design. To achieve these goals two prototypes, tangible prototype of BioStep and application, were reviewed in two evaluation studies. The first evaluation study verified that the technology shows great probability for the future. The second evaluation study shows a positive reaction of the participants and the added value of the product. Bottlenecks derived from the evaluation study are described, and modified in the final design. The business plan for BioStep was elaborated during the last phase of the design process. The business model canvas is a visual tool to communicate the business in a transparent and organised way. The customers are THA patients and has the potential to grow to 335.682 patients in the Netherlands per year. With a realistic view, an estimation of 10 percent was made, and shows a market of 33.000 possible buyers. The following cost estimation, value of BioStep, introduction plan, and future plan have been established on the basis of the business model. In the final phase of this graduation project the conclusions were drawn in relation to the design vision, and the list of requirements and wishes. Lastly, recommendations will be suggested for the future development of the BioStep by Biomet.","rehabilitation; hip arthroplasty; daily life; design; healthcare; gait; human-centred","en","master thesis","","","","","","","Campus only","2015-08-22","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:aff46eb6-09b4-4ca5-b9b3-7ce7d032dfcf","http://resolver.tudelft.nl/uuid:aff46eb6-09b4-4ca5-b9b3-7ce7d032dfcf","Design of Photovoltaics e-bikes charging station","Zhao, Y.","Silvester, S. (mentor); Zijlstra, J.J.M. (mentor)","2014","It is a project about designing a photovoltaics charging station for electrical bikes and scooters, which can facilitate electrical bike user and promote sustainable way to commute. This report contains a complete design process including design research, conceptual design, embodiment design, interaction design, design evaluation and recommendations. Why the system is designed, how the concepts are generated, what material and components are needed, how the the sub-systems are connected in construction and how people interact with the system can be found in the report.","e-bike; charging; photovoltaics; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:1e1dc534-3c20-4067-be18-1339080f01bd","http://resolver.tudelft.nl/uuid:1e1dc534-3c20-4067-be18-1339080f01bd","Design an Omnichannel G-Star Shopping Experience for 2018","Licina, M.","Van Dijk, M.B. (mentor); Tempelman, E.Y. (mentor); Kool, P. (mentor)","2014","Retail business is radically changing in this decade, due to (mobile) internet and changing relationships with consumers. In order to thrive in this new world, G-Star should adapt to create a seamless partnering experience with it’s customers - something quite different from the current sales and distribution approach. I have designed such an experience, for the year 2018, focussing on two elements. First, a store with a digital layer, but centered around the tactile, high-context experience. And through a digital ‘cloud’ that allows for a personalized relationship with each customer. Approach My approach is based on the Vision in Design (VIP) methodology developed at TU Delft. It focusses on re-framing and reinvention by creating future opportunities, instead of solving incremental present-day problems. Problem Three meta-factors combine to turn the world of 2018 into a ‘showroom without walls’: Re-balacing Relationships: In the past, retailers used to have power over consumers: they had local mini-monopolies on distribution and knew more than their customers. This power balance reversed because of the Internet, but developments like big-data are changing it again. Polarized Journeys: Customers will increasingly optimize non-interesting purchase journeys, seeking maximum convenience and ‘maximize’ the pleasure and quality of experience of meaningful purchase journeys. Proposition Overload: Divisions are fading between taste-making media, product-making brands and fulfillment-oriented retailers. Together with many new sales channels, (social) media outlets, brands and propositions, the 2018 consumer will face a myriad of decisions. My assignment was to envision the most valuable shopping experience for this new future, thereby choosing how to respond to these developments. Strategic Solution I want to give people an option to build an empowering partnership with G-Star. This should happen in a way which is fitting for the brand: in a conditionally accepting and product-oriented manner. We help you find the best denim, but don’t celebrate your dog’s birthday. My recommendation is to focus on maximizing experience, leaving the super-efficient shopping and optimizing consumers to platforms like Amazon and Zalando - it’s an arms race we cannot expect to win. For experience-driven consumer attitudes, we should offer options to partner with, which boast clear added value. For example, remembering your style and size preferences, access to celebrity curators or ability to reserve products when visiting a store. Likewise, consumers that choose to disregard, instead of partner with should still be able to shop at G-Star, albeit less valuably. Finally, we choose to distinguish between two attitudes that fit the above criteria: Hands-on Venturing: For customers with clear taste preference who prefer to be in-control when shopping, the store should behave like a tool they control to find the coolest products and optimize their experience. G-Star takes on the role of a ‘wingman’ who assists you valuably. Attuned: Customers who need more guidance and prefer to be ‘taken for a ride’, need to trust in G-Star to take the lead. Like snowboarding a challenging mountain, G-Star should take on the role of the more experienced snowboarding partner, who leads the way, but still lets you ride. Design Proposal The final concept design is framed in the form of customer journeys, where the customers interact with a physical store environment with a digital layer and with a digital ‘cloud’ which allows for a ubiquitous, personalized relationship with G-Star. Getting the customers to experience a more edgy, empowered, raw version of themselves by bonding with G-Star clothing is still at the core of each journey. The store concept is a 150 m2 monobrand store, designed to serve both the Hands-On and Adhering attitudes - who traverse different routes in order to enable fitting interactions for each group. The store offers many touchpoints with a ‘digital layer’, yet this layer does not stand in the way of a contextually rich, tactile G-Star experience, as this is one of the biggest values of a physical store. An example are interactive mirrors that allow for 360 photos, digital measuring, rich media info on products the customer is wearing, product and price comparison. By ‘cloud’, we refer to a digital platform that makes all relevant information available to both customer and G-Star in every part of the journey and in any place or device. To create trust, this information can be accessed, edited, adjusted, elaborated and removed by customers. The compounding nature of this data-partnership could prove incredibly effective after some time, as customers grow a strong and valuable relationship with G-Star. For example, G-Star knowing your measurements can help predict product sizes and reduce returns. Also, having access to (famous) curators can lead to entirely new ways of selling clothing, i.e. periodical subscriptions where personalized sets are delivered to customers, together with exclusive messages from their curators. The designed concept is expected to be technologically viable by 2018 and costs can be kept similar to those of a present day G-Star store of the same size. In order to gauge market opportunity and customer response, real-world testing with actual customers has been performed in G-Star flagship store. We’re not executing an existing product/service, but deploying entirely novel ones. Thus, in order to further validate and develop the concept, I advise Lean Methodologies in quick, iterative sprints, opposed to a linear approach to product development.","retail; omnichannel; design; experience; vip; vision in design; augmented reality; multichannel","en","master thesis","","","","","","","Campus only","2016-07-18","Industrial Design Engineering","Industrial Design","","","",""
"uuid:4f8c2a10-73a0-4a18-9135-b4431a49a7ab","http://resolver.tudelft.nl/uuid:4f8c2a10-73a0-4a18-9135-b4431a49a7ab","Enhancing emotions in ANWB's services","Bruins, A.S.","Van Engelen, J.M.L. (mentor); Buijs, J.A. (mentor); Herrewijnen, R. (mentor)","2014","The Koninklijke Nederlandse Toeristenbond ANWB [ANWB] is an organization offering products and services for its members in the field of mobility, travel and leisure. ANWB wants people to travel around freely and enjoyably. However, at the moment, ANWB’s products, services and communication are developed and delivered very functional and practical: The consumer does not experience the intended positive emotions. Therefore, the aim of this study is to find out how ANWB can enhance emotions in the design of its services. By performing an internal analysis, literature review, benchmark studies and a field research with (end-)users, strategic design advice is delivered to increase the intended consumers’ emotional experience. To illustrate this set of recommendations, one specific service of the ANWB, the ANWB Onderweg App, has been altered. Thus the presented design of the ANWB app is an example of the implementation of the recommendations.","emotions; design; freedom; joy","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Strategic Product Design","",""
"uuid:72d0f630-3e2e-47ff-9517-6e5971976f36","http://resolver.tudelft.nl/uuid:72d0f630-3e2e-47ff-9517-6e5971976f36","Wireless control of LED display lighting system using Bluetooth and Android","Prahladsingh, S.V.; Rutten, D.","Zhang, G.Q. (mentor)","2014","This thesis will describe our research and process during the Bachelor project ""Wireless control of LED lighting system using Bluetooth and Android"". Our team was a 4 man team, where we, the authors, worked on the Android app development, the PCB design and the Power Supply. For work done on an FPGA and the flexible LEDs, see thesis written by P. Omidi and D. Lew - http://resolver.tudelft.nl/uuid:8150a6c6-ff15-4ad3-bcb5-2df6b1a7df54","wireless; control; LED; system; Android; application; images; flexible; power; PCB; design","en","bachelor thesis","","","","","","","","","Electrical Engineering, Mathematics and Computer Science","Microelectronics & Computer Engineering","","Bachelor Programme","",""
"uuid:b9cdee98-b50e-471e-adaf-d53720f340e0","http://resolver.tudelft.nl/uuid:b9cdee98-b50e-471e-adaf-d53720f340e0","Design of a Digital Flag","Desnerck, S.P.P.M.","Jansen, K.M.B. (mentor); Thomassen, E.W. (mentor)","2014","As an international market leader in display and visualization technologies, Barco Livedots develops innovative LED displays. Sepia on the other hand is a large player in brand visibility products, looking to expand their portfolio with innovative new products. From a collaboration between these 2 companies, the idea for a flexible digital flag emerged. Within this graduation project, the goal was to develop a possible design for the digital flag, based on the three pillars of Industrial Design. Therefore, all technology should be integrated into a feasible design, with respect to both the human and business aspect of the product. As a high technological product, the innovation should be reflected in a unique and appealing design. The resulting design is the combination between an LED display and a standalone flag in a unique and innovative design. The unique 3-dimensional shape of the display ensures 360 degree visibility and invites for further exploration. The bright, changeable digital content and high flexibility of use create new opportunities for effective advertising at events or points of sales. In addition, a fully autonomous version of the digital flag was developed. As the first battery powered LED display, this configuration is perfectly fit to be used on locations with limited facilities. During the development, communication with clients and experts in different disciplines has played a crucial role. By going through multiple iterations each time new aspects were discussed and optimized in order to create a better design. During the complete process, multiple creative and analytic design methods were used along with a well-structured planning to ensure continuous progress. Considering the time restraints and extent of this individual project, the level of elaboration is quite advanced. Although the concept is not ready for production yet, the building of a full-size prototype has started to test and evaluate the design. As some of the main parts for the prototype are still under construction, the mechanical prototype will be completed between the delivery of this report and the final graduation presentation. As both companies are still enthusiastic about the project, the investigation for patentability of the design has started and plans for further prototyping and market research are made. These steps will provide a better insight in the market potential for the product and eventually define the future for the digital flag.","design; brand visibility; flexible display; flag","en","master thesis","","","","","","","Campus only","2016-07-04","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","","51.03759, 3.89168"
"uuid:b6c58d4d-b5e2-4663-b313-57503b4d8119","http://resolver.tudelft.nl/uuid:b6c58d4d-b5e2-4663-b313-57503b4d8119","TINK: Sketching product experiences of connected objects","Romagnoli, L.","Giaccardi, E. (mentor); Van der Helm, A. (mentor)","2014","TINK offers designers a complete Internet of Things (IOT) development environment to sketch experiential prototypes of connected objects. TINK is a user-friendly, visual, collaborative, open-source tool for designers to build connected interactions among objects. User-Friendly TINK targets interaction designers with minimal Arduino experience who are able to read and understand at least some Arduino code. This visual platform has a low barrier to learning and its full functionality is easily discoverable through use. Visual The interface hides most of the complexity of the system, allowing users with different skill sets to explore it, and learn the different components of the platform. TINK provides users with visual building blocks to create functionality without requiring any code to be written. Users more comfortable in writing code can do so within TINK and open, modify, or create new building blocks to share with the community. TINK is composed of 2 main components: one for editing the system and one for monitoring it. Collaborative This web platform allows different users to access, modify, and monitor the project remotely and simultaneously.","IoT; Arduino; Connected Objects; experiential prototype; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:7fd0f619-8104-4773-930c-84777c542d0f","http://resolver.tudelft.nl/uuid:7fd0f619-8104-4773-930c-84777c542d0f","Designing a new mobility concept for Tuk Tuk Factory","Struijk, W.J.J.","Van Dijk, M.B. (mentor); Quartel, C. (mentor)","2014","Tuk Tuk Factory wants to extend its current product portfolio. The graduation project has resulted in a service and vehicle design for the company to access a new market. It is very hard to penetrate the automotive industry, largely consisting of huge firms that control the industry. The small Dutch vehicle manufacturer Tuk Tuk Factory however offers originally made three-wheeled Thai tuk tuk vehicles in a niche market. These vehicles were originally used as a means of primary transport in crowded Asian capitals. It is its exotic, distinguishing character though that makes it a success in a wide-ranging market for tourism, fun and events in The Netherlands. ‘Exploiting small-scale, urban mobility’ is chosen as design direction. The 2020 context has been build on the three aspects people derive their identity from on the one hand, and people’s attitude towards entrepreneurship on the other hand. A new lifestyle of intertwined personal and business-like matters is identified in which the individual as part of society plays an important role. Tuk Tuk Factory and I therefore want ‘urban mobility to be integrated in society without being at the expense of having maximum autonomy for the individual’. The three most important stakeholders are identified in the new product-service-system: the manufacturing company (TTF), a mobility service provider and the user. The relationship between service provider and user could be characterised as ‘free & easy’, ‘hop-on, hop-off’, and ‘intuitively low-key’. This results in a vehicle design that fits the company, context vision and interaction vision, being agile as well as approachable. The developed strategy, together with the context and interaction vision, service system and vehicle design, paves a new way that will fit future user needs and behaviour.","automotive; design; tuk; vehicle; service; mobility","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Department of Design Aesthetics","","Advanced Automotive Design","","52.0167, 4.3667"
"uuid:28f6fe2b-02d3-49f2-820b-8d30f52e695d","http://resolver.tudelft.nl/uuid:28f6fe2b-02d3-49f2-820b-8d30f52e695d","The consumer acceptance of biofeedback technology in sports","Dos Santos Gomes, R.","Tempelman, E. (mentor); Saaksjarvi, M.C. (mentor)","2014","Project Background This graduation project is related to the EU-funded research project Light.Touch.Matters, or Project LTM for short. This is a consortium of comprising design practitioners, design researchers and materials scientists. Project LTM has as its main goals to develop new smart materials and, in parallel, discover and design applications of those materials that showcase their potential to revolutionize product interface design. Also, its third goal is also to develop a method for doing design-driven materials innovation. Project description Project LTM has been started under the assumption that making products flexible can make products more intuitive and attractive to use. However, this assumption has never been formally put to the test. This is where this graduation project comes in: its aim is to study how making products flexible affects the acceptance of wearable electronic products, validate (or falsify) Project LTM’s basic premise, and find details that add depth to the issue of flexible products. How will flexible product influence the consumer acceptance of products? And how do consumers accept products in general and how does making product flexible influence this process? Technology acceptance model In order to understand the process of consumer acceptance, a technology model has been developed. This model describes the process of the user towards the purchase. The acceptance of a product is a process with awareness and knowledge as the first step, liking and preference as the second step and the conviction and purchase as the final step. This model makes the consumer acceptance measurable and can be used to compare flexible with non-flexible products. Research Question The most important aspect of this project is finding the answer on the main question about flexible products. The main research question is: Does making products flexible increase the acceptance of biofeedback technology in sports? In order to answer this question, the main question is divided into two sub questions: 1. What are the main factors in the technology acceptance model of consumers? 2. How does making products flexible influence the consumer acceptance of biofeedback products? Research method The research was held by means of a questionnaire, which was filled in by participants of the target group. These participants will be divided in 3 groups. Each group has the exact same questions, but a different product: the benchmark product, the product with a curved screen and the product with a flexible screen. The benchmark product has a traditional small flat screen and was redesigned with a flexible screen in order to compare these products. All other aspects, such as the functionality, were not changed. An inflexible curved OLED screen can be seen as the middle way between a flat screen and a flexible screen. The results will be compared with the results of graduate student Jill Lin, who performs the same research within the health sector. Results sub question one ‘What are the main factors in the technology acceptance model of consumers?’ The results of the individual research show that symbolic value influences other aspects the most. The symbolic value influences the using intention, the relative advantage and the compatibility positively. This is confirmed with the combined results, where the symbolic value influences using intention, the relative advantage and the compatibility as well. In addition, the social value also influences the observability positively, looking at the combined results. Another important aspect is the aesthetic value. The individual results show that the aesthetic value influences the relative advantage, the compatibility, and the social knowledge. Combined results show that the aesthetic value also has a positive influence on testability. Other aspects it the individual results show that influence the using intention are the relative advantage, the compatibility, the testability, the social knowledge, the affective motivation, the risk prevention, the considerations, the symbolic value, the familiarity, the word of mouth and the innovation acceptance. Results sub question two ‘How does making products flexible influence the consumer acceptance of biofeedback products?’ Results show that making products flexible increases the consumer acceptance positively. Individual results show a positive influence on two important aspects in sports: the social value and the aesthetic value compared to the benchmark product. The combined results confirm the positive influence on the aesthetic and symbolic value and discovers new influences as well. Flexible products also influence the compatibility and complexity positively. The aesthetic and symbolic values are aspects of the awareness and knowledge phase. The compatibility and complexity are aspects of the liking and preference phase. So, making products flexible does increase the consumer acceptance and also the value of the awareness and knowledge phase, as well as the liking and preference phase. The main conclusion ‘Does making products flexible increase the acceptance of biofeedback technology in sports?’ Yes, making products flexible increases the acceptance of biofeedback technology in sports. Not only in sports, but also in other market segments! Both the individual as the combined results prove that making products flexible has positive influence on the consumer acceptance. The social value and aesthetic value increased significantly by adding making products flexible. Besides, when looking at the correlation results within the TAM model, the social and aesthetic value are the most important factors of towards using intention and consumer acceptance. This combined gives strong proof that adding making products flexible, without adding other features, stimulates the consumer to purchase a product. Conclusions for the LTM project Flexible products are better accepted by the consumer than non-flexible products. This is good news for the LTM project. Within the LTM project the assumption is often made that the flexible products are the future, but the acceptance of consumers was never proven. Now it is! This means that the development of flexible materials and products has a stronger foundation to build on. Besides, the TAM model shows how the consumer accepts the new developed products and which items have the biggest influence on the consumer acceptance, such as the social and aesthetic value, the relative advantage and the compatibility. When this is taken into account when developing and presenting the new products and technology, the success of this product or technology can only increase!","design; consumer acceptance; biofeedback; flexible products","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:db9aa584-4167-48e7-be33-ec464301294e","http://resolver.tudelft.nl/uuid:db9aa584-4167-48e7-be33-ec464301294e","Phubbing? An absurd design intervention for redefining smart-phone usage","Coehoorn, M.","Ozkaramanli, D. (mentor); Hekkert, P. (mentor)","2014","This master’s thesis presents a design intervention aiming to redefine people’s smart-phone usage, preceded by an investigation into the present-day social issue of people’s high strivings. The aim of the thesis has been to explore how a design approach can contribute to improving people’s mental health, by means of interventions that support people in their daily lives. The project has been in cooperation with the Trimbos Institute, a centre of expertise on mental health, which develops and applies their knowledge for the benefit of the health of the Dutch population. Several developments in our performance-driven society - such as the growing number of people experiencing stress - indicate that people are often setting too high expectations for themselves and consequentially experience less subjective well-being. When people have multiple strivings that interfere with one another, e.g. meeting a deadline and spending time with friends, they experience conflicting life-goals. A framework has been developed summarizing the compentences people need to posess to constructively deal with conflicting life-goals. An essential competence is for people to questioning their own (limiting) convictions. Nowadays, people subconciously feel the need to be connected and are afraid of missing out. This conviction underlies people’s urge to compulsively check their mobile phone, also referred to as phubbing. The goal of this project has been to make people question whether they can miss out by making it feel absurd to constantly check your phone. The Attention Seekers is a set of interactive coasters that respond to mobile phone usage within its surroundings. A radio-frequency detector recognizes when mobile phones are being actively used and a small mechanism makes the coasters slowely move around, thereby playfully grabbing people’s attention. The device confronts people in social settings with their urge to constantly check and respond to messages. The absurd response of the device make people concious of their behaviour and reconsider the necessity of phubbing.","design; conflicting life-goals; phubbing","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:efab70a8-f2be-41da-9caa-e2eb88221395","http://resolver.tudelft.nl/uuid:efab70a8-f2be-41da-9caa-e2eb88221395","The Conceptual Design of the Bolivar Roads Navigational Surge Barrier","Karimi, I.","Sanders, F.M. (mentor); Jonkman, S.N. (mentor); Van der Toorn, A. (mentor); Willems, A. (mentor); Van Spengen, J.A. (mentor)","2014","Hurricane Ike made landfall on 13th of September 2008 on the Galveston Island in the Texas area. This hurricane is the third-costliest hurricane that ever has made landfall in the United States and the costliest hurricane in the history of the Texas. The possible future disasters should be prevented by using the best practices and existing technologies used in the Netherlands and New Orleans to protect the region. The Ike Dike is a coastal barrier which would protect the Houston/Galveston region from the possible future hurricane storm surges. If we consider the Ike Dike as system level 1, in system level 2 the Ike Dike will consist of a system of levees, a coastal barrier and a storm surge barrier in the Bolivar Roads Pass. This storm surge barrier can be further divided to the environmental barrier and the navigational barrier in system level 3. The focus of this report is the conceptual design of the navigational storm surge barrier of the Bolivar Roads Pass as an important part of the Ike Dike concept. In this report, firstly the Ike Dike is defined as a system with special requirements. The focus is then on the navigational barrier as part of this system and particularly the moveable gate. The requirements are defined for this barrier and an integral design method is chosen as the design approach. This integral design includes different steps. In the first design step, different options for the barrier gate are investigated and evaluated using the Multi Criteria Analysis on the basis of boundary conditions and program of requirements. The floating barge gate is chosen as the best option for the moveable gate of the navigational barrier. The conceptual design of the barrier is the second design step which defines the system of the barrier and the operational phases. Concrete is chosen as the construction material and the barrier is designed for the full surge retaining height (MSL+5.5 m). In design step 3, the barge gate is geometrically designed as a caisson structure. A gate with the dimensions of 230 m* 36 m* 22.5 m is the final design result with the weight of 70,779 tons. The complementary structures including bed protection, berthing system and articulation system are depicted and designed in the design step 4. Design evaluations and reflections and risk analysis in design step 5 control the design and provide an overview of the design results and important design parameters. As part of the design iterations, in design step 6, some design revisions are realized including the choice of material (concrete or steel), retaining height selection, design with prestressed concrete and initial hydrodynamic analysis of the structure. Comparison of the steel barge gate with the concrete barge gate shows that the steel barge gate has less weight while it is more expensive. Furthermore, the design with the prestressed concrete reduces the weight of the structure to 63,724 tons while increases the construction costs of the barge gate. The preliminary design and overview of the supporting structures including abutments and foundations is the next part of the report. The abutments are designed as the piers in prestressed concrete with the dimensions of 24 m* 7 m* 5 m each. Due to the weak subsoil of the project site, deep foundations in the type of steel tubular piles filled with concrete are proposed as the suitable foundation type for the structure. The project management aspects such as construction methods, maintenance aspects and cost calculations are the other discussed issues. The barge gate can be constructed in the dry dock and be transported to the site afloat. It is expected that the navigational barrier with the concrete barge gate costs 303 million USD while with the steel gate costs 538 million USD. The total cost of the barrier of the Bolivar Roads Pass (including the environmental barrier and the navigational barrier) is estimated in the range of 2.3 billion USD to 4 billion USD. The choice of the concrete barge gate for the navigational barrier is expected to be an economical and realizable solution for the Bolivar Roads Pass storm surge barrier. However, there are some issues which should be investigated more. The articulation system (swing point) of the barge gate is an important aspect of the project which needs special attention. The barge gate in this size has not been realized yet and the operational phases should be investigated more using hydrodynamic analysis or by using the laboratory tests. The construction of the barrier and installations require offshore works which may in reality increase the costs compared to what is calculated in this research project. The optimizations should be done to reach the best configuration for the barge gate in the future.","navigational barrier; design; Bolivar roads; barrier; storm surge","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Hydraulic Engineering","","","",""
"uuid:61c21c4f-7145-4d66-b83d-0dab301cad5b","http://resolver.tudelft.nl/uuid:61c21c4f-7145-4d66-b83d-0dab301cad5b","Household waste: Developing a product/service for households to reduce, reuse or recycle their waste","Vanhoof, S.","Hekkert, P.P.M. (mentor); Bakker, C.A. (mentor); Taminiau, F.P.A.M. (mentor)","2014","This report contains the graduation project for the master ‘Design for Interaction’ of the Faculty of Industrial Design Engineering at the Technical University of Delft. The project was conducted for the foundation ‘Masters that Matter’, which aims to solve todays’ societal problems through design. The problem tackled in this project is the excessive household waste we are dealing with nowadays. ‘Since 1950 the amount of household waste has multiplied by four’ (Compendium voor de leefomgeving). To understand how this problem came into being three research questions were answered through literature, desktop and user research. 1.How come the amount of household waste has multiplied by four since 1950? 2.Which household waste stream is most promising to tackle? 3.What do people throw away and why? Answering these research questions resulted in insights that determined the project’s focus. We are distanced form the products in our lives; we don’t know were they are coming from, how they are made and who made them for us. This results in a lack of involvement and therefor a lack of respect. As well the benefits presented to us to decrease our discarding behavior are rational and functional benefits; they are weak benefits that hardly influence our behavior. If reducing discarding were emotionally more beneficial, it would be causing a higher impact on our behavior. The most promising household waste stream is food waste because of its high environmental impact, its quantity and the power of households to make a change. Therefor the project’s focus became creating involvement with food to reduce household food wasting behavior. This evolved to the design statement: “I want to create involvement with the circular food chain to evoke personal stories behind the food, to make food more present in people’s life” Out of this statement, the ‘Trap & Hap’ concept evolved. ‘Trap & Hap’ is a service that offers a fun day out with family or friends by providing personalized cycling tours that guide people to local food producers to experience how their food is made. At the same time they can pick up fresh local ingredients for a home made dish. ‘Trap & Hap’ increases the involvement with food by letting people experience how their food is made. Meeting the producer personally increases the emotional involvement. This increase in involvement results in more respect for the food people received and will finally result in a decrease in the food wasting behavior.","household; waste; service; involvement; design; Masters that Matter","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:744fd8e2-f6df-4eb7-a7db-a74fce97b366","http://resolver.tudelft.nl/uuid:744fd8e2-f6df-4eb7-a7db-a74fce97b366","Plezant: Improving the social interaction between elderly in institutional care settings","De Ruiter, H.A.R.","Molenbroek, J.F.M. (mentor); Ruiter, I.A. (mentor)","2014","Activity plays an important role in maintaining health and avoiding excess disabilities in later life. This is not only true for physical activity, but also for mental activity and the according mental health. Example of a beneficial activity that keeps the brain healthy and preserves mental functionality is social activity or in other words social interaction/communication. It stimulates the brain and builds cognitive reserve which diminishes the chance on mental deterioration. Besides, it is fun to do and will boost peoples mood. All this is especially important in institutional care facilities where the environment is often tranquil if not boring. Improving the social interaction of elderly in such facilities therefore became the main goal of this project and as a result of this, institutionalized elderly who are cognitively healthy and want to have (more) social interactions became the target group. This graduation report describes the design process of designing a product that can fulfil the before mentioned goal. First of all, a literature research is conducted to gather knowledge and information about the target group, their way of communicating and the effects of their interactions on their well-being. Because of the extensive amount of research and literature about elderly and their well-being, six specific research questions have been composed that are all related to the main goal. These questions helped to focus when searching information. During the analysis phase, the group of ‘elderly living in care facilities’ was further investigated. Their demographics and cognitive and physical condition is considered. This is done to create a clear view on the target group and help set boundaries. The group of ‘elderly living in care facilities’ is so divers that without these boundaries, it would have become difficult to create a well matching and fitting product for the envisioned user group. There was extended contact with the target group throughout the complete project. During the target group research for example, observations were done to observe the current situation and peoples’ daily activities in care facilities. Besides, conversations were held with residents as well as staff. Both broadened the understanding of the target group, delivered insight in their needs, made it possible to reflect on the information found in the literature research and analysis phase and provided inspiration for developing a suitable product. Literature and contact with the target group showed that although elderly are often willing to be socially active, conversations or social interactions do not develop. Stereotypes and reservations make it difficult to select a conversation topic resulting in silence. The to be developed product should therefore help with the selection of a conversation topic, taking away this threshold and stimulating people to start communicating. Observations, user tests and also literature showed that this could be accomplished by developing a product in the form of a game. A game can create a casual, playful, relaxed and pressure free atmosphere which is beneficial for the development of social interactions. To find out what is already available in the field of games for elderly, existing games were analysed. This analysis helped to eventually come up with a new and nonexistent game. Next to this, it resulted in three additional goals besides the main goal, which helped to guide the development of the game. During the synthesis phase the acquired information, knowledge and experiences from the previous phases were translated into multiple ideas for a game. Three of these ideas were prototyped and tested with residents of a care facility. Their feedback and opinions helped to make design choices. Eventually one game concept is chosen that subsequently was further elaborated during the detailing phase. This chosen concept fitted the target group and had the envisioned effect: it stimulated elderly to have social interactions. In the last phases of this project, the developed game is prototyped and the future production of the game is considered. Finally a final user test with the target group is performed. The eventual game called ‘Plezant’ is evaluated with the help of the residents. They described the game as fun and pleasant to play and expressed that the game helped them to have conversations and above all offered them a good time.","social interaction; communication; elderly; care facilities; residential homes; game; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:bf4b4432-b452-4044-aaf7-f23bd4da2831","http://resolver.tudelft.nl/uuid:bf4b4432-b452-4044-aaf7-f23bd4da2831","Design for community well-being","Van Zuthem, H.M.","Desmet, P.M.A. (mentor)","2014","This report describes the graduation project ‘Design for community well-being’ of Hester van Zuthem, Design for Interaction at Delft University of Technology. The project is executed in collaboration with the Amsterdam urban community ‘Stadsdorp Nieuwmarkt’ (SNDM), Waag Society, and Delft Institute Of Positive Design. ‘Community well-being’ is a new and unexplored field for designers. The project is divided into a general research part on the phenomena of ‘community’ and ‘community well-being’, and a design case on the urban community Stadsdorp Nieuwmarkt. Goal of this graduation project is to design a product-service-system to enhance well-being of the urban community ‘Stadsdorp Nieuwmarkt’. Leading question is: “What are design opportunities to enhance community well-being in general, and for Stadsdorp Nieuwmarkt in particular?” ‘Community’ is defined as a group of two or more mutually connected people having a shared identity and collective purpose that requires collective action. The structure between community members is most important since it enables them to interact with each other and hence, to function as a whole. A community’s existence is determined by four main characteristics: members, a mutual structure, a collective purpose and a boundary. On top of this, additional characteristics are identified that contribute to a community’s existence: self-representation, vision, customs, admission policy, achievements, mutual exchange, shared ownership, self-organization, renewal, adaptability, diversity, regularity, legacy, and long-term mission. However, not all characteristics are present in every community, or at any given time. ‘Community well-being’ is understood as a community’s ability to develop a communal identity, bring about efficacy, provide resilience during periods of change, and ensure continuity of its existence. These needs are dynamic and influence each other. ‘Design for community well-being’ is a bottom-up process that requires close involvement of community members. When designing for community well-being, not only community needs play a role but members’ needs as well. Eventually, one designs for the people within the community. The designer has a facilitating role in this, so that the community does not become dependent on the design, or on the designer. The urban community Stadsdorp Nieuwmarkt was set up by Nieuwmarkt residents in order to form local network together that can serve as social safety net when needed. Based on interviews with members of SDNM, the state of the cummunity was analysed. This showed that current focus of the community is mainly on ‘care’, whereas it takes more to develop a solid and future proof care network: creating connections between Stadsdorpers and eventually, attracting a wider variety of people is desired first. In a series of co-design sessions, results of the analysis were verfied and complemented with members’ needs and desires. Next, these insights were translated into concepts. Together, we designed ‘Stadsdorp story’: a concept to create solidarity among Stadsdorp members through sharing stories. By means of their personal Stadsdorp label, Stadsdorpers can share something about an object of place that is special to them. Each label has a unique number that relates to an interactive map on the website of Stadsdorp Nieuwmarkt, where all stories can be found. The uniform appearance of the labels creates unity among all individual contributions. The concept of ‘Stadsdorp story’ requires active participations of the users, so the final concept actually arises at the moment it is put into use. This way, the design of ‘Stadsdorp story’ encourages and facilitates the process of enhancing community well-being in a bottum-up way.","design; well-being; community","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:051679f4-91c1-4069-8df3-0d5fb3b3c493","http://resolver.tudelft.nl/uuid:051679f4-91c1-4069-8df3-0d5fb3b3c493","Application of Piezo plastics - in wearable Health- products","Katalin, D.","Tempelman, E. (mentor); Stappers, P.J. (mentor); Romero Herrera, N. (mentor); Groen, P. (mentor)","2014","The goal of the graduation project is to explore application possibilities for a novel piezo plastic, that is developed recently at TU Delft, Novel Aerospace Materials group (NovAM) and currently being further developed in the EU FP7 project Light Touch Matters (LTM Project). In that sense the aim is to provide a real life example and context of application that is translated into requirements of material properties. The process of the project relies on a design-driven innovation method that has a double focus: The novelty of the message/meaning of the new interaction possibilities that the material could bring into a given context. The novelty of the material by revealing possible new functions and the material’s unique selling points. In the current project a boundary domain of focus is defined, which is the area of Health and Well-being. Based on 1st iteration project results from Light.Touch.Matters, the focus is identified in a need area where such material can make a difference, namely – intelligent self-quantification, with a strong focus of prevention and prediction. During the exploration phase it turned out that the combination of unique technical and sensorial properties of the material makes it possible to envision unusual user-product interactions and create new meanings within the context of self-quantification. The smart attribute of the material, namely that is reacts to “different types of touch” especially the dynamic change during material deflection, make it possible to create scenarios that has a strong focus of non-obtrusive bio-data measurement. Sensorial properties of the plastic – mainly its ductility and 3D shapeability – make it feasible to seamlessly integrate it into wearable clothing. The creation of new meaningful scenarios, through several concept ideas, leads to a final concept/context proposal. Such application features the novel material as an insole that measures real-time pressure distribution during running. The measurement monitors a correct running behaviour and strike pattern. Based on universal running guidelines and individual running assessment feedback is being given to the runner throughout the exercise. In case an overload pressure is detected under inadequate points of the feet, a composed sound feedback is sent to the user In order to relate such concept to future material requirements, it is necessary to build and mimic the experience and measurement itself. Substituting material – PVDF – was used for prototyping, since the development of LTM piezo-plastics are still in initial stage. PVDF has the same technological properties – in sense of output signal – therefore it is suitable to provide real insights for the material development stream based on test results. Iterative prototyping, material and user testing make it possible to reflect on the envisioned context, generate guidelines for further concept development, and provide insights into novel material integration.","Novel piezo plastic; PVDF; application; intelligent self-quantification; design","en","master thesis","","","","","","","Campus only","2015-05-19","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:6f9e93bb-4b1d-4edd-b6d6-65518f269a22","http://resolver.tudelft.nl/uuid:6f9e93bb-4b1d-4edd-b6d6-65518f269a22","Design and preliminary testing of a novel sit-snowboard, enabling chairlift usage","Hoogwout, M.R.","Dankelman, J. (mentor); Tuijthof, G.J.M. (mentor)","2014","Sit-snowboards allow a person with the inability to actively use his/her legs to snowboard while sitting. However, existing prototypes do not allow using a chairlift. The goal of this study was to modify a prototype sit-snowboard, MINI, to add chairlift accessibility. MINI has a seat construction and two handlebars which allow the user to steer the snowboard. After thorough assessment of all constructed design parameters the most important design parameters for this research were determined; 1) the sit-snowboard seat needs to turn 90 degrees with respect to the snowboard, 2) the tubes of the sitting construction have to be constructed differently to allow the chairlift seat to get under the sit-snowboard seat, and 3) the rear handlebar needs to make way to allow space for the chairlift. A redesign of MINI was made with a bearing and locking mechanism for the sit-snowboard seat and detachable handlebars with a locking mechanism. Subsequently the prototype, SnowGo, was built and tested on snowboard-functionality and chairlift accessibility. The test results show that with SnowGo, it is possible to use the chairlift and maintain the ability to sit-snowboard. Using the chairlift without tumbling over during loading and unloading requires practice, but the sit-snowboarder showed that he did not need a lot of practice with SnowGo since he was able to use the chairlift without falling in four out of five trials. Two advantages were that the safety-bar of the chairlift can be closed during the chairlift ride and that the chairlift can be used by the sit-snowboarder completely independent of any help from a second person.","disability; snowboard; sit-snowboard; design; paraplegia; accessibility","en","master thesis","","","","","","","","2016-05-12","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","BMD","",""
"uuid:18d5eb87-c496-4e42-99cb-a44fbb10045a","http://resolver.tudelft.nl/uuid:18d5eb87-c496-4e42-99cb-a44fbb10045a","Increase customer loyalty and online net sales share through the use of smart devices","Zaaijer, M.J.","Romero Herrera, N.A. (mentor); Van Heur, R.J.H.G. (mentor)","2014","Hilti is a worldwide supplier to the construction industry and their ambitions are to expand bonding with its customers and increase online net sales share percentages. Furthermore Hilti wants to explore the possibilities on creating additional products or services based on smart devices. An extensive research has been performed to be able to associate better with the context of the project and the role Hilti plays in it. Starting with the (internal) analysis for in-depth research on the company. The internal analysis is followed by the external analysis in which the market, industry and trends are analysed. This is done throughout internal documents, objective research, bank reports, industry related magazines, porters 5 model and more. The most important aspect of the analysis is the customer and it’s relation with Hilti. Existing practices in the customers work context have been explored by observation at job-site and sending a survey among selected customers of Hilti. To explore the possibility for improving the interaction between customers and Hilti by the support of smart devices, respondents of the survey were interviewed. The extensive research resulted into three suggested design directions; “Virtual support”, “Don’t stop after the sales agreement” and “Take the customer on a safari”. The outcomes of the analysis was used as input for the synthesis. The synthesis started with the ideation that diverged towards a large number of ideas throughout brainstorm- and creative sessions. There after converge towards three concepts based on the design direction; “Interactive Catalogue”, “Business Development Tool” and “Be Next”. As closure of the synthesis phase the Interactive Catalogue has been selected as final concept based on the ‘best’ match with the companies and customer vision. The interactive catalogue is the transformation from the current paper catalogue into the digital environment with a lot of additional features. The concept aims to; fulfil the customer’s in their information need online, keeping the users up-to-date on Hilti innovations over a certain amount of time and increase their satisfaction during the post-purchase. The interactive catalogue is based on a tablet and makes use of its technical features. Furthermore the catalogue can be personalised and turn into a service tool after the customer is logged in. Being logged in the users are able to receive personal information and order products directly online. All this comes together combined in an attractive and easy to use interface. Eventually a prototype was build to test the concept among the target group during a user test. In the user test participants were asked to complete a scenario task. Both scenario and prototype were designed to mimic reality as much as possible. The test resulted in first recommendations and improvements for the interactive catalogue by Hilti. The validation showed that the target group was convinced that a concept like this would be the future. The interface is attractive and easy to use apart from some advised minor adjustments. In conclusion, the interactive catalogue was very well received, not only by the participants of the user test, but also by Hilti. The design and functionality of this digital catalogue aims to increase the users satisfaction, which results in loyal customers. Furthermore, it is possible to purchase products directly online from the interactive catalogue as well as managing Hilti services, which aim to increase the online net sales share. The opinions remain divided whether this is the best alternative for the paper catalogue. However, this graduation project has triggered Hilti to widen their ‘horizon’ and led to discussions in which the future of the catalogue will be seriously considered. ========================================================================================================== Prototype description; The prototype is simulating a working application on a tablet, in this case the iPad and was used for testing the usability of the interactive catalogue interface design. The user should be able to complete step 4 of the task scenario with the prototype. Note: the interface is in Dutch. How to open .apptaster file; AppTaster is a simple player of AppCooker projects. Follow the following steps in order to open the digital prototype; Download the AppTaster app on your iOS device; https://itunes.apple.com/gb/app/apptaster-play-mockups-prototypes/id518977767 Download the file named; Apptaster Prototype_MZaaijer_1311387.apptaster Import the project file from iTunes, Dropbox, Box or directly from an email (if you received it inside an email). Compatibility; Requires iOS 5.0 or later. Compatible with iPhone, iPad, and iPod touch.","design for interaction; smart device; customer loyalty; social media; interface; design; online sales; hilti","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:172e3119-5321-4d22-b521-f8a7ff712ad6","http://resolver.tudelft.nl/uuid:172e3119-5321-4d22-b521-f8a7ff712ad6","Design for attitude-behavior consistency: A study on sustainable meat consumption","Peeters, A.L.","Tromp, N. (mentor); Hekkert, P.P.M. (mentor); Janssen, A. (mentor)","2014","This research and design graduation project revolves around two topics: sustainable meat consumption and the impact design can have on attitude-behavior consistency. The project is a collaboration between Wageningen UR Livestock Research (WUR) and Delft University of Technology. WUR is currently seeking solutions to increase the sustainability of meat consumption and this particular project is an attempt to find a design solution to this problem, by focusing on the relationship between consumers and meat products. The first part of the project is mainly dedicated to understanding the domain of meat consumption. The ViP method served as an aid in this process. A variety of relevant and inspiring contextual factors were collected to support the development of an appropriate and viable design solution. This subjective selection of factors forms the backbone of a statement: “We want to help consumers behave in line with their attitudes, by strengthening their association between meat products and their impact on sustainability issues.” After the formulation of an interaction vision and desirable qualities of the future product or service a firm preparation was completed for the development of ideas and concepts. The final concept is Tomorrow’s Menu, a service that helps people consume meat according to their intentions. It distinguishes three farm types on the basis of their sustainability. Consumers can become a member of the farm type that fits their personal values best, by making an online prepayment per kilo of meat. This money directly supports the sustainability measures of that industry. In the supermarket consumers can easily find the meat that comes from their chosen farm type and get a large discount on all of its products. Tomorrow’s Menu reconnects consumers and farmers and helps every party involved to contribute to a brighter, more sustainable future. In the final part of the project, the Tomorrow’s Menu service concept is used as a means to research and manipulate the consistency between people’s attitudes and behavior. This research was executed in collaboration with the University of Groningen. An online study across a time span of several weeks was done to measure the correlation between people’s attitudes towards sustainability issues and their meat consumption behavior. Data of a control group and a treatment group are compared to determine the effectiveness of the design intervention.","design; sustainability; attitude-behavior consistency; food","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:2ebe289a-fa64-4a4b-b91b-9c865c0b64da","http://resolver.tudelft.nl/uuid:2ebe289a-fa64-4a4b-b91b-9c865c0b64da","A delicious time at Hills & Mills","Zhu, G.X.","Romero Herrera, N. (mentor); Bakker-Wu, S. (mentor)","2014","This thesis is the result of a master graduation project for the master Design for Interaction at Industrial Design Engineering, Delft University of Technology. For the café Hills & Mills (located in Delft) a concept was created to solve the problem of getting customers at quiet times, e.g. between 3-5PM. After having done customer research it became clear that a possible solution to solve this problem is to introduce regular customers to services they do not use. Since regular customers already have a liking of Hills & Mills, they might be more willing than new customers to use another service. For example, letting lunch-customers also come for high tea. In order to convince customers to use other services, they need to be aware of the service and convinced to use it. Further Hills & Mills has an active online community, which talks and reacts to Facebook messages on the Hills & Mills page. So a concept was created to let the community of Hills & Mills inform other customers by sharing stories about their experiences with services. This way the community and Hills & Mills themselves can ‘advise’ or ‘teach’ new services and information to unaware customers. An application for a tablet (or smartphone) was created in the form of a memory game, which also collects feedback from the customers. Including an information page and relaxation page. A prototype was created for this application and tested with customers at Hills & Mills. Customers appreciated the application, because they could play with it during waiting times. Also they could learn more about the food and opinions from other, which can help them in their decision of picking food. From the user test it became clear that a lot of text during the game is not very attractive to read. In the final concept a separate information page was created to solve this issue.","design; food; interaction; cafe","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for interaction","",""
"uuid:335d6c09-6587-474a-97fb-ffeab5977b4f","http://resolver.tudelft.nl/uuid:335d6c09-6587-474a-97fb-ffeab5977b4f","A 2020 view on catering, personalization and unbundling on the European network","Van der Blom, J.G.","Santema, S.C. (mentor); Bergema, C.P.M.A. (mentor)","2014","As a result of rising operational costs, economic uncertainties and fierce competition KLM is pressurized on their European network. The ‘all-fits-one’ approach KLM precedes is no longer viable seen from an economic and customer point of view. Customer demand increased value for money, while KLM tries to further optimize its current way of thinking. Inflight catering is one of the services to illustrate the only option is either to take or not to take the product. Customers are critical, expect a personal approach and demand high value for money. Personalization in service providing is a growing trend in other industries, but has so far not been applied on large scale in the aviation industry. Great opportunity lies ahead to differentiate with. Framed upon a profound study including an internal and external analysis, staff and pax interviews, process analysis, and a creative session, ten problem factors were found illustrating the overall problem to be larger than catering alone. The actual problem is framed in both customer perception and KLM’s service approach, illustrating the ‘all-fits-one’ model to be obsolete for the masses of short haul travellers. The problem factors supporting this statement were transformed in a solution ground named the future trilogy. The future trilogy holds three pillars entailing; the experience economy, choice and control and corporate social responsibility, supporting a future vision on how to direct the trilogy. ‘’KLM SHOULD GIVE MEANING TO THEIR VALUE PROPOSITION BY ALLOWING CUSTOMERS TO HAVE CHOICE IN SERVICE PREFERENCES AND CONTROL ON THEIR TRAVEL, RESULTING IN A TRANSPARENT VALUE PROPOSITION A BETTER BRAND EXPERIENCE AND A REDUCTION OF OPERATIONAL WASTE’’ All customers travelling have different preferences. KLM should therefore enable customers to allow what includes the ticket price, be it a sandwich, a paper or luggage. A new model is suggested that includes issuing award-miles in the ticket price to purchase services with, in order to freeform a customer’s travel. The ‘virtual’ award-miles issued during booking stage can either be used to purchase services with (luggage, upgrades, catering, etc.) and or be stored for later travels with KLM. This model allows customers to freeform their travel, as it turn the Flying Blue program into a loyalty program instead of a frequent flyer program. The model enables the ending of KLM’s ‘all-fits-one’ service inefficient model, as well embracing unbundling in customer participating manner. The implementation of the model will change the second stage of the booking process, allowing customers to shape their service preferences. Five profile suggestions are made to display the function of the adapted booking process. Three profiles; shape new travel, previous travel and my preferred refer to the customer ability to determine what they want themselves. The other two suggested profiles; the green traveller and royal treatment are used to boost ancillary sales or to stimulate certain customer behaviour. Based upon on the model the overall benefits are displayed, for both customer and company, directing to a global overview of projects to be initiated enabling the model to be functioning. Subsequently this is framed into a roadmap, leading to 2020.","design; strategy; personalisation","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","","",""
"uuid:bfdfdcc2-33ac-44cf-b2a5-2a3c3aa19b16","http://resolver.tudelft.nl/uuid:bfdfdcc2-33ac-44cf-b2a5-2a3c3aa19b16","Upper Body Orthotics for Wearable Haptic Robots","Den Exter, E.B.","Molenbroek, J.F.M. (mentor); Van Breemen, E.J.J. (mentor); Schiele, A. (mentor); Van der Hulst, F. (mentor)","2014","The following thesis reports the graduation project done at the ESA Telerobotics & Haptics Lab by the Industrial Design Engineering student Emiel den Exter. The assignment was to design a set of upper body orthoses for astronauts, which are used to attach force-reflecting arm-exoskeletons to the human body. Exoskeletons are lightweight robotics that are worn on the human body that can sense movements by the user and deliver force feedback through several actuators. Using teleoperation, astronauts can control target robotic devices with their own arm movement using the exoskeleton. The focus points were to improve the comfort, the ease of use and the time necessary to put on and take off (donning & doffing) the exoskeleton. In addition, the new design had to fit an international target population ranging from p1 to p99. The goal was to have a working prototype by the end of the project and to evaluate this on basis of the previously mentioned focus points. The approach to the project involved a literature study, idea and concept phases, a materialization phase and an evaluation phase. The project started with a review of the current problems related to the existing orthoses designs, based on observations and interviews with researchers that use the exoskeletons. The problems found were mainly related to improper fit of the orthoses and the difficulty of putting them on properly. A literature analysis of several topics served as a basis for generating new product ideas and solutions that were presented to the client. The topics included: optimal load carrying by human beings, optimal fit based on user anthropometry and several topics related to state-of-the-art in wearable robotics. One of the main findings was that the torso orthosis (vest) and the exoskeleton should be separated from each other allowing the user to properly don the orthosis before connecting with the exoskeleton. In addition, in order to fit different body types the orthoses had to be adjustable in size and would have fasteners integrated that only required one hand to open, close and adjust. Based on the ideas and found solutions a final concept design was generated. The concept included a vest design, two arm braces and an interface to connect the vest with an exoskeleton. The vest and braces were adjustable at several points to fit a wide range of body sizes. To assure fit in all users ranging from p1 to p99, several parts were designed to come in small, medium, and large sizes. The connecting interface was a design based on magnetic snap locks similar to the fasteners designed by the company Fidlock. This allows the operator to connect an exoskeleton to the back of the vest, without requiring visual overview. The complete concept was prototyped using a combination of traditionally manufactured parts and SLS 3D printed components. The prototype was tested using several subjects from outside the lab to evaluate comfort, ease of use and donning and doffing efficiency. In addition, several tests were performed in the lab with an exoskeleton attached to the vest to evaluate the use of a mobile exoskeleton design. In conclusion, very positive results were achieved with the new orthoses designs. All previously mentioned focus points were improved upon regarding the vest design. However, the areas with most room for improvement are the arm orthoses. The new designs improved donning and doffing, but were still considered somewhat uncomfortable to wear. The exoskeleton connection interface design showed a lot of potential if the tolerances and strength are improved. The separation of the vest from the exoskeleton gave the opportunity to improve the donning and doffing efficiency in ways that had not been possible otherwise.","design; telerobotics; haptics; anthropometry","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:76b7a4cb-2381-443d-b948-982e38a2cc40","http://resolver.tudelft.nl/uuid:76b7a4cb-2381-443d-b948-982e38a2cc40","Design of a Quooker hand shower","Linkers, R.","Prins, J.F. (mentor); Broekhuizen, H.F. (mentor)","2014","This thesis describes the development of a hand shower for Quooker, manufacturer of boiling water taps. Current taps cannot reach all the parts of the kitchen sink to clean. Goal of the hand shower is to help directing the water exactly where the user wants it. This makes tasks like food preparation, clean up and the filling of large pots more convenient. To ensure safety, the hand shower does not give boiling water. During the project, multiple prototypes are built and tested. Based on the gained insights, a final optimization model of the hand shower is created in a CAD program. This results in a minimalistic and functional hand shower which fits the current Quooker product portfolio.","hand shower; kitchen; Quooker; design","en","master thesis","","","","","","","Campus only","2015-03-11","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:bfa47070-cb7b-455c-83d4-fd892c83c1e0","http://resolver.tudelft.nl/uuid:bfa47070-cb7b-455c-83d4-fd892c83c1e0","Snaxpert: Creating positive food-related experiences to improve the image of everyday products for childeren aged 9 - 12","Langendoen, J.W.","Pasman, G.J. (mentor); Jimenez Garcia, J.C. (mentor); Van den Boogaard, G.A. (mentor)","2014","In the Netherlands, almost one quarter of the children is overweight. (VUmc, 2012) This percentage keeps on rising. Overweight is expected to be the world’s largest health care problem in 2050. Children deserve special attention, since research by EPODE (Ensemble, Prévenons l’Obésité Des Enfants) shows that children that are overweight have a bigger chance of staying overweight throughout their life. For children who were overweight or obese prior to puberty, 20-50% will be overweight as an adult. This percentage rises to 50-70% for children who are overweight or obese during adolescence. (EPODE, 2013) This is a problem since overweight and obese children are more likely to develop diseases like diabetes and cardiovascular diseases at a younger age. For this reason, Masters that Matter, a foundation that creates solutions for the challenges our society faces, decided to launch a project in cooperation with Deelgemeente Rotterdam Noord and Ahold. The goal is to find a solution to prevent overweight in 9-12 year old children using a design approach. An interesting element found during research is the way children shape perception around food and drinks. For instance, energy drink and candy seem extremely cool. There is a range of factors underlying this behavior. Think of peer pressure, looking for a quick fix (in sugar), but also marketing. This combination of factors leads to a perceived product image, in which a bag of crisps is more cool and interesting than an apple. Research shows that mini-games around unhealthy foods persuade children to choose these foods more often in comparison to children who did not play these mini-games. This project builds upon this phenomenon and uses it in a positive way. Through participating in healthy mini-games, children are persuaded to choose a healthy food over an unhealthy alternatives. The mini-games are designed to be played after school. Every week a new product promotion, involving a new mini-game, is launched in the local supermarket. The designed games consist of a label (to label the food product) and an interactive website (giving instructions). The food products that are on promotion are labelled with a scratch of code. This scratch of code provides entrance to an interactive website. The design of both label and website trigger children’s curiosity. The web environment challenges children to execute the food mission. Social media is used as a means to built remembrance of the activity. The final design consists of 12 food missions. Some of these missions have been tested and evaluated with the target group (children aged 9-12). One mission is making a mustache from kiwi skin. This mission proved to have a fun-factor and stimulated children to eat kiwi. Most children respond positively to the design of the mini-game and online environment. The visual styling fits the target group well. User research has lead to a set of recommendations. Masters that Matter can implement these recommendations to uplift the concept to the next level. An important recommendation is to find a strategic partner that invests resources and develop a proof of concept. Further research is needed to prove that these mini-games indeed change the product image of everyday foods.","design; children; overweight; Masters that Matter","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:04441db5-6e3f-4463-ad36-c27971a16a92","http://resolver.tudelft.nl/uuid:04441db5-6e3f-4463-ad36-c27971a16a92","Design a total concept that integrates online and offline retailing for Pets Place","Horselenberg, L.M.L.","Vermeeren, A.P.O.S. (mentor); Haagsman, E.M. (mentor)","2014","Pets Place is the largest pet retail chain in the Netherlands. It is a franchor with about 170 stores in the Netherlands. Apart from the physical stores, Pets Place also has a website containing a webhop, the online store. More and more products are bought online at the expense of the physical retailers. The internet can be seen as a threat, but when applied in the physical retail environment, this threat can become an opportunity. Pets Place is already planning to introduce a webkiosk in their stores in the near future, containing the website including the webshop and this way disclosing the complete assortment to the customer. This is a first step towards creating an omni-channel strategy but in order to succeed it will have to become one integrated concept. For this concept to be a success, the customer of Pets Place was to be mapped. Research in the Pets Place store showed that there is not one specific customer of Pets Place. Four personas containing the main characteristics of the customers interviewed in the research were set up to create people to design for. The research also showed that convenience is one of the main reasons why customers come to the store. It also showed that experienced staff in the store is required, as customers ask for advice in the stores. Quality products for a good price is what customers want as well. Customers would be more loyal to a pet store if a loyalty program would be available. To improve the online experience of the customer, big data should be used to make its usage more personal. Taking in mind the objectives of the three different parties involved in this project, |1| Pets Place as a company, |2| the retailer (franchisor) and |3| the customer, four focus points were generated. Those focus points are: Advice Products & information Sales Loyalty system Convenience is a big motivator for the customers to come to Pets Place. In order to be open at any time and at any place, the decision was made to introduce a smartphone application. The smartphone app, the tablet app (on the webkiosk) in the store and the website will together form the design in which the customer can move from one device to another with ease. Advice – is mostly looked for on Google or in the store. The retailer is already in the store to give the advice, which leaves the website as the best place to show the advice. Products & information – products and information is the main focus of the tablet, showing the complete assortment to the customers. Also on the smartphone app and on the website Products and information is important, though not as a central part as in the tablet app. Sales – the research showed that the customers look for sales before they come to the store, which makes the app and the website the perfect place to show relevant sales to the customer. Loyalty system – the loyalty system links all three elements and is present in every part of the system. Information about the shopping habits of the customers is shared with Pets Place, who can in return offer a personalised shopping experience. The smartphone application is like a personal assistant, containing all the personal information from its user and using it to give for example personalised advertisements or product information. The tablet in the store should function like a showroom, drawing attention to the products of Pets Place and providing more information when asked for. The website is the place where all the focus points come together, Advice, products & information, sales and the loyalty system. In a user test the navigation through the apps of the smartphone and the tablet was tested. The smartphone app was clear to the users, although an instruction video after first opening the app would help discovering all the different functionalities of the app. The tablet in the store had to be clear at one glance because customers will probably not use the tablet frequently. The navigation was clear, but more feedback about being logged in was required. The designed system and its elements, form the start of an integrated omni-channel retail experience of Pets Place.","retail; app; design; smartphone; tablet; online; offline","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:60cd1508-e504-4fac-9f5f-7e23e5169b10","http://resolver.tudelft.nl/uuid:60cd1508-e504-4fac-9f5f-7e23e5169b10","Beyond Blue: A user focused food tray design to enhance the KLM inflight experience","Van Midwoud, F.A.","Desmet, P.M.A. (mentor); Fokkinga, S.F. (mentor); Ehrencron, R. (mentor)","2013","Traditionally, long flights were an adventure for the happy few, nowadays they are mostly characterized as being boring. Passengers respond to this by creating isolated cocoons in which the passenger experience privacy and comfort. This behavior is stimulated by airlines who provide mentally passive stimulation, e.g. listening to music or watching a movie. Since the passenger is only on the receiving end, their energy level during a flight drops, resulting in a feeling of extreme tiredness. KLM feels responsible for solving this ‘problem’, since they create the unnatural inflight environment. The aim of the project was to investigate the possibilities to increase the energy level of passengers on long-haul flights and develop a more dynamic product with the acquired knowledge. During the first phase of the project the possibilities to increase the energy level are linked to inflight environment. It appeared that individuals have quite some tricks to change their mood and therefore their energy level. A general used method for changing mood is consuming something, this something can be anything from a cup of coffee, to a piece of chocolate. By regulating this consumption individuals are in control of their own mood The possibility to self regulate mood is exactly what is lacking in the inflight environment where passengers have only limited control on their consumption. It would be time consuming to make a tailor made inflight consumption system, plus this is not one of the expectations of KLM passengers. But passengers’ feedback showed that there is something to win during the finishing of the consumption moment. The consumption moment is appreciated by the passengers, since it offers the possibility to do something useful. During eating, passengers follow the rules but in a playful manner, it provides the option to do something your own way. Though, one thing that is missing in the current experience is the option to properly finish the meal and do this in your own pace. The Beyond Blue tray gives this freedom back to passenger, resulting in personally finishing an appreciated moment. After finishing the meal the passenger can lean back and take his time to relax and digest the food, instead of rushing to finish the meal in time. By closing the meal at your own pace the energy level, that increased during the meal, gets the time to slowly reduce resulting in a calm and relaxed passenger.","reversal theory; design; energy; food tray","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:e0be40de-26d1-4ca6-ba63-e44a6c9354e9","http://resolver.tudelft.nl/uuid:e0be40de-26d1-4ca6-ba63-e44a6c9354e9","Project Smart 45XS: ""an outlook to the fourth generation smart""","Alberda, W.","Van Grondelle, E.D. (mentor); Silvester, S. (mentor); Pothoven, A. (mentor)","2013","This design project has been done in order to give an outlook to the fourth generation smart fortwo, regarding its overall package and exterior design. The project investigates the core qualities of smart and shows how they can be translated into a concept for 2020 and beyond. The concept that was created – the smart 45XS – is based on four ‘pillars’ that formed the backbone of the project: SMART The original smart thanks a great deal of its success to its unique compactness and 2.5m length, making it ‘unschlagbar parkbar’ (unequalled parking ability). However, over time the smart gained volume and has grown in length to over 2.7m, mainly due to safety regulations and limiting the costs. Within the context of continuous urbanization and increasing mobility density, an easy-to-park urban micro car will become increasingly practical. Therefore the smart 45XS concept brings the length back to <2.6m and regains its small volume, without compromising safety and performance. SAFE The small smart faces a mayor challenge when it comes to safety, especially regarding pedestrian protection. The fourth generation will have to deal with world-wide regulations and standards. Therefore the smart 45XS integrates the best solutions for occupant protection (the best structure smart can make and a crash-optimized front-end package), unique pedestrian protection design (3PS) and supports active safety assist systems. STRATEGY In order to stay competitive on the market, smart needs to maximize the market occupation of the fortwo. Therefore smart needs to offer their three main customer groups (private, commercial and car2go) more specific and appropriate products. The 45XS concept suggests that smart amplifies the flexibility of the car in order to easily create derivatives based on one basis. Therewith smart provides its customers with a variation of products, all containing the core qualities of smart. STYLE smart is also about individual and stylish mobility. The customizable plastic body-panels allowed the user to change its colour every once in a while, but this is currently hardly used and is no business for smart anymore. However, expressing individuality will increase in the future, especially through digital and interconnected devices. The 45XS concept suggests that the exterior of the smart car plays along with the behaviour of its customers and supports individualization via digital and interactive elements. Merging these four pillars resulted in the 45XS concept vision. Rather than providing one concept car, the 45XS concept suggests that smart can create more customer-specific and individual products – all based on identical technology, safety and design characteristics – by using the following 4-STEP build-up plan: STEP 1: TECHNICAL BASIS The basis of the 45XS concept is a fixed platform, which is on its own a drivable, ‘naked’ car. It includes a rigid construction, the full electric powertrain, the passenger compartment and a crash- and pedestrian safety optimized front-end design. STEP 2: DERIVATIVE MODULE The second step is to create various architectures by mounting different modules to the basis. With a simple roll-over bar, a beach buggy is almost instantly created. Different modules allow to build up e.g. a roadster, a coupé or a micro van architecture. STEP 3: EXTERIOR CHARACTER Thirdly, the derived bases are cladded with exterior panels; partly identical, partly unique. Each archetype can be cladded with various exterior modules, e.g. a full translucent roof, a removable hard-top roof or customized storage system. Each derivative shows the characteristic metal Tridion, a ‘greenhouse’, a layer of resilient plastic body panels with an identical leitmotif, and something new: ‘i-zone’ areas. STEP 4: i-ZONE CONFIGURATION The last step is the configuration of the i-zones. The i-zones include everything that has to do with individuality, intelligence, interaction and innovation. With the i-zones, the smart adapts to the user’s varying and changing needs and preferences. Besides, the i-zones can be updated with new features and technologies during its lifecycle; therewith responding to the rapidly changing technologies use of digital devices. This project shows that with these four steps the 45XS concept enables smart to offer immense flexibility and adaptation to various customer needs while preserving the smart core qualities, using standardized safety- and performance elements and playing along with new ways people use to individualize and express personality.","automotive; smart; design; engineering","en","master thesis","","","","","","","Campus only","2014-11-29","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:71bf0434-80a5-47ec-9fb3-e3ae038fe029","http://resolver.tudelft.nl/uuid:71bf0434-80a5-47ec-9fb3-e3ae038fe029","The subculture of electronic dance music: Developing a strategy for ZeeZout: from underground to event brand","Van Willigen, G.","Buijs, J.A. (mentor); De Rijk, T.R.A. (mentor); Ceelen, S. (mentor); Schonewille, G. (mentor)","2013","ZeeZout is a young Dutch company focused at events in the (underground) house music. A strong believe in music as common ground between people leads ZeeZout as a growing brand in the Dutch electronic music scene. With different events throughout the Netherlands, ZeeZout is striving to build a strong brand in house music, both through earning the trust and love of new clubbers as through further creating its own musical path. Current day, The Netherlands is literally overloaded with (music) festivals. The first outdoor festival starts at the end of March already and the parade continues to half way September. So, how does a young event agency with an organic operation mode make a difference in a full festival market locked by major players? The unique selling points (USP) of ZeeZout can be found in the atmosphere at the events created by the visitors. Their vast group of followers made ZeeZout as what it is today. The ‘known faces culture’ at the events is unique and creates a ZeeZout specific atmosphere. Programming for a broader audience by bringing disco, house and techno together creates greater support that enables future growth. The number of festivals in the Netherlands has increased fivefold over thirty years time. 2012 is the first year that shows decline in the number of festivals. Looking at Electronic Dance Music shows that 10 the growth of dance music festivals has a bigger impact on the total festival market than it appears, and shows no sign of decline yet. Because of the availability of ‘festival-ready’ locations the growing popularity of dance music, more small event agencies arise organizing small festivals. However, to become a household name in the festival scene is far more difficult. Differentiation within this industry is very hard; solutions can be found in marketing, story telling and niche approach. The business model is used to visualized the company and to select most valuable assets. The designed strategy proposes to build on existing values and to expend the portfolio with festival experiences in cities were ZeeZout is currently active. Key business units of the niche market approach are: Brand, Club and Festival with overall goal to become a label of quality that has earned the trust of a segment of the dancing Dutchman. The proposed action plan is translated into practice with the design of Rotterdam’s (ex)change festival. The new designed festival brings multiple parties together, Rotterdam Festivals, ZeeZout and Ducos Productions. The collaboration with Rotterdam Unlimited resulted in a crossover festival that is an extend of the multicultural city and addresses the needs and wishes of the involved parties, the city of Rotterdam and its inhabitants. With (ex)change and the proposed strategy, ZeeZout can grow from underground towards becoming an event brand.","strategy; culture; music; festival; brand; design","en","master thesis","","","","","","","Campus only","2014-11-20","Industrial Design Engineering","Strategic Product Design","","","",""
"uuid:4ab21caf-e753-414b-86da-3f60474d9d79","http://resolver.tudelft.nl/uuid:4ab21caf-e753-414b-86da-3f60474d9d79","Novus Voltus et elit Consilium ( ‘New features and focus strategy’ )","Studer, B.","Hultink, E.J. (mentor); Van Grondelle, E.D. (mentor); Koop, S. (mentor)","2013","This master thesis is the result of a graduation project for the MSc program of Strategic Product Design with the faculty of Industrial Design Engineering from Delft University of Technology, executed for Spyker Cars. The brands rich heritage has been passed over, with the acquisition of the brand name, to the new founded Spyker company and its cars. Hand-built contemporary cars, reminiscent of the brands history. A rich heritage is one of the most important characteristics and attributes of a brand that can that can provide a sustainable competitive advantage based on its authenticity. Finding the brands core identity while remaining vibrant is key; closed-mindedness to innovation is disastrous. Spyker should constantly challenge its performance in order to become more contemporary, actually innovative, with respect to its brand values. Spykers heritage continues to be a key asset of its overall brand equity but needs to be leveraged even more with new innovative features focusing on its brand essence. The projects objective is to create design driven innovation, based on the company’s core brand values, in order to strengthen Spykers brand- identity, recognition and credibility. Providing the company with two new perspectives: first a theoretical perspective ‘strategy focus’, second a practical perspective of concepts for new design-driven innovative features. Without inspiration there is no aspiration, this is where the research is focused on, creating a source of inspiration for Spyker. Effective functioning for Spyker rests on the more intuitive comprehension about the shared dream and myth of the brand and developing cars that exactly fit the brand experience the brand embodies. Spyker should rise above the standard and distinguish the good from the emotionally enhancing and moving. This requires inspiration, creativity and a clear vision for the physical transformation: the cars and how to match the clients dream. The concept features developed in this project emphasize and strengthen Spykers character in order to differentiate Spyker in a non-competitive positioning. Spyker does not compete on a high-tech performance level but on the prestige, the intangible, the dream and the imagination. The new concept features will enable Spyker to lever its brand status and credibility, with the spiritual dimensions of aviation and racing, to create the total story.","Spyker; IDE; SPD; luxury; automotive; cars; design; innovation; marketing; strategy","en","master thesis","","","","","","","Campus only","2014-11-04","Industrial Design Engineering","Product Innovation Management","","Master specialisation Automotive","",""
"uuid:8f6eb55b-c69f-4ccb-b83a-652e97d9060b","http://resolver.tudelft.nl/uuid:8f6eb55b-c69f-4ccb-b83a-652e97d9060b","Design of a panoramic ball camera","Houba, R.","Moes, C.C.M. (mentor); Jepma, E.J. (mentor)","2013","During this project a new design for the panoramic ball camera was developed. The project started with an analysis of the old prototype. The main weaknesses of the product turned out to be the lack of a thought out user interaction, the bad drop resistance and the unsuitability for mass production. During the analysis of the interaction once again the lack of a suitable user interaction was seen. Several focus points were gathered on which this interaction could be improved. To design a new context two user groups were researched which were consumers and professionals. By making a context for both groups the group with the most interesting potential could be found. In the end the choice was made to focus on the consumer market. Several user scenarios were written during the design of the new interaction which formed the basis for the interaction qualities. These interaction qualities were then turned into product features which meant the beginning of the development of the new design. The design which was developed consists of a polycarbonate shell with a foam inner layer and is wrapped by three rubber bands. The appearance of the design fits the price range of the product a lot more and offers the user a more user friendly experience. Besides the product itself a concept for a stick and the system around the product were developed to complete the user interaction.","camera; design","en","master thesis","","","","","","","Campus only","2016-11-11","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:7c6618c2-7c1f-40cf-8eb9-7d1affbb48f3","http://resolver.tudelft.nl/uuid:7c6618c2-7c1f-40cf-8eb9-7d1affbb48f3","Transferium Almere 2.0","Pattinama, D.Y.","Bier, H. (mentor); Biloria, N. (mentor)","2013","Donald Pattinama'a graduation Project. Designing a transferium for the Almere 2.0 Masterplan using an abstract parametric machine. Hyperbody, non-stand and interactive architecture. Parametric and computer aided design.","Architecture; Graduation project; Transferium; Non-standard and interactive architecture; Hyperbody; Donald Pattinama; Donald; Pattinama; dnld; design","en","master thesis","","","","","","","","","Architecture and The Built Environment","Architecture","","Hyperbody: Non-standard and interactive architecture","",""
"uuid:9052203c-1caa-4f30-b8cd-af2d75e6d60a","http://resolver.tudelft.nl/uuid:9052203c-1caa-4f30-b8cd-af2d75e6d60a","Design of the flexible HORSE morcellator for the surgical treatment of Cushing's disease in horses","Sakes, A.","Breedveld, P. (mentor); Arkenbout, E. (mentor)","2013","Thesis on the design of a flexible morcellator for the surgical treatment of Cushing's disease in horses. Currently there is no surgical treatment possible in horses due to lack of a surgical approach and tools. In this study a new innovative flexible tool is developped in combination with a surgical approach that can be used for the surgical treatment. The prototype was succesfully tested, allowing for surgical treatment of Cushing's disease in horses in the near future.","morcellation; cushing's diseas; horse; endovascular; catheter; design","en","master thesis","","","","","","","","2015-10-29","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","BME","",""
"uuid:c48e06f6-dd35-46d9-9426-928add5bc0f9","http://resolver.tudelft.nl/uuid:c48e06f6-dd35-46d9-9426-928add5bc0f9","Insects for Food, A design exploration of changing western perception of eating insects","Bayona, M.","Wever, R. (mentor); Ursem, W.N.J. (mentor)","2013","Currently a major part of the world protein consumption comes from the industry of livestock (animals: meat). Unfortunately, meat industry produces terrible environmental consequences and it is perhaps among the most polluting human activities. Furthermore due to the growing population it seems inviable to maintain the production rates of animal products in the future. A possible solution to reduce livestock production while ensuring a diet rich in protein could be achieved by eating insects. Insects generally present high amounts of proteins and lower polluting rates than livestock. A key feature is their feed conversion rate. Insects do not need to keep their body warm so they are much more efficient in converting feed into body mass (food). Despite the fact that insects present a very promising proteins source and are consumed in many other countries, they can be easily rejected as food in Western societies. Food rejection is caused by different factors, but among them, disgust was expected to be the driving one. This problem is addressed through a design exploration about ‘Insects for Food’ and consists of ‘A Design Exploration of Changing Western Perception of Eating Insects’. This encloses a primary exploration of how insects can be accepted while trying to address the motivations of people to make insects, if possible, appealing. This process from food acceptance to food choice is here addressed as food selection This exploration started by looking into topics such as food acceptance, disgust, food choice amongst others in order to gain knowledge for a user research process. This consisted on a sensitizing material (through diaries) and immersions (interviews) of twelve participants. In order to obtain a rich variety of insights different tools were selected and created. The collection, analysis and clustering of these insights resulted in a creation of three different groups called ‘Insight Themes’. These describe possible routes towards insect acceptance and are: ‘Food Acceptance Strategies’, ‘My Food Dreams & Motivations’ and ‘Caring for the Environment & Myself’. ‘Food Acceptance Strategies’ focuses and captures the different strategies people (rationally) develop to accept certain foods. Since food acceptance was determined as the core of this project, this Insight Theme is higher in amount of content. The core of this Insights Theme is, as its names states, ‘Acceptance Strategies’ and it is expanded by insights on distaste, irrational disgust and emotional associations. ‘My Food Dreams & Adventures’ represents the daily aspirations as well as the motivations of people to discover and have food experiences. ‘Caring the Environment & Myself’ illustrates the concerns people have about how their decision affect the environment and their own health. However, people often do not want to make big efforts and often they doubt what the right solution is. All Insight Themes were used for used in two different workshops (brainstorm sessions) to generate ideas and develop design concepts. All generated ideas were classified according to a criteria based on ‘insect acceptance’ and ‘fit for Philips’. Out of this selection and together with the creation of a design vision, three concepts were finally developed: Philips Balance, Terra and Philips Egg. Philips Balance is envisioned as the new generation of current balances placed at supermarkets. This concept provides information related to nutrition, sustainability and cooking to help people to make better choices at the supermarket regarding their personal needs. Terra is a food brand which offers different products containing insects amongst its ingredients. Terra starts by addressing products to increase food acceptance and evolves by fulfilling food aspirations and motivations of people. The third concept, Philips Egg is a kitchen appliance to keep any kind of food fresh, including insects. This concept goes into a future scenario in which insects are completely accepted and are part of our current diet. An evaluation of these concepts was carried on through an online questionnaire which was filled by sixty one participants recruited from Philips Research. The evaluation also gathered information about eating insects through a set of questions and its results invite to think that ‘Insects for Food’ scenario is better than what is was initially thought. Regarding the concepts, the results were solidly positive for the concept Terra, acceptable for the Philips Balance and slightly negative for the concept of the Philips Egg. All insights gathered from the user research as well as from the evaluation of the concepts invites to conclude that disgust is not as important as it was initially believed. This drives to think that even when disgust plays an important role, insect’s introduction perhaps lays on the understanding and creation of products which fulfill people motivations and aspirations with respect to food choice.","design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:4faff6ff-ee88-4f32-8465-75c5b68b8727","http://resolver.tudelft.nl/uuid:4faff6ff-ee88-4f32-8465-75c5b68b8727","Towards democracy in the digital age: Redesign of an e-participation platform and its commercialisation strategy","Sontheimer, R.V.","Smulders, F. (mentor); Boersema, T. (mentor)","2013","The European political landscape is in constant change. With decreasing numbers of political party members, but the growing ability to communicate opinions through the internet, new forms of political participation are becoming increasingly interesting for political actors and citizens alike. The graduation project at hand is a cooperation with Liquid Democracy e.V., a non-profit association offering e-participation to political actors and citizens. The objective of the project was to find a way how to turn the promising developments in the field into a beneficial situation for Liquid Democracy e.V. without losing sight of their core values and mission as a non-profit. This report elaborates on the service platform combination which Liquid Democracy e.V. offers to two diverse user groups: political actors and citizens. The platform is developed in the context of an open source community and can be used for free. Only customized installations create revenue. The emerging market in which Liquid Democracy e.V. shows to have a first mover advantage, a strong value network and an established brand creates a demand that promises to enable sustainable operations. To seize the opportunity, the service and the platform were analysed to uncover limitations and unveil their true value proposition. Furthermore, a customer research was carried out to allow a better understanding of the demand perceived by Liquid Democracy e.V. As a result of the initial analysis, a spin-off in form of a cooperative is proposed offering a modular service that is able to meet customer requirements with flexible but standardized processes. The modular standardized processes allow scalability and enable the company to target different segments without changing the core product. The processes run on the provided e-participation platform, creating a hub to connect any (political) actor and interested citizen. The underlying socialised business model preserves the heritage of the non-profit association while at the same time allowing for sustainable revenue. A subscription model prices the service on the bases of different packages being a result of the selected process and additional functions required by the customer. To validate the proposal a business case is developed that looks at the market potential, defines the cost structure and estimates sales within a time period of five years, resulting in a promising NPVR of 900K EUR and a payback period of two years. To finalise the project, recommendations are given on the market and design strategy as well as on the market introduction. Additionally, an action plan was developed that guides the recommendations given in the context of the market introduction.","design; political participation","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:6292fe6d-a15f-4dc7-ba12-1c26424ce3ae","http://resolver.tudelft.nl/uuid:6292fe6d-a15f-4dc7-ba12-1c26424ce3ae","The design of a service portfolio and communication tool for IT and maintenance services","Voorend, M.J.B.","Simonse, L.W.L. (mentor)","2013","Thales Transportation Systems faces difficulties with communicating their service portfolio of (potential) clients. In relation to this, the goal of this project is to design: A Service Portfolio for TTS, which gives TTS an overview of the services they can over as a company. A service portfolio will help TTS in discussions with (potential) clients. A vision for TTS on offering services to (PTOs) for maintenance and operation of their e-ticketing system. A game to communicate the services of TTS to (potential) clients. In this report the results of the task and the process that led to these results is justified. Before discussing the results of this assignment, background information was collected. This report therefore first presents background information on the internal environment of TTS. The problem is explored and an analysis of the brand and identity of TTS is done. Furthermore, an overview of the e-ticketing market in the Netherlands is given, in which the different stakeholders +are discussed. The needs of clients are derived by means of interviews resulting in a discussion on the reasons for outsourcing or in-sourcing of maintenance and operation of the e-ticketing system by PTOs. Additionally, theory behind services and how to communicate services is given; The differences between services and products are discussed, as well as the types of services that can be distinguished and a definition of a ‘service portfolio’ is given. The Service Portfolio designed for TTS is an overview of the services TTS can currently offer to the e-ticketing market. It consists of services that can be acquired by clients, categorized in five categories. Besides these single services clients can acquire a combination of services in a service concept aligned to the needs of typical clients in the market. Base for the service concepts is the division of responsibilities for the system. In this report a vision on services in the e-ticketing market for TTS is proposed: Delivering e-ticketing as a service. A change of the current business model of TTS is needed for TTS to be able to offer the complete functionality of the e-ticketing system to the client and to thereby take away the client’s worries about their e-ticketing system. Finally a game is presented that helps TTS in communicating the services they can offer to the client and to retrieve implicit and explicit client needs. This game will also help the client in understanding how TTS can help in getting their needs fulfilled. During the game responsibilities are assigned and expectations are expressed. The game play of the game is explained. Finally, an infographic is presented which can help TTS in communicating the services they can offer to (potential) clients. This infographic can also be used by TTS as a keepsake to give to clients.","service design; it; maintenance; design","en","master thesis","","","","","","","Campus only","2014-10-22","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:54c6c22a-8166-4ddf-9614-81094add834d","http://resolver.tudelft.nl/uuid:54c6c22a-8166-4ddf-9614-81094add834d","Tic Tac Tiles: An interactive activity unit for children in the Playscape","Giesselink, L.H.","Goto, L. (mentor); Molenbroek, J.F.M. (mentor)","2013","This master thesis shows the process and results of the design project ‘Tic Tac Tiles - An interactive activity unit for children in the Playscape’ Introduction At this moment the therapists of the Child Development and Exercise Centre of the Wilhelmina Children’s Hospital have problems to motivate the older children (9-15 years) to exercise, since the Playscape (training hall) is too childish. The goal of the project is to motivate children through an interactive solution to become active and to offer the therapists a way to observe, analyse and train the skills of the child. Context The current context that copes with the above mentioned problem is the Child Development and Exercise Centre of the Wilhelmina Children’s Hospital (Utrecht). In the Playscape children will have therapy. The purpose of the space is ‘Inviting children to move in a spontaneous and natural way and offer the possibility to train’. At this moment that purpose is not achieved. With the new product this purpose should be achieved. Activities that therapists would like to see during therapy are jumping, running, crawling, turning, balance, walking, climbing, leaning on arms, throwing, catching, hopping, standing up and cycling. Furthermore functional activities are getting more important. The biggest problem during therapy is the motivation of the children. Users The users of the new product are the (physio)therapists and the children. The focus in this project is on children in the age of 9-15 years with different diseases. This is a quite broad target group and for the new product it is important to take the physical and mental conditions into account. Furthermore the individual preferences of the children should be taken into account. The children in the age of 9-15 years would like to do hockey, soccer, shooting games, car games and dancing games. Gaming In this case gaming is an interesting solution direction, since the aspects of therapy and gaming complement each other. The aspects that can be seen both in therapy as in games are: motivation, adaptability, individual level, intensity and continuous feedback. Vision The vision for the idea generation phase is: “The product has to motivate children from 9 till 15 years, to move in a spontaneous and natural way and to train their fitness and/or muscles in the Playscape by means of a variety of active video games. Competition, challenges and rewards in the games let the child immerse in the game. It is important that the game can be adjusted to the preferences and the physical condition of the child.” Idea generation During the idea generation and the idea selection phase an iterative process took place. The idea generation techniques were alternated with idea selection techniques. During a selection session 29 children of 12-13 years old gave their opinion on some ideas. With a creative session at IDE many ideas were generated. Selection sheets were used to select the ideas based on criteria. Finally a selection session at the Wilhelmina Children’s Hospital took place. With a few ideas left the therapist and children could give their opinion. The ideas of Dance Hero, Lasergame and Sports were chosen to develop further. Concepts With the input from the users, inspiration from the current active gaming market and mock-up testing the three ideas were further developed into concepts. The three concepts are Dance Hero, Lasergame and Soccer wall. Dance Hero is an intensive dancing game. Especially girls like this game. The downside of this concept is that many games like Dance Hero already do exist and that with Dance Hero the game is connected to the patented Guitar which can give problems. Lasergame is a game that focuses on the exploration of motor skills. The downside of Lasergame is that it is not intensive like the therapists prefer. Furthermore the dimming of the lights gives problems. The last concept of Soccer wall is an intensive game in which many sports are possible. Especially boys like this game. With all the input from the children and therapists the concept that will be developed is Soccer wall. This concept offers a lot of variety for the huge target group. Final Design The final design is Tic Tac Tiles, a movable wall with 36 interactive tiles connected to it. These tiles can be used as a wall and as a floor. The tiles respond to pressure and give feedback by changing the colours of the lights. In that way 12 different games can be played. Tic Tac Tiles can be used with different balls, rackets and sticks, but also by jumping and hitting. Prototype To test the feasibility of Tic Tac Tiles a prototype of four functional tiles is built. During the prototyping many insights in the technical details of the tiles could be gathered. User test The desirability of the Tic Tac Tiles is tested with a prototype at the open day of the Wilhelmina Children’s Hospital. The children like the Tic Tac Tiles a lot and would like to see it in the hospital. The intensity of movement while playing with the prototype was high enough to be considered as training. Recommendations For the future development a manufacturer is needed that has interest in producing Tic Tac Tiles. Wilhelmina Children´s Hospital will purchase and test the first Tic Tac Tiles, so further improvements can be done. At this moment it is important to continue with the current sponsor project and to start new sponsor project to finance the future development. Furthermore it is important that the therapists get familiar with games in general and Tic Tac Tiles. In that way they know how this can be implemented in the therapy. With the Tic Tac Tiles the older children can be motivated to exercise in a fun way.","design; medical; interactive; children; movement; motivation; Tic Tac Tiles","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:968fa71b-f44a-4f00-88a4-7dfb8e7e69c9","http://resolver.tudelft.nl/uuid:968fa71b-f44a-4f00-88a4-7dfb8e7e69c9","Sustainable office renovation: Integrated design processes in Norwegian practice","Boonstra, D.A.","Van den Dobbelsteen, A.A.J.F. (mentor); Schipper, H.R. (mentor); Verlaan, J.G. (mentor)","2013","Design and construction processes of three Norwegian office renovation projects are analysed to research the best way to organize a design process with ambitious sustainability goals. Actors with decision-making power in these projects are interviewed such as architects, contractors, clients, tenants and sustainability experts. The report consists of three parts. In part 1 sustainable office renovation in theory is discussed, with background information on sustainability as a design parameter, the refurbishment process, and the design process. Part 2 analyses the design and construction process of five projects. Three projects are described in detail. Part 3 concludes by combining the practical findings with earlier described theory.","design; office; renovation; construction; process; Norway","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Structural Engineering","","Building Technology & Physics","",""
"uuid:5d1787a5-db20-4ada-b9f2-70d056af7d00","http://resolver.tudelft.nl/uuid:5d1787a5-db20-4ada-b9f2-70d056af7d00","Design of the new generation wristband sealstation","Korten, A.W.E.","Spitas, C. (mentor); Nauta, C.L. (mentor)","2013","Dutchband B.V., in 2001 founded, is nowadays the largest provider of wristbands, tokens and festival solutions like sealstations and cash and pin vendor machines on the Dutch market. Since three years they have broaden their scope towards the European market, in order to maintain growth. With an increasing range to serve customers, their products need to change along side, e.g. for transportation. This thesis’ focus is on the development of the new generation sealstation to produce wristbands. The sealstation is a patented system to provide textile woven, fraud resistance, wristbands to visitors of festivals and events. Sebastian Yap has worked on the concept design for the new generation and finished with a working prototype. The thesis starts with a more extended introduction towards the product and the company. Based upon his thesis and the feedback gained out of the user tests with the prototype the list of requirements was reviewed and six main criteria were defined. To structure the following steps, these six criteria were divided into four main topics, to which will be referred later on. From here the research starts with e.g. the analysing of the sealstation, the context of usage, all stakeholders involved and the seal strength. Besides theoretical analysis of the situation, several festivals were visited with the sealstation to see the machine in action. During these practical experiences great insights were obtained from several stakeholders which were analysed on forehand. After the research phase, the development of all components is explained. For each topic, components are optimized for that specific topic. This is partially done by experiments. For each topic a functional analysis is made to define which component has which relation with and influence on another component. After all four topics are reviewed, they come together and the whole is analysed on interference errors. Since the components have not been tested together, this was done by 3D modelling. Due to a lack of time, one of the topics required an unexpected amount of time, the final stage is a ready for prototyping sealstation. Once the prototype is tested and no malfunctions arise, the product is ready for production. All technical drawings and order numbers for purchase components are present. It is likely though there will be a small iteration step required after the prototyping. Steps to be taken after this thesis are explained in the chapter conclusions. In the current stage of the seal station, a weight reduction compared to the existing seal station of 56 % and a volume reduction during transport of 58 % was realised. This thesis was written to obtain my masters degree at the faculty of Industrial Design Engineering. There is also an annotation for entrepreneurship incorporated in the master, including in this thesis. This meant the participation of an Entrepreneurship Week during the graduation. It includes also the search for new markets relating to the seal station, which is executed and summarised in the chapter opportunities.","design; embodiment; sealstation","en","master thesis","","","","","","","Campus only","2014-09-16","Industrial Design Engineering","Design Engineering","","","",""
"uuid:1a77e68d-54ab-4970-80f5-75fe5a51f408","http://resolver.tudelft.nl/uuid:1a77e68d-54ab-4970-80f5-75fe5a51f408","MySeat: Development of a user focused aircraft seat","Miedema, J.J.","Vink, P. (mentor); Kamp, I. (mentor)","2013","This master thesis shows the research and development of a user focused aircraft seat. The project is done in collaboration with Zodiac Seats US, an aircraft seats manufacturer. Contrary to the traditional technological approach used in the aircraft industry, this project has its focus mainly on the experiences of passengers during long haul flights. Result is MySeat, a conceptual design of a personal aircraft seat, based on the existing knowledge about comfort and well-being, and the needs and wishes of passengers.","aircraft interior; design for comfort; design; aircraft seat; user centered design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:b43387f3-123c-4a14-a0b8-835367fca844","http://resolver.tudelft.nl/uuid:b43387f3-123c-4a14-a0b8-835367fca844","Design of a Compliant Escapement Mechanism","Ypma, W.J.B.","Herder, J.L. (mentor); Tolou, N. (mentor)","2013","This thesis describes the design process for an iso-frequent oscillator. Instead of designing the perfect linear spring for a harmonic oscillator, non-linearities in the force deflection behavior of the spring are allowed. These inperfections are then compensated by propper transmission design.","compliant; design; oscillator; wristwatch; bendable","en","master thesis","","","","","","","","2018-09-03","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","BMD","",""
"uuid:a4ac3bbc-3447-421f-9e8b-af0cd7c73b82","http://resolver.tudelft.nl/uuid:a4ac3bbc-3447-421f-9e8b-af0cd7c73b82","Aircraft Interior Design 2050","Wang, Y.T.","Vink, P. (mentor); Lie, J. (mentor)","2013","As the role of cross-continental air travel becomes increasingly crucial and common, the importance of in-flight comfort and experience also enhances. However, the current aircraft interior is commonly considered as providing an unpleasant and dreadful experience, especially in a long distance flight. Since the travel pattern and perceptions in travel will be altering considerably with regard to the rapid pace of developments in all fields, the interior design needs a fresh plan for the future. An aircraft interior design is proposed for the Blended Wing Body for year 2050 with the focus on enhancing crowd wellbeing. Research covering interaction in the field of sociological psychology in current context in combination with designing the future context in 2050 lead to a final design proposal. The final design features use of the Blended Wing Body as the platform, the wearable technology as the tool, the social interaction as the mean and the crowd well-being as the goal. This design project aims at delivering an inspirational design concept, which provides different possibility in arrangements of aircraft interior. The implementation of the Blended Wing Body is also a significant trial in showing the new concept in function and meaning of air travel.","design; automotive; aircraft interior; crowd well-being; social interaction; positive emotion","en","master thesis","","","","","","","Campus only","2014-08-30","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:f4895b17-bfe4-4bfa-9f7d-b6cb27c3ed35","http://resolver.tudelft.nl/uuid:f4895b17-bfe4-4bfa-9f7d-b6cb27c3ed35","Strategic advice for Gotcha’s design of new pantograph monitoring modules","Palazzo, F.","Santema, S.C. (mentor); Kester, L. (mentor)","2013","This project was commissioned to investigate and assess the market potential of Gotcha’s new modules for pantograph monitoring and to deliver strategic advice on how to turn them into commercially successful products. The problem was tackled by carrying out an analysis of the internal and external environments and by conducting an in-depth interview study to define what the modules’ strengths and weaknesses are in relation to the customers’ point of view. Since the modules have been pushed from the inside, the main objective of the research was to evaluate the alignment between the company’s offer and the demand of the customer. The results of the environmental analysis and qualitative study draw attention to the fact that the two modules differ from each other in terms of product launch readiness. The Uplift module is not ready for launch. This is because it suffers from three main aspects that collide with the customers’ needs: high installation efforts, high maintenance costs and unconvincing measurement technique. These three aspects go against the interests of the module, making it appear problematic to the eyes of the customers. The Strip wear module, instead, is ready for roll-out. Its design and technological edge allow this module to enter the pantograph monitoring market, take advantage of being an early mover and capitalise on the fact that the monitoring of pantograph is a new, big and growing market. Accordingly, the report provides Gotcha with an alternative design proposal for uplift measurements to overcome the pitfalls implied by the current solution. The proposal is based on high-speed camera technology that allows the system to work and be maintainable without interfering with the traffic operations. Differently from the current solution, the new system is entirely placed wayside. This characteristic makes the new system more suitable for sales and gives it a significant advantage over direct competition. The report also provides Gotcha with a market introduction plan for the Strip wear module. The newness of the product category and the early stages of the product life-cycle call for growth, market penetration and targeting of existing customers. Further product development, low price, increased customer awareness and product exposure gain are further elements of this plan. The major changes regarding the future of pantograph monitoring concern integration. Heading towards measurements and systems integration is therefore recommended.","strategy; design; marketing; consulting; transportation; rail industry","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:b0ca73e5-0dbd-40b6-9d54-65c6acaf870c","http://resolver.tudelft.nl/uuid:b0ca73e5-0dbd-40b6-9d54-65c6acaf870c","Influence and Applicability of the Eurocode: For locks that are part of the Flood Defense System","Van Erp, T.M.J.","Jonkman, S.N. (mentor); Molenaar, W.F. (mentor); Vrouwenvelder, A.C.W.M. (mentor); Adriaansens, D.H.M. (mentor)","2013","Since the entrance of the Eurocode a lot of commotion emerged for the hydraulic engineer. The implementation of the Eurocode entailed a problem for the hydraulic structures that are part of the flood defense system. According the law, the locks that are part of the flood defense system should meet the requirements based on the most critical standard. Previously, for hydraulic structures the critical standard was Leidraad Kunstwerken (based on the Waterwet). This standard was more conservative than the NEN (based on the Woningwet). Since the NEN is replaced with the Eurocode, a higher safety class is added that is more conservative than the LK. So, hydraulic structures are forced by the law to be designed based on the Eurocode, while the Eurocode is actually addressed to buildings and bridges. So, the question arises: would it be correct to apply the Eurocode for designing locks that are part of the flood defense system. This research contributes to clarify the previous mentioned issue. It starts by exploring the issue in more detail, which eventually exposes the conflict between the Eurocode and LK. This conflict is restricted to the partial factor for water level difference, which comes down to the applicability of the reliability index (which indicates the degree of safety). Both the Eurocode as the LK prescribes a different reliability index. This difference in conception is researched in two ways. First, the influences on the structural design and the costs are analyzed. By means of a case study, two designs are made for the different standards (LK/NEN and Eurocode). This exposes the elements which are strongly affected. From there, it is searched to possible optimizations in the design in order to reduce the costs. The second perspective which is analyzed is the influence on the dike ring. By using the Eurocode for the structural design of the lock, the failure probability of the dike-ring will decrease. This change is analyzed and translated to a decrease in risk. Subsequently, the decrease is balanced with the required investment to upgrade the structural design. The use of the Eurocode can now be analyzed from an economic point of view. These two studies will finally conclude the influence and the applicability of the Eurocode for locks that are part of the flood defense system.","Eurocode; lock; Flood Defense System; safety; design","en","master thesis","","","","","","","","2013-08-01","Civil Engineering and Geosciences","Hydraulic Engineering","","Hydraulic Structures","",""
"uuid:2054c56b-1f09-4a1e-8475-7d9344b32742","http://resolver.tudelft.nl/uuid:2054c56b-1f09-4a1e-8475-7d9344b32742","B&O PLAY Beolit 14: Using technology to improve usability","Ouborg, J.","Tempelman, E. (mentor); Verwaal, M. (mentor)","2013","Recently, Bang & Olufsen (B&O), manufacturer of a highly distinctive and exclusive range of quality audio, video and multimedia home equipment (Chapter 1.3), launched their subbrand B&O PLAY to address the Urban Creative Professional (UCP), an audience that lives life actively and is able to make large individual purchases to radiate an image of intellectuality (Chapter 2.1). The first product to be presented under the wings of B&O PLAY was the Beolit 12, a speaker marketed as portable. However, with its WiFi demanding AirPlay protocol to wirelessly amplify music and a rather weighty cabinet, the product turned out to perform best as moveable in home (Chapter 2.1). With their vision “Courage to constantly question the ordinary in search of surprising, long-lasting experiences”, B&O aimed to take today’s portable speaker to the next level. They wanted it to perform better in portability and ease of use, while maintaining the high quality standard of their acoustics. In other words, the goal was to improve product usability (Chapter 1.1). However, their ideal to move its customer with enduring magical experiences drives the company in a constant search for technological excellence. As a result, the company found interest in an user interface technology, supplied by Aito. This supplier’s piezo technology allows the seamless integration of an interface without losing its intuitivity, due to the inverse piezoelectric tactile feedback (Chapter 3). With this potentially game changing capabilities they aspire to change the perception of touch switches from simple ‘input tools’ to a rich, intuitive and powerful experience (Chapter 1.3) By implementing the Aito technology in the desired B&O speaker, the improvement of product usability could become even stronger. Therefore the design assignment became: “Design the next level high-end portable speaker by implementing the Aito technology, which should contribute to the improvement of product usability” (Chapter 1.2). With the awareness of today’s acceleration of technology development and the approaching saturation of the portable speaker’s market (Chapter 2.1), B&O aims to launch this new design in spring 2014. Therefore, it was desired to finalize the assignment with a visual prototype with working Aito technology. The assignment was divided into the following three design objectives in order to simplify the attempt to a successful completion: Integration of the Aito technology, improvement of usability in terms of the user interface and improvement of usability regarding outdoor use (Chapter 1.2). The introduction of the new technology created the possibility to approach the design process differently than IDE students are normally accustomed to (Chapter 1.4). Roberto Verganti’s ‘technology epiphany’ theory was applied to search for an innovative meaning that could radically differentiate this speaker from its predecessor. Initially, a design-driven approach was taken to explore the design context and companies’ values as well as to see what might be beyond those boundaries (Chapter 2). To achieve the latter, interpreters were addressed to discuss what meaning people could give to the evolving life context. The designer used the interpreter’s input to envision a meaning. In parallel, the technology-push approach was carried out to uncover possibly hidden meanings of the Aito technology, which could contribute to the designer’s envisioned meaning (Chapter 3). The technology’s capabilities and criteria, helpful in achieving the first objective of Aito’s technology integration, were used in combination with the already found boundaries of the design-drivers to capture the envisioned meaning into a more realistic design direction for a speaker (Chapter 4): “Design a weatherproof portable speaker that encourages the UCPs to live their life actively outside home, by providing them with the ability to take along their home comfort of socially sharing music, enabling the enduring magical experience due to social affirmation.” Moreover, a sound concept proposed by the B&O acoustic department was analysed to reveal specific product constraints that set the foundation of the product regarding dimensions and weight (Chapter 3.4). Subsequently, use-cases were addressed with the design direction in order to define the product functionalities and additional technical specifications (Chapter 5). Outdoor related functionalities ‘portability’, ‘protection’ and ‘product placement’ required a design approach to explore how they could be achieved. This contributed to the addressing of the third objective on product usability with regard to outdoor use. Moreover, B&O’s design language was elaborated to be able to still ensure a premium look (Chapter 6.3). The second objective was addressed in the design phase as well. The target audience had been interviewed in the analysis phase to discover their listening behaviour. (Chapter 2.1) The concluding requirements in combination with the capabilities of Aito’s technology resulted in several innovative user interface ideas, designed for the given time-to-market and aimed to contribute to the improvement of usability (Chapter 6.2). All knowledge and requirements resulted from the execution of the design objectives were taken into account in the ideation phase (Chapter 6.5), in which integrated design ideas were sketched. These were converted into more elaborated concepts (Chapter 6.6) which were qualitatively validated by the designer and his B&O colleagues. Parts of concepts were combined and redesigned into a final design on the basis of comments given by B&O (Chapter 6.8). The final design was embodied in a visual prototype (Chapter 8). Eventually, the development process was evaluated to verify the success of Verganti’s design approach. The conclusion was drawn that Verganti’s method did not support enough in achieving a radical innovation. The analysis of the Aito technology taught us it has the potential to become the game-changer in product user-interfaces. Therefore the technology is considered radical in itself, enabling a radical change in usability, as opposed to a radical change of the entire product meaning. Furthermore, an product evaluation on the basis of the target audience’s requirements to verify the success of the product with these critical people, concluded very positive. (Chapter 10). The thesis concludes with recommendations.","design; usability; technology integration; user interface; interaction; consumer electronics; audio","en","master thesis","","","","","","","Campus only","2014-07-05","Industrial Design Engineering","Design Engineering","","","",""
"uuid:5fdeed6d-0f36-4c70-b755-20310d71a770","http://resolver.tudelft.nl/uuid:5fdeed6d-0f36-4c70-b755-20310d71a770","Design for Integration","Van Osch, M.A.","Hultink, H.J. (mentor); Roscam Abbing, E. (mentor)","2013","Design for Integration; How Heineken can become a design-led brand.","transition; design; design-led; brand identity; communication; Heineken","en","master thesis","","","","","","","Campus only","2014-07-05","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:b9a721ba-9b8b-436f-8cc6-9ec5bde0f175","http://resolver.tudelft.nl/uuid:b9a721ba-9b8b-436f-8cc6-9ec5bde0f175","'European Debate' - A high rise proposal for the European Commission","Barendregt, J.","Merkeley, T. (mentor); Ronald, D. (mentor); Bergsma, A. (mentor)","2013","The question of dealing with public & private zoning, and especially that area where the two meet, is one of the fundamental questions in architecture. In this project, this area has an important role, both functional and metaphorical. The European Union knows a big gap between the people and the political power. The EU is democratic in theory, but in practice it seems very technocratic, with a very big distance between the people and the power. This gap also shows in the city of Brussels, where the European Quarter is like an island within the city center. Inhabitants of brussels do not visit the neighborhood, while the EU-workers do not leave the area. The decision to build a skyscraper as the new European Commission headquarters will only cause a bigger distance to the people. The skyscraper typology is based on efficient development, not on architectural quality. It's a typology that separates the interior from the urban context in a very rough way. Instead of creating larger barriers, the new EC building should instead be a connective element between the metaphorical people and power. To achieve this, the city is extended inside the building. A neighborhood-like urban structure is creating in the form of interior public space. Different themed zones of public functions are added to the building to create a mixture that will be both usefull for the EC-employees as for any other inhabitant or visitor of brussels. A vertical metro-system removes the barrier of going up into the building, by offering a capacity comparable to the urban metro running underneath the building, and makes the interior public space part of the city.","EU; Brussels; high rise; skyscraper; architecture; design; interior public","en","master thesis","","","","","","","","","Architecture","Architecture","","Materialization - TALL VCE","",""
"uuid:12bc04dc-59c8-4dda-8730-5dd3e8a6de3d","http://resolver.tudelft.nl/uuid:12bc04dc-59c8-4dda-8730-5dd3e8a6de3d","Investigating the standardization of ASD Tugs and developing an exterior concept design proposal for future ASD Tug(s)","Van der Liende, J.A.H.","Kuipers, H. (mentor); Van Heur, R.H.J.G. (mentor)","2013","Damen has grown to a worldwide market leader in tugs with their formula of designing and manufacturing standardized ships. One of the current developments is the change process from conventional product development with a project-oriented approach to a more configuration oriented development with a product oriented approach. From a demand to further improve the standardization concept, a graduation assignment was offered for the standardization of specifications of Azimuth Stern Drive (ASD) propelled tugs. A design part was added to fit the interests of both the company and the student, which lead to the following assignment: “Investigating the standardization of ASD Tugs and developing an exterior concept design proposal for future ASD Tug(s).” An introduction stage in the subject was started, where literature and specifications were reviewed and Design&Proposal (D&P) engineers consulted to gain general info on tugs, activities and its components. The environment of standardization within the company and the role of the different departments (stakeholders) was identified. Different levels of standardization were identified (ships, systems, components and process(es)), where the fourth level is the design process of the first three levels. First, it was decided to focus on standardization of the content, before the specifications could be standardized. The specification of a ship type is the description of components and systems. Therefore, an overview was made in order to compare the systems and components of the different ASD tugs. Since experience and naval knowledge were needed to identify which systems and components could be further standardized, it was decided to further focus on the fourth level of the process and leave the results with the D&P department. The stakeholders were interviewed to get an overview of the visions and opinions of the different departments. These visions and opinions were clustered in order to identify improvements for the optimization of standardization and a midreport was made that showed all the results so far. The conclusions showed that the current process of standardization was under exposed (among employees) and therefore not working to its full extent. To complete the overall picture on standardization, different (design) processes and standardization initiatives were mapped to create a communication tool for the standardization process within Damen. The map of the current standardization was be linked to the literature, in order to conclude with points of interest. This finalized the first part of the complete assignment. For the second part, the design part, a qualitative research was executed on the stakeholders preferences on exterior styling characteristics and a research paper was written. The results showed that the future tugs should look powerful, fearless, muscular, proud and rigid. The mast should look solid, strong, not be too hefty, but emit more composure than the current mast, which is too slim. These results were used as a basis for the ideation phase. Partly based on a current demand for a new redesign of the mast, it was decided to design within the current production possibilities of the different Damen Shipyards around the world. One of the points of interest of the first part of this thesis was an improvement cooperation and knowledge transfer between departments. Therefore, different people from different departments where involved to design in the style of the current and the most recent designed Damen ships. Ideas were clustered and three mast concepts were elaborated into 3D-models in order to evaluate the concepts on the most important/influentual requirements. For the wheel- & deckhouse one concept was elaborated to show the influence of more pronounced exterior styling conform the stakeholders. The best rated concept was optimized during extra iteration steps. The final wheel- & deckhouse and mast were modelled in the 3D-model of an ASD 3212 tug. Styling characteristics found in the literature and in recently designed Damen vessels are applied to the future tug. The styling redesign can be described as less chaotic, have body, look rigid, powerful and fearless. The thesis was finalized with an evaluation on the project and product and with conclusions and recommendations.","ship; tug; design; standardization; styling; exterior; automotive","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:8a5ddda5-16ea-4121-b969-b5c156f1f70f","http://resolver.tudelft.nl/uuid:8a5ddda5-16ea-4121-b969-b5c156f1f70f","Development of an innovative wastewater reuse plant for the RINEW project","Legierse, G.P.L.","Rietveld, L.C. (mentor); Heijman, S.G.J. (mentor); Vrouwenvelder, H.S. (mentor); Mulder, J.W. (mentor)","2013","Increasingly, harbour activities in the harbour of Rotterdam are moving west towards the Northsea (Maasvlakte I & II). This impoverishes harbour areas close to Rotterdam like the Stadshavens area. The municipality of Rotterdam is trying to revitalize these areas by transforming them into sustainable living and working communities. Evides N.V. is participating in this by developing an innovative wastewater reuse plant which will reuse the wastewater from the Stadshavens area by treating it to demi-water standards, while also recovering nutrients and energy. The objective of the research described in this thesis is to develop several sustainable and innovative treatment scenarios for the wastewater reuse plant, test relevant innovative technologies on lab scale and present a conceptual design of the wastewater reuse plant. Conventional wastewater treatment plants treat the wastewater under both aerobic and anaerobic conditions. Especially the aeration needed for aerobic treatment has a high energy consumption. With the development of new treatment techniques like ceramic nanofiltration and forward osmosis it is now possible to replace the aerobic treatment used in conventional wastewater treatment plants by these technologies. This saves energy and gives a smaller installation footprint (no settling phases are necessary). Four scenarios were developed, two using combined collection of wastewater, while the other two have a separate collection of grey water (from washing) and black water (from toilets). One of the combined collection scenarios and one of the separate collection scenarios uses ceramic nanofiltration (CNF) as a first treatment step, while the other two use forward osmosis (FO) as a first treatment step. After the first treatment step, the water quality is sufficient to produce demi-water by using the reverse osmosis process (RO). In the separate collection scenarios, the grey water is treated similarly to the wastewater treated in the combined collection scenarios. Nutrients and energy are recovered from the reject water of the CNF and FO processes by applying anaerobic digestion in the form of a UASB reactor. This process produces sludge and biogas from the biological material in the wastewater. After this step, magnesium ammonium phosphate precipitation and SHARON®-Anammox® processes are applied to recover orthophosphate and ammonium from the wastewater. With the separate collection scenarios, the black water is treated similarly to the concentrate water treatment in the combined collection scenarios. After comparing the scenarios based on energy consumption, demi-water production and demi-water quality, it was chosen to apply separate collection of wastewater , using CNF as a primary treatment step. The CNF process was tested on lab scale to review its performance when treating either raw wastewater or grey wastewater. Results indicated a better permeate quality and reject composition when treating grey water, but more fouling was observed, compared to raw wastewater. However, it is estimated this is controllable by applying regular backwashing and chemical cleaning. This research has shown that membrane processes can be used as a viable replacement for the aerobic processes which are used in conventional wastewater treatment plants. By using membrane processes instead of aerobic processes, less energy is consumed, while still achieving reliable effluents and reuse products. Based on the research a conceptual design of the wastewater treatment plant was made which consisted of a building which contains all treatment processes except the grey and black wastewater buffers, the demi-water storage and the digestion process tanks which are located outside of the building.","wastewater; reuse; forward osmosis; ceramic nanofiltration; demi-water; design; RINEW","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Water Management","","Sanitary Engineering","",""
"uuid:d43a9897-4bde-4d62-9e29-f7ab458642c1","http://resolver.tudelft.nl/uuid:d43a9897-4bde-4d62-9e29-f7ab458642c1","KiteSim: Designing a new interactive kite simulator","Meeldijk, R.","Schifferstein, H.N.J. (mentor); Van der Helm, A.J.C. (mentor)","2013","This report is written as a graduation thesis for the Master’s degree in Design for Interaction, Faculty of Industrial Design Engineering at the Delft University of Technology. It describes the process of researching, prototyping and evaluating a new interactive kite simulator, developed within a consortium of design firm Frank & Frens; the TU Delft; Innosport; the NKV and Robert Hoogendijk. The goal is to teach the basics to beginning kite-surfers realistically and in a controllable and weather independent environment. Kite-surfing is a young, emergent and exhilarating outdoor sport that requires the entire body to form an integral connection between the kite and the board. It is also highly weather dependent which makes practicing not always possible and as effective. To find out the requirements for learning to take place and what aspects are essential for a realistic simulated experience, extensive research has been conducted. During this project the sport has been studied at large; a literature study has been done to motor skill acquisition and the first experiences of beginners are gathered through observations, interviews and own experience. The gathered insights have been translated into design specifications and a design vision that resulted in three possible directions to follow. These directions all serve the concept of a kite simulator with which the project set out with, but with varying degrees of dynamics. The second part of the project focussed on prototyping and evaluating proposals for a tangible kite controller. The purpose was to control a kite simulator program and to feed back a resulting traction force on the user’s body. With the help of expert kite-surfers, several prototypes have been evaluated on realism in order to reach the highest level possible. Only then can the simulated experience truly add value to beginners. By using the input from experts and by setting out in one of the design direction, a self-supportive kite simulator has been fabricated and tested. This resulted in recommendations for further development; insights in possible added value and a final design proposal for an ultimate kite simulator embodiment. The final prototype has made the first step towards a fully realistic simulator design and laid the groundwork for future development. So far, it showed not only potential for beginners to practice with, but the findings of the final evaluation sessions were also enough to convince the consortium to continue investing in the project at large.","education; sports; simulator; tangible user interface; design; interaction","en","master thesis","","","","","","","Campus only","2014-06-20","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:690eeb2a-6fb5-43b3-98d1-4f7836f3a5d2","http://resolver.tudelft.nl/uuid:690eeb2a-6fb5-43b3-98d1-4f7836f3a5d2","Designing a Business model for a future sleeping experience","Bennett, A.A.Y.","Schoormans, J.P.L. (mentor); Calabretta, G. (mentor)","2013","This master thesis shows the process and results of the assignment to design a new business model for Koninklijke Auping bv. The Business model generation tool (Osterwalder, 2010) was used to generate a new business model for a future context.","design; sleeping experience","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:d09b36ca-7f57-4918-8445-6df1f1d0227d","http://resolver.tudelft.nl/uuid:d09b36ca-7f57-4918-8445-6df1f1d0227d","Design of a Solar Handheld-Device Charger","Sófalvi, J.","Diehl, J.C. (mentor); Flipsen, S.F.J. (mentor); Hulshof, B.J.B.M. (mentor)","2013","This report documents the design and development of an affordable, appealing and well-performing solar handheld-device charger (the Solution), which fits the needs of the targeted users, who live in developing countries, have no or only limited access to electricity, but can afford to, and have the aspiration to own a mobile phone. The assignment was provided by Lemnis Solar, a start-up company that develops and sells high quality solar products focused on emerging markets, especially in Southern Africa, where having no access to electricity is still part of people’s daily life. Many people worldwide still have no safe and reliable access to the electrical grid. Africa has one of the biggest non-electrified populations, which is expected to grow even bigger in the coming years. Moreover, the off-grid population is not the only market for alternative power sources; households with unreliable grid connections are in need of additional solutions as well. Lack of access or limited access to electricity is a general problem in many African countries. Mobile phones can improve people’s lives in developing countries significantly, and are becoming increasingly common among the poor in Africa because of their affordability. However, due to the continent’s low electrification, millions of mobile phone users are in need for alternative phone charging solutions, and their number is predicted to grow in the future because the pace of electrification of the continent cannot keep up with the growing population and the growing number of mobile phone owners. Solar technology is a promising solution for mobile phone charging, which is already becoming increasingly popular in Africa. To simplify the process of defining the user needs, South Africa was selected as the focus of this project, where the major relevant problems are existent as well. It was found that the most popular phones are cheap and basic, or slightly more advanced, but still low cost models. The variety of phones is diverse; and a solar charger will need to be compatible with all of them. Several solutions are used by those who have no access to electricity to charge their phones. However, the majority of them are unaffordable, inconvenient and unsafe. Personas were created; and based on their needs, the design direction for developing a suitable solar charger was defined. The direction, a portable versatile solution is a smaller scale product that can be used in various conditions and locations. It focuses on mobile-device charging, and is powerful enough to be a satisfactory phone charging solution on its own. Its portability and versatility makes it a suitable product in a variety of scenarios. This solution is needed by those who have no access to convenient and cheap methods to charge their phones and by those who need a reliable and flexible back-up solution. There is a big variety of solar chargers on the market. However, the majority does not fit the needs of the target group. Their main problems are that they do not have the right performance, which was specified based on the analysis of solar, and battery technologies, and price, which was found to be too high for the target group. The functions of the Solutions were defined: harvesting energy by converting solar radiation into electricity (charging), storing the harvested electricity and releasing the harvested electricity and charging electronic devices with it (discharging). Moreover the main criteria that it has to meet in order to satisfy the needs of the target group were specified: affordability, portability versatility, durability, clarity, good performance, safety and attractive appearance. Based on these design guidelines, concepts were formulated. The best two concepts were prototyped, and tested as part of a field research, which was conducted in Zimbabwe, to gain knowledge about how the concepts could be improved, and which one should be chosen to be the basis of the final design of the Solution. The research consisted of product testing, observations and interviews. The results of the field research were used to create the final design proposal. The result of the project, the Solution is a portable, versatile and affordable solar handheld-device charger, which provides a safe, reliable and convenient charging solution. It charges all mobile phones and a wide variety of battery powered devices. It is equipped with an internal battery, which stores enough energy to charge a basic mobile phone completely. The internal battery can be charged by solar power in only one sunny day, and it can also be charged from the AC power grid. It is simple and easy to use, and can be operated with only one button. It is equipped with a LED indicator to show how much power is left in its battery. The Solution comes in an aesthetic protective case, which can be used as a stand to ensure that its solar panel is in the right position in any circumstances.","design; solar","en","master thesis","","","","","","","Campus only","2014-05-29","Industrial Design Engineering","Design Engineering","","","",""
"uuid:fa52db81-009e-4870-b228-f92c96c8511b","http://resolver.tudelft.nl/uuid:fa52db81-009e-4870-b228-f92c96c8511b","CatWall","Broeken, S.","Moes, C.C.M. (mentor); Dehli, S.R. (mentor); Puts, L. (mentor)","2013","In the pet product market a gap has been noticed in the Dutch field of domestic cat products. Variation in cat perching solutions (commonly referred to as cat trees or scratch posts) has been limited. Almost all products look the same: plush levels connected with sisal posts. To seize this opportunity a new product with an original appearance, called CatWall, has been designed together with a business plan for a to be created company. Standard metal scaffolding materials form a two meters high basis to hold a piece of fabric that falls into the shape of hammocks from where cats can overlook their environment. In contrast to the current products, CatWall can be cleaned easily by unzipping the fabric from the basis and washing it in the washer. The use of fabric and CatWall’s flat vertical shape have been inspired by curtains.","animal; pet; domestic; cat; feline; perching; climbing; furniture; tree; wall; curtains; fabric; standard purchase parts; tubes; tube clamps; scaffolding; hammock; interior; owner; caring; companion; natural behaviour; welfare; lifestyle; household; design; product; prototype; industrial","en","master thesis","","","","","","","Campus only","2014-05-27","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:2e647ff1-7902-4a2d-8a17-85846901907c","http://resolver.tudelft.nl/uuid:2e647ff1-7902-4a2d-8a17-85846901907c","Designing a vehicle for young adults living in Europe’s urban environment of 2025","De Jong, R.","Van Dijk, M.B. (mentor); Visch, V.T. (mentor)","2013","This master thesis proposes a vehicle design based on insights of transportation needs of young adults, gained through research. Interest is directed towards young adults aged 20-30 living in European cities, who show active and mobile lifestyles, but whom interest for the car is fading. To understand how these people will construct their lives and how vehicular mobility can play in a meaningful role herein, a future vision is defined. The methodology used to create the vision is called Vision in Product. It asks the designer to collect factors, based on literature research, of whom he thinks will shape a preferable future. The research led to the selection of a mindset, describing how young adults will manifest themselves, traveling in the urban environment. The Renault brand identity aspect, joie de vivre, was taken into account to decide on the mindset. The mindset involves travel for recreative purposes, including exploration and enjoyment, as well as a need for social support, driven by the future outlook of cities. The urban environment is intensifying. The future context is finalized with a mission statement: I and Renault want people to explore and enjoy everyday life by spontaneously choosing together from all they encounter in the city. The vehicle design is the means to accomplish the mission. The vehicle is designed on three levels: usage possibilities, technology and aesthetics. The highlight of the vehicle is equality of user experience, embodied by a vis-à-vis seating lay-out and a central control display. The user experience is facilitated by means of a self-driving architecture and expressed through the leitmotiv: a symmetric greenhouse. Vehicles operate within a service system, this provides opportunistic use and connection to events and peers.","design; vehicle; young adults; urban mobility; future vision","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:5abfe4fe-0a8a-4dd3-8b16-551cab29a7fd","http://resolver.tudelft.nl/uuid:5abfe4fe-0a8a-4dd3-8b16-551cab29a7fd","Maid. for housekeeping, handheld application to improve the workflow of hotel housekeeping","Wang, J.Q.","Van der Meer, H. (mentor); Boess, S. (mentor); Güiza Caicedo, D. (mentor)","2013","The master thesis shows an advice report on an initial idea for a handheld application as solution to improve the workflow of hotel housekeeping. The master thesis is written in assignment of a start-up hospitality consultancy firm. Within the report, an academic advice is constructed by assessing the idea on various criteria and the idea itself is further designed with the goal as fundamentals for a new product development project.","design; hotel; system; service; housekeeping; advice; strategic","en","master thesis","","","","","","","Campus only","2014-05-08","Industrial Design Engineering","Product Innovation Management","","Strategic Product Design","",""
"uuid:6539f933-7745-457c-bfc7-1623d432f8b3","http://resolver.tudelft.nl/uuid:6539f933-7745-457c-bfc7-1623d432f8b3","Down the rabbit hole: A starter kit for collaborative creation","Häger, B.K.","Boess, S.U. (mentor); Pasman, G.J. (mentor)","2013","Starting point of this project was human interaction in relation to technology and the project goal to design a relevant product that contributes to people’s lives. Explorative user research was used to set the domain for the project on collaborative creation. Next, a vision on the domain was developed, using the ViP-method. The vision proposes to reframe the experience of collaborative creation as a worthwhile adventure instead of something potentially problematic. To apply this vision, a mobile application was developed that prepares people on working together with the help of small individual and collective activities. The report describes the determination of the domain (including explorative research), the development of a design vision, the design of a mobile application (including an evaluation study) and a discussion/reflection.","interaction design; Vision in Product Design; interface; collaboration; design; user-research","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:5a400eb6-5ff7-4dbc-b345-37f2f8ead7c2","http://resolver.tudelft.nl/uuid:5a400eb6-5ff7-4dbc-b345-37f2f8ead7c2","TRIcook: Product Design for Tristar to Make Social Cooking a Fun and Healthy Experience","Wolfswinkel, L.T.","Tempelman, E. (mentor); Sonneveld, M.H. (mentor)","2013","This graduation project is done for Tristar Europe B.V. The company’s core portfolio consists of domestic appliances, with a strategy to produce low-cost products in China to sell in a low price segment in Europe. However, the focus of the company is slowly changing and Tristar wants to become a more competitive and progressive brand. Tristar has detected an opportunity in their growing Funcooking section: developing a new product to take the lead in this market segment. The company desired a product that responds to the growing problem of obesity and help people cook together in a fun and healthy way. Research questions were set up to gain information about the company, funcooking, cooking & food, the market, context and obesity. The questions were answered during the analysis by retrieving the needed information through Tristar, literature research, an expert opinion and user research. The goal of this analysis was to formulate a grounded philosophy for the product that had to be designed. The ideal social cooking experience is like the Dutch Sinterklaas celebration with surprise gifts; the excitement and curiosity on forehand and spending the evening together in a cozy and relaxed atmosphere. Next to these feelings, people want to discover good food, feel balanced and share new experiences. Five core values regarding a dinner ritual were extracted; creating a cozy and relaxed atmosphere, togetherness, anticipatory pleasure, consciousness and activeness. These all contribute to enjoyment; enjoying each other and enjoying the food. With a design direction derived from the analysis, the ideation and conceptualization was started. The aim was to design a social cooking and eating ritual in combination with a corresponding funcooking device which evokes the diners in trying this new ritual. All ideas were built around the storyboard which tells the intended story of the social cooking ritual and keeps the core values in mind. Different parts of this storyboard were put into a timeline, each part having different designed solutions. By intuitively combining these solutions, the strongest ‘tracks’ in telling the intended story were extracted. The ‘TRIcook with app’ was chosen and further embodied. TRIcook ritual: The host will use the phone App to explore and decide on basic ingredients thereby afterwards sending invitations in which the diners will be asked to come up with a course based on these ingredients. Both the host and the invited diners will experience a growing curiosity due to the task. The diners will work together to create each course and the dinner will exist of cooking and tasting the different small courses after another. Working together creates togetherness and will be even strengthened by sharing all dishware and by presenting food to each other. Tasting and being conscious about the food is an important part of this ritual. TRIcook device: Using the TRIcook device, everybody is working together to create a dish: cutting on the three cutting boards, cooking on the three grill-devices and presenting this using the three plates. All parts are triangular and the arrangement will adapt to the users during the ritual, which contributes to the interaction with each other and the food. The plates and cutting boards have respectively a bended and hinged corner, which will invite the diners to pick it up, pass it around and present it to the other diners. Furthermore, pinchers are included eating tools for being in close contact with the food. A user test was performed to test if the diners encounter the intended social and food interactions during the ritual and whether this leads to a fun, cozy and healthy experience. This validation was twofold: on one hand the scenario with the tasks and the multiple courses and on the other hand the interaction with the designed product on the table.","Tristar; TRIcook; funcooking; design; cooking ritual","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:fd17e710-7d72-43b2-8d7c-be4f25a3717a","http://resolver.tudelft.nl/uuid:fd17e710-7d72-43b2-8d7c-be4f25a3717a","An interactive library tool for enhancing language engagement of adolescents","Phernambucq, E.","Boersema, T. (mentor); Jepma, E. (mentor)","2013","This thesis is the final documentation of a graduation assignment titled ‘Designing an interactive library tool for enhancing language engagement of adolescents’ - completion of the Design for Interaction master programme at Delft University of Technology. This project is executed in collaboration with DOKLAB and DOK Library Delft.","design; interaction; library; language; adolescent; DOKLAB; DOK; interactive; engagement","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design for Interaction","","","",""
"uuid:f2296f72-e3a2-438b-87ed-b323d0390469","http://resolver.tudelft.nl/uuid:f2296f72-e3a2-438b-87ed-b323d0390469","OUT-SIDE-IN: An approach for value creation by stakeholder participation in exploratory innovation projects","Meekes, M.R.","Buijs, J.A. (mentor); Bergema, C.P.A.M. (mentor); Taylor, L.M. (mentor)","2013","Participation of customers in innovation supports the creation of business value. Especially if the customers and other stakeholder take part in the fuzzy front end of innovation. But how can a set-up of the project, the project scenario, best support the interaction. The result of this graduation project is the project approach for the execution of future innovation projects performed by the Design department of Philips Lighting. The approach that I developed is called ‘OUT-SIDE-IN’. OUTSIDE-IN is a process-oriented step-by-step approach. One of the important aspects of this approach is the systemization of the process: it is transparent for all departments consequently a common understanding can be developed. The step-bystep approach is supported by the identification of issues, consequences of decisions and tips for each step. Knowing these factors that influence the process of innovation project provides the project team with the knowledge necessary to more effectively work within, manage and facilitate that process.","Philips Lighting; strategy; innovation; design; customer participation","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:b32296e7-0626-4814-99f4-431a0d755f2d","http://resolver.tudelft.nl/uuid:b32296e7-0626-4814-99f4-431a0d755f2d","A visual tool to elicit preference models; To enable support for interest based negotiations with the Pocket Negotiator","Ülgen, U.","Pommeranz, A. (mentor); Jonker, C.M. (mentor)","2013","Negotiation is an important aspect of life. Especially interest based multi issue negotiation proved to generate better results for all the parties that are involved. Despite its importance, many people are not effective in negotiation. Therefore Negotiation Support Systems (NSS) are designed to aid users. The Pocket Negotiator (PN) is an example of such a system. The current version of the PN uses hard coded interests and interest-issue links to provide support for interest based negotiation. However, interests and interest-issue links are inherently subjective and therefore they should be customizable by the users. In this thesis we propose a Visual Tool (VT) for enabling users to enter their personal interests to the existing PN and to customize the links between interest and issues. The design and evaluation of such a VT is not trivial. For the design part, factors such as unpredictable use, background, and needs of its users make the system requirements difficult to elicit. A user centred approach tackles such design problems by involving end users in the design. Although it is claimed that user involvement in early design process leads to development of more usable products, encouraging creativity and participation in user sessions are challenges acknowledged from the literature. Evaluation of such systems also offers its own sets of challenges. The support that PN provides to its users is based on a shared mental model (SMM). Although we used our VT to elicit the preference model of the users, universally accepted ways of directly measuring the effectiveness of an elicitation do not exist. The main contributions of this thesis are (1) a VT that extends the PN to enable its users to effectively share their preference models with the computer, (2) a set of recommendations on material, group composition and facilitation for encouraging user participation and creativity in user sessions and (3) a list based comparison method to measure the effectiveness of preference model elicitation methods.","preference elicitation; negotiation; design; participatory design","en","master thesis","","","","","","","","","Electrical Engineering, Mathematics and Computer Science","Computer Science/ MKT- Track","","Interactive Intelligence","",""
"uuid:71af5e48-2514-419d-adc7-8eb80e799d9b","http://resolver.tudelft.nl/uuid:71af5e48-2514-419d-adc7-8eb80e799d9b","Play on Your Way: Researching and developing play route concepts for children in the public space","Bouman, M.","Gielen, M.A. (mentor); Van Doorn, F.A.P. (mentor); Van Gaal, R. (mentor)","2013","This thesis presents the graduation project ‘Play on Your Way’, in which play route concepts have been researched and designed by using child participation. The project was committed by the National Youth Fund Jantje Beton, who aims to create and retain a public space where children (age 6-12) feel free and encouraged to play and be active in. They do this by devising, financing and organizing projects that contribute to reaching this goal. Project scope: A problem with current projects is that most ideas are generated from an adults point of view, and therefore do not meet with the wishes of children. The project’s scope is to design play concepts for the public space, starting with thoroughly researching what the target group wants and needs and including them in the process. This way, an example can be set for the approach of generating solutions for play opportunities in the future. Play routes were chosen as an example case. Shortly put, a play route is a route with play elements, enabling children to play (safely) on their way from point A to B. Analysis: First of all, the project scope was specified further by researching for which age group and type of location the public space is least accessible and encouraging for play. It was found that children in grade 3-5 (about 6-8 years old) and living in urban areas face the most restrictions when it comes down to playing in the public space or getting somewhere. Next, a short literature study on the target group’s characteristics and behaviour was done, giving some insight in what the target group is like and how to execute research with them. The target location was analysed further as well, which made clear that the most urban areas of the 5 most urbanized municipalities of the Netherlands mainly exist of ‘urban, stacked residential streets’. This concluded in a list (and examples) of characteristics of this type of street that could be important in the design phase. Finally, the rules and regulations for play elements were analysed to get familiar with the basic restrictions for designs. Research: The research phase was where the child participation mainly took place. To find out what the experiences and wishes of the target group are concerning the public space (focussing on routes and playing), contextmapping and co-research was executed. During the contextmapping, 20 children of the target group filled in a sensitizing booklet with short assignments about routes and playing, and 15 children (groups of 3) participated in generative sessions about these topics. Five couples participated in the co-research, where the children walked a route of their choice and made assignments on their way. General conclusions about playing were for example that the target group likes competition/challenges, climbing/clambering, games like tag, hide and seek and hopscotch, and playing together. The most common route is from home to school and back, followed by routes to friends, sports, music lessons, playgrounds/parks and the swimming pool. Nature and art is liked on a route, and traffic and vehicles are associated most often with negative experiences. Some children already play along these routes (for example by doing a bicycle race). The specific examples that came out of the research were clustered into inspiration sheets. These quotes, drawings or pictures appeal to one’s imagination much stronger than a general list of conclusions, and make child participation such a powerful method. Design: In the design phase, ideas were generated from the inspiration sheets (backed up by the general conclusions and findings of the analysis phase). Since the inspiration data was not clustered yet when the very first ideas were generated, these ideas were more often based on general conclusions than on unique remarks of children. It became very clear that the remarks gave much more inspiration than the general conclusions, and thus what the use of child participation can be. In the end, about 25 ideas were documented as examples of the project’s output. A range of the ideas was evaluated by a group of the children that participated in the research, and some adults. This showed that the children felt connected with the ideas and both the children as the adults were enthusiast about most of them. The evaluation also resulted in some suggestions concerning function, safety, appearance and maintenance that should be taken into account when developing the ideas further. Tool: To make sure that Jantje Beton can communicate the process and results of this project as an example of why child participation should be used more often, a tool was made. The tool is a fan with 17 sheets, summarizing the process step by step. A general explanation is presented on the front side of each sheet, with a specific example of this project on the back. The tool is mainly meant to inspire and enthuse municipalities to apply child participation more often. An evaluation took place with two adults with little to no experience of child participation. It showed that the information was clearly put and the fan inspired and enthused the readers with the presented examples and possibilities of child participation. Recommendations: The tool that resulted of this project is a way to make municipalities enthused about child participation, but more information and training should be provided before they can actually get busy. It is recommended that the tool is completed with a range of workshops, or a program for setting up and executing child participation. Additionally, the tool is now based on only one example project. For the tool itself this is not necessarily a problem, but more examples should be documented to show in general that child participation works. Lastly, testing the ideas in practice will give additional insights in the results of using child participation, and shows where this method still needs improvement.","contextmapping; co-research; child participation; design; play; children","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:224f43de-2cc1-4131-b13d-9e7783afe7c0","http://resolver.tudelft.nl/uuid:224f43de-2cc1-4131-b13d-9e7783afe7c0","Home Lighting Designer: Develop a conceptual tool for home lighting design","Hu, J.","Pont, S. (mentor); Vermeeren, A. (mentor); Sekulovski, D. (mentor)","2013","This report is for the graduation project- Design a conceptual tool for home lighting design, which is done in the group of Visual Experience at Philips Research Eindhoven. The aim of the project is to understand how home users conduct the home lighting design activities and design a tool based on the user-centered insights. The project comprises of three phases, research, conceptualization and evaluation. In the research phase, literature on light and lighting design was studied to form a theoretical basis for further exploration. The literature research has found that most of the knowledge, principle and design process are developed for professionals and commercial spaces. The necessity of developing a tool for home users is outlined, in which the professional knowledge should be translated in a plain and simple way. A contextual study was performed to gather insights by approaching the targeted users. The contextual study has revealed a four-step framework, Problem-Design-Evaluation-Execution, which demonstrates how home users conduct the lighting design process. Under the framework, insights are classified into contextual facts, problems, wishes and demands. Similar solutions on the market were also analyzed to find a unique positioning for the new tool. It is found that no current solution supports the process of home lighting design very well. The link between different design phases is missing whereas the supports for each phase are not adequate, especially for the phase of design evaluation. The research findings led to the formulation of design focus in concept development, which was “To develop a tool which assists users with their creative activities in the process of home lighting design.” A number of design criteria were also created to guide the conceptualization. - Link the various phases in design process - Cater to individual situations - Preventing the obtrusive experience - Response to user habits - Utilize the characters of online interaction - Novel and creative - Feasibility In the conceptualization phase, 6 concepts were proposed, selected with user-centered design methods. The final concept is a home lighting design APP that provides users with fast and extensive information of a lighting fixture through augmented reality. By scanning the image of a lamp from magazine, shops and websites, people are able to see a great number of design examples, product specifications, customer reviews and the lighting effect in their home. For the light setting designed by the users, the tool also gives diagnosis based on the intended atmosphere. The final evaluation was done with an interactive prototype of the concept. At the end of the report, suggestions are made that in short-term the concept should fix the usability problems as well as improve the key functions based on the user test feedbacks; in long term, some features of the concept can be developed into independent applications with advanced functions. A group of home lighting design tools will be arranged as a tool kit to meet more personalized demands of the targeted users.","Iphone application; lighting; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design for Interaction","","Design for Interaction","",""
"uuid:adfa912c-6fe4-4ac6-8e70-13dfd048c95d","http://resolver.tudelft.nl/uuid:adfa912c-6fe4-4ac6-8e70-13dfd048c95d","Design a foldable passive seating device for the event market","Nieuwenhuis, L.","Santema, S.C. (mentor); Bruens, G. (mentor)","2012","The design process of this graduation project is inspired on the “Model of the Product Innovation Process” (Buijs and Valkenburg, 2005). The five-stage product innovation model consists of product use, strategy formulation, design brief formulation, product development and product launch. This project covers the first four stages of the innovation model. The fifth stage is the actual product launch, which has not taken place yet, but hopefully this will be the case after publication of this report. This report envelopes the expedition to what the next product of flux could be, should be and will be, including the embodiment design and presentation of the final product. Flux® is a young company with a small product line, a so-called single product company. The flux® chair is their core product, around which several closely related products have been launched. Their designs are available in the best interior and design stores worldwide. In order to compete in this market, flux’s core product alone will not suffice. To innovate their business, products and services, an analysis of their present business is performed. Flux is in need of a product that could benefit from their current retail network and is an opportunity in a new market. Lounge areas are an upcoming trend in the event business. In the retail stores a current garden trend is lounge furniture, instead of the common dinner table, with seats. Adding a foldable function to this trend of lounge furniture in makes it possible to store the furniture. The final design goal therefore will be a lounge product aiming for the event market. The product should be a foldable passive seating device. Market development, technological possibilities and product development concluded that a sofa for two people had the most potential. The primary function of the sofa is sitting in a relaxed and layback position, while talking to your neighbour lounger. The research investigated what the best proportions are for a passive seating device to supporting the human body in a relaxed posture, from a scientific and ergonomic point of view. Sitting creates a lot of back muscle and spinal pains. The best way to sit is to change your posture and with a reclined back. A reclining seat and back will shift weight to the occupant’s back. This is comfortable, because it is reducing weight on the seat area. In general, if the occupant is supposed to sit for a long time, weight needs to be taken off the seat area and thus lounge chairs intended for long periods of sitting are generally reclined. The ideal measurements of the passive seating device are approached by literature research of scientific papers. The angle of the back and the angle of the seat together define the sitting angle. The sitting angle of the product will be 135 degrees. The seat will recline with 10 degrees and the backrest will be 45 degrees with reference to the horizontal plane. The seat depth is 47 cm, the seat height is 38 cm, the backrest is 65 cm, and the width of the sofa is 120 cm. The final design of the foldable sofa is a combination of functionality and form. It uses affective storage space, which also makes it feasible for distribution. It can be optimally produced with CNC milling, which is the current technique flux uses for their newest products. It is user friendly to fold and unfold and matches with the current portfolio and form language of flux. The consumer price will be about 8 times the production costs. The production costs are estimated on 60,- The consumer price will be about 480,-.","design; sitting; innovation; lounging; events","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovatie Management & Design Aesthetics","","","",""
"uuid:cfbd697a-59a8-4740-94f2-c148c17fd384","http://resolver.tudelft.nl/uuid:cfbd697a-59a8-4740-94f2-c148c17fd384","The deltadike concept and the effectiveness of various dike reinforcement alternatives","Den Hengst, S.","Vrijling, J.K. (mentor); Lee, F.H. (mentor); Jonkman, S.N. (mentor); Phoon, K.K. (mentor); Verlaan, J.G. (mentor); Gersonius, B. (mentor); Ter Horst, W.L.A. (mentor)","2012","","Deltadike; dike; failure; design; probabilistic","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Hydraulic Engineering","","Coastal engineering, River engineering, Probabilistic design","",""
"uuid:24d523b1-4df6-4089-a4d9-beb05e9249c6","http://resolver.tudelft.nl/uuid:24d523b1-4df6-4089-a4d9-beb05e9249c6","Now Boarding for 2025: Groups in Control","Weterings, P.B.","Santema, S.C. (mentor); Roscam Abbing, E. (mentor); Lievegoed, B.J. (mentor)","2012","This master thesis considers the queuing issues at the KLM Departures area at Amsterdam Schiphol airport in order to improve passenger comfort and journey efficiency. The Author puts forward that not resource capacity, but rather passenger flow area use can often be considered the cause of queue forming and over-crowding. Also, that in particular groups of passengers can perform a very disruptive role. Based on the KLM Passenger Services vision surrounding ‘placing the passenger in control’ a new vision for groups is put forward, including a toolbox for future product development. Finally several concepts are provided to further highlight the vision.","design; KLM; Schiphol; airport; departures; flow; passengers; queue; group dynamics","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","","",""
"uuid:384303fa-d3aa-4383-81fb-60e89d26e396","http://resolver.tudelft.nl/uuid:384303fa-d3aa-4383-81fb-60e89d26e396","Design a manufacturable Solar-Powered-Docking-Station for lighting rural communities in emerging countries","Deng, M.Y.","Rusák, Z. (mentor); Diehl, J.C. (mentor)","2012","There are 1.6 billion people worldwide with no access to electricity and of these people 90% have an income at the level of Bottom of the Pyramid (BOP). In Africa, more than 75% of the households have limited access to electricity. The predominant means of lighting are kerosene, firewood and cheap torches powered by not-rechargeable batteries. The current lighting solutions are unfavorable because they are dangerous and unhealthy for users and the environment. Therefore, Ndassie, a company specified in sustainable electrification, would like to provide a better lighting system that helps people get out of the darkness and precarity in a sustainable way. The lighting system consists of a docking station (DS) and rechargeable LED lamps. The DS recharges the lamp in about 5 hours by solar energy. The pilot country is Cameroon in Central Africa. The DS is the product that will be designed in this project. The main focus is on the manufacturability. This aspect is important because it can reduce several costs that are related to production. Therefore, a methodology called Design for Manufacturability (DfM) is applied. Furthermore, a low-cost product is important be able to enter the BOP market. Four concepts were developed based on the requirements and one was chosen to be the final concept. After communication with the manufacturers, the final design is detailed according to the requirements of the manufacturer and the design requirements. A sample was then produced by the manufacturer in China and transported to the Netherlands to evaluate. After the evaluation on the sample, there were points that were improved and implemented into a redesign. The cost of the redesign was reduced and the redesign became more manufacturable because the number of parts, assembly handlings and assembly time was reduced. Furthermore, the design has more parts that have the same shape to reduce the assembly time and machine settings.","manufacturability; design","en","master thesis","","","","","","","Campus only","2013-11-26","Industrial Design Engineering","Integrated Product Design","","","",""
"uuid:28a343ad-f591-4bfd-819b-6f8ca0284751","http://resolver.tudelft.nl/uuid:28a343ad-f591-4bfd-819b-6f8ca0284751","Design a multi-sensor device for measuring soil moisture","Van Kester, R.A.A.","Hajian, M. (mentor); Van Breemen, E.J.J. (mentor)","2012","This master thesis is done for the company Priva, located in de Lier. Priva is active in both the ‘Horticulture market’ and the ‘Living and working environment (LWE) market’. The graduation project focuses on the horticulture market, in which Priva sells products for climate management, water management and harvest & labour registration. Currently they sell these products especially in the high-end segment of the horticulture market, which is the segment with the highest level of automation. Priva wants to focus more on the mid-segment and top-open field segment, next to the high-end segment. For this new market Priva will develop a robust and affordable irrigation system, in which sensors are integrated. One of these sensors is a soil moisture sensor, which will be developed during this graduation project. The sensor must be able to measure the soil moisture and salinity which will optimize and automate the total water management system. The focus of this graduation project is on providing a theoretical and practical proof of principle of a sensor cell and on the integration of this sensor cell in an affordable and robust sensor probe. The graduation project can be divided in three phases: - Analysis Phase - Test Phase - Design Phase The uploaded graduation report is mainly focused on the design phase and the two added appendices are the analysis report and the test report.","soil moisture; sensorcell; robust probe; irrigation system; automation; design; measurement techniques","en","master thesis","","","","","","","Campus only","2013-10-23","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:023c3661-0162-4508-8093-9ba7744e28c2","http://resolver.tudelft.nl/uuid:023c3661-0162-4508-8093-9ba7744e28c2","Inter-Cultural Brand Design for French Wine in China Market","Chen, X.","Creusen, M.E.H. (mentor); Bakker, S. (mentor)","2012","This project came into being in response to the growing appetite in China for grape wines. Alterego has an expertise business in food & drink, culture and marketing, and it is also eyeing the emerging Chinese market, therefore the mutual understanding between the Chinese and the grape wine needs to be addressed, and this will be accomplished in this project by embedding cultural and economic value into the design and activation of this new grape wine brand for China. Project assignment: The assignment of this project is to create a brand of grape wine from France to China market, and create a brand activation plan for short term. In the long term, the brand concept will act as a guideline in further design, communication and promotion. Research activities: The research defined who the target group is, what to communicate, how and where to the brand interact with target group. To reach these objectives the research was performed in steps of data collection, data analysis, conceptualization, and brand activation design. 1. Data collection: collect information about grape wine culture, Chinese social-cultural context, current China market and competitors there, consumer characteristic and needs. Data collection was conducted in multiple methods, from academic papers, books, business report, fieldwork interview, observation, wine tasting experiment and internet anecdote collection. 2. Data analysis: Data analysis can be divided into two aspects of internal analysis and external analysis. Internal analysis covers the existing business of the company, its strength and weakness in creating such international brand, and the grape wine itself, i.e. classification and function of grape wine. External analysis bigger social context, consumer analysis and competitor analysis. 3. Conceptualization: After interpretation of analysis result, brand concept was build and selected. 4. Brand activation design: Based on the brand positioning concept and key aspects for interactive touch point, brand activation design was developed. i.e. physical product, interaction channel, and distribution channel. Final results: The main benefits proposed by the brand to consumer are pleasant taste, relaxing south France ambience, modern western lifestyle. And the core target group is the 20-35 year-old young adult living in urban area, with mid-high income. The final brand activation deals with 3 aspects: 1) product design, 2) communication & interaction, and 3) distribution channels. It includes a design brief and a visual example of physical product, brand interaction plan, and a distribution channel mix for the first year after launch. The final results also include a business case that integrates the branding project into market context with 4-Ps: Product, Price, Place and Promotion, and a forecasted cash flow, and break-even analysis for 1st fiscal year.","wine; intercultural; brand; design; China market","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","","",""
"uuid:64290bd8-28ae-4b2f-843a-060c745ab165","http://resolver.tudelft.nl/uuid:64290bd8-28ae-4b2f-843a-060c745ab165","Redefining the way people consume beverages","Howarth, G.C.","Melles, M. (mentor); Koster, R. (mentor)","2012","This thesis describes the development an innovative reusable bottle and beverage enhancement system that will be used to kick-start the recently founded company Oto. The Oto Bottle brings convenience, fun and sustainability to the creation of on-the-move beverages. As such, the thesis is carried out in parallel with two Strategic Product Design Masters students who focus on the brand and strategy elements of the company’s origins. Problem Definition Current attitudes towards personal hydration promote the use of disposable bottles. Whilst offering convenience, the benefits come at a price, literally and environmentally due to the waste involved. The main objective of this graduation thesis is to develop an alternative to packaged beverages through understanding users needs and bridging the gap with innovative and attractive product offerings. Methodology The project iniated with research into the driving factors behind the bottled water industry. This was used to understand consumers’ motivations and structure a research method that would identify opportunities. An intensive qualitative research process was undertaken employing observations, interviews, focus groups and user tests. The user research was then analysed and translated into design specifications and user needs. These were summarised in personas that provide an overview of the users context and motivations, This rich information was then used to support the design of concepts suitable for those users needs. A range of concepts were developed and analysed compared to the design specifications, user needs and brand values. The strongest concepts were then further developed and analysed through prototyping and 3D development of their mechanisms. An emerging design direction was then developed further until proof of concept, using prototyping techniques including 3D printing. The design and interaction was then tested with target users in order to identify their preferred interaction qualities. Once selected the emerging concept is then further detailed and analysed within the context of the Oto brand. Target Market The target market for the Oto Bottle is predomenantly young, active professionals with busy high-stress lifestyles. They have high demands from their products and have little free time to enjoy their lives. These users are passionate about products that allow them to achieve their goals. Concept Proposal The Oto Bottle and Drops take the form of a compact and convenient mobile beverage creation system. The bottle provides storage space for 5 beverage enhancement ‘Drops’ and can contain 600ml of water. The Oto Drops contain different performance or flavour enhancing ingredients that allow the user to customise their daily beverage consumption. When loaded with Drops and Water the user twists the selection tray to align with the dispensing button. After which, the active ingredients in the Drops emit effervescence and create the desired beveage. One of the key differentiating factors is that Oto aims to support its users by incentivising sustainable attitudes. This also helps to reduce the small amount of waste that is used in packaging the Drops. Through comparisons with similar, yet less functional, products on the market, it is anticipated that Oto can be competitively priced encouraging users to buy into the system. Evaluation The thesis concludes with a final product evaluation from users with no prior knowledge or experience of Oto. The main reason for this, is to analyse the effect that the design has on users’ perception. It can be concluded that the Oto Bottle and Drops system achieves its intended goal of providing ‘proof-of-concept’ for the new product category of ‘portable beverage poduction systems’","design; reuse","en","master thesis","","","","","","","Campus only","2013-10-08","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:cf428f1a-80d4-4773-871e-c4df92c84efb","http://resolver.tudelft.nl/uuid:cf428f1a-80d4-4773-871e-c4df92c84efb","Integrated Video Experience for MRI patients","Buratti, N.","Boess, S.U. (mentor); Melles, M. (mentor)","2012","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.","MRI; video; projection; experience; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:023d0d47-a87a-4ea2-9263-dd8886676606","http://resolver.tudelft.nl/uuid:023d0d47-a87a-4ea2-9263-dd8886676606","PLU+ a learning democracy: Strategic-Design Vision of Philips Lighting University","Khanna, S.","Hultink, H.J. (mentor); Bergema, C.P.A.M. (mentor)","2012","To begin with, I would like to ask you a question; do the following statements ring a bell? “Changing technology”, “evolution of the market”? I assume your answer is yes. If not, in any case I would like to share my experience with you, also something you could try. Type “changing technology evolution of markets”, these exact words, in a search query of Google.com and the result are visible in the picture below. The search query returned with 98,100,000 results within 0.25 seconds. This should give you an idea of how most of the markets today are dominated or rather driven by technology. The radical shifts in technology often disrupt markets and the environment which existed before the introduction of this new technology (Verganti, 2010). It will not be justified to quote a single author to state that technology is driving the world today and is dominating relevant markets and hence the customer behavior. Consumers are not the first ones affected; instead the stakeholders within the value chain of a product or industry are deeply moved by any technological shifts or changes. Philips Lighting itself is an example that can be quoted here. This project, initiated by the Lighting Design group within Philips Lighting, looks at designing new customer experience flows for the B2B channel in professional lighting, with a focus on architects and lighting designers. This project is carried out in collaboration with an internal project partner, the Philips Lighting University (PLU). The PLU group has a vision to address to an overall challenge of creating creative partnerships and gaining trust of key stakeholders by providing customer education. This education is focused on lighting technologies and their various applications. PLU has a defined business model but there is scope for creating an effective platform for engagements strategy and designing a new stakeholder experience thereby, making it a good opportunity for a master thesis project. The real strategic design problem, as identified within the current business plan, is to first identify the real knowledge needs of the target audience of architects and lighting designers in order to provide suitable education at specific times in their design process. The next important challenge is to translate this information into a design for commercialization strategies, and design a new strategic design vision of PLU. This will lead to an effective learning environment and a new image for Philips Lighting University, that of an ‘inspiring partner’. Architects have been a difficult customer segment for Philips Lighting in the past. Their motivations and aspirations around a project are difficult for the core marketing team to identify with. As a creative group we have similarities of vision and a similar approach todesign. This close proximity of interests proved useful to conduct a qualitative research with architects. The studies were conducted using both quantitative and qualitative research methods. Insights reveal that architects approach a design process like a learning process. Here learning is a result of 'doing'; which in this case is designing. During this overall design process the preliminary research phase, conceptualization, and design development phase are key points when an architect seeks new learning. The learning needs or knowledge requirements of architects are of two kinds; declarative, and procedural. The declarative knowledge is information that is easily transferrable through mediums like books, articles, etc. This type of knowledge supports familiarization with facts. Such knowledge is useful during the early design phase of preliminary reserach. On the other hand, the procedural kind of knowledge is more implicit in nature and is difficult to transfer through mediums such as books and magazines. Procedural knowledge is based on professional experiences within a field and is therefore transmitted through mentoring activities. This type of knowledge is extensively required from the concept design to design development phase. This also forms 80% of the overall design process. The current educational tools identified by PLU and the nature of information targeted are that of the declarative kind. That means PLU is only targeting a percentage of customer's 30% involvement in a design process. This might not sound attractive from a business perspective. The focus therefore needs to shift to cover a larger share of the pie, through learning engagements made for the remaining part of the design process and respective learning needs. PLUS, or Philips Lighting University Support is a strategic-design vision of the PLU. The Strategic-Design Vision encompasses concerns of architects regarding the required types of knowledge and their relevant sources used to compliment a project. PLUS is a learning democracy supported by the PLU. Like any other democracy it is OF the people, FOR the people and BY the people. PLUS is a platform that allows people to get together, share experiences, and in return share knowledge. People here refer to the various stakeholders including lighting designers, architects, installers, and etc. The three key personas that will help run this democracy is that of the architect (student of PLU), expert (specialist in the subject), and Philips (internal expert, or key account manager). The PLUS will orchestrate collaborative learning through three key elements; physical space, virtual university, and the experts. These three elements will complete a holistic learning environment offered by PLU. The goal of this strategic vision will be to enable thought leadership for Philips in the light industry, making PLU the most engaging customer education programs available in the market.","strategy; design; qualitative research; LED; industry; lighting; architects; customer education; vision; M-learning","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:838cd531-3f44-4ace-a86a-ec4893737863","http://resolver.tudelft.nl/uuid:838cd531-3f44-4ace-a86a-ec4893737863","Designing Value Chain Optimization Solution with a Realtime Streaming Calendaring Service","Li, X.","Santema, S. (mentor); Deken, F. (mentor); Boerrigter, M. (mentor)","2012","This master thesis shows the process of designing business models for value chain optimization with the realtime streaming calendaring service platform, and the process of designing a business model generation toolkit. It was done for the startup company Calendar42, located at YES!Delft. During the graduation project, 4 business models were designed together with the implementation plan and a business model generation toolkit was designed and elaborated up to a prototype.","business model; business model canvas; value chain; toolkit; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Design Theory and Methodology","",""
"uuid:d21f0af3-824e-4916-8471-0c3525e1b76a","http://resolver.tudelft.nl/uuid:d21f0af3-824e-4916-8471-0c3525e1b76a","A User Friendly Biogas Socket for the BoP: A case study for TNO in Rwanda","Jansen, A.M.","Diehl, J.C. (mentor); Ruiter, I. (mentor); Van Sandick, E. (mentor)","2012","This master thesis is carried out for independent research organisation TNO, who initiated the Biogas Socket project in 2008. The Biogas Socket project is part of TNO’s ‘Innovation for Development programme’, wherein high tech development and low-tech innovations contribute to stimulate economic growth and prosperity in BoP countries. This project targets the upper part of the BoP; subsistence farmers that own at least two cows and have a small additional income. They own a domestic biogas digester and are not connected to the grid. The combination of having a surplus of biogas and a lack of electricity in rural areas is where TNO identified room for innovation. Rather then letting the methane being released into the atmosphere, TNO started a product development project wherein the left over biogas is used to generate electricity; The Biogas Socket. The Biogas Socket is a sustainable, robust and inexpensive device that uses the heat of a biogas flame to transform the gas into electricity; enough to provide rural villagers with basic lighting and to power their low energy household appliances. Having the possibility to charge a phone at home saves a family recurring costs for charging and hours of traveling towards the charging station in the village. Owning a good lighting solution and having more time gives a family the possibility to undertake income generating or social activities at night and enables children to study. Goal of the graduation project is to elaborat¬e on the user perspective of the Biogas Socket and define the user-product interactions. By involving the end users, a technical prototype developed by TNO, is taken a step further towards a user-friendly product. One part of the graduation assignment is a research on the needs, wishes and concerns of rural families in Rwanda. These findings lead to a list of product requirements and a design proposal for a user friendly Biogas Socket, covering design improvements in the field of human-product interaction. The user insights and design ideas are to be used by a design company who will further develop the product. A one-to-one model of the design proposal and a user scenario are made. The relatively long local presence during this graduation project makes it possible to gain insights on the process from both the Dutch as the Rwandan point of view. Observations of the current co-creation process lead to a suggestion for a new process approach. Part of the graduation assignment is to develop a protocol that facilitates field research, similar to that what is conducted for the graduation project. The protocol can help TNO and partners to do similar research in other countries. For the next step in the Biogas Socket project, wherein prototypes will be tested with end-users, two test protocols are needed; one protocol to guide the first testing phase wherein a functioning prototype is tested in rural households, and a second protocol for the testing phase wherein 10 optimised prototypes are placed and tested in context.","biogas; electricity; Rwanda; Africa; Base of the Pyramid; BoP; contextmapping; design; interaction; co-creation","en","master thesis","","","","","","","Campus only","2013-09-21","Industrial Design Engineering","Design Engineering","","Master of Science Design for Interaction","",""
"uuid:275ae2a1-664f-4d5d-af67-154ed8fbceb9","http://resolver.tudelft.nl/uuid:275ae2a1-664f-4d5d-af67-154ed8fbceb9","Project Sensory room: From isolation to interaction","Li, W.L.","Melles, M. (mentor); Desmet, P.M.A. (mentor)","2012","In the psychiatry, isolation cells are used to lock up patients, when they become emotionally instable, behave aggressively and become a danger towards their selves or his environment. The isolation cell is a low stimulus and high safety environment. This means simply put that the patient has no control in the room. He is dependent on the staff for daily needs, e.g. get food, and get drink, and personal hygiene. The staffs also control activities such as listening to the radio, reading a book and even flushing the toilet and controlling the lighting in the room. The period of seclusion can vary from a couple of days to weeks and in some cases even more than a year. The main target group in this project are patients with a mental disorder called psychosis. Psychosis is an umbrella terminology for disorders such as schizophrenia, borderline, hallucinations, delusions and paranoia. Psychosis can be viewed as the loss of touch with the reality and having an over stimulated mind. Patients are often stuck in their own chaotic thought, which makes it hard to focus. That is why low stimulus isolation cells are used to give the psychotic mind peace. However in practice, patients often suffer from traumas after seclusion. Many patients described the experience as inhumane: feelings of boredom, abandoned, humiliation, loneliness and anxiety were dominating. In project Sensory rooms, an alternative solution for the isolation cell is developed, which should reduce the negative feelings caused by seclusion. The challenges in this project are restricted context in the psychiatry, and the fact that the main users are not allowed to be contacted nor are they able to be involved in a user research which requires their attention. And the target group is very heterogenic, which probably will require a very versatile solution. Alternative ways to research the context and the main user group were used, e.g. extended literature research, interviews with experts, experience mapping with ex-patients and caregivers, experiencing myself a seclusion of 24 hours at the psychiatry and shadowing a caregiver during his shift at the psychiatric ward. Literature research showed that the uncertainty and loss of control over the situation, failure to comprehend the situation, or solely the imagination of the threat are sources for anxiety. Giving back control and provide crucial information helps the patient to reduce anxiety. In the healing environment theory, just watching nature views has proven to be effective in reducing anxiety. Interactional objects and interacting with animals showed potential. Literature indicated that watching TV only distracts momentarily the mind from the psychotic symptoms, and will increase the frequency and anxiety caused by the psychosis. A strategy in which the patient accepts and interacts positively with their psychotic symptoms reduces anxiety and gave them the ability to be more in control over their psychosis. Interview with experts in the fields concluded that the communication between patient and caregivers is complex. Patients feel overruled in conflicts with the caregivers, they feel misunderstood and powerless. Some patients have difficulty with expressing themselves, due to the psychosis. In the post-evaluation, patients indicated that if the communication between them and the caregiver would improve, they would have solved the conflict earlier and got out of the seclusion faster. The caregivers appear strong and in lead when dealing with patients, however they feel in fact vulnerable in many cases. They are cautious, due to past negative experience with patients, and arm themselves emotionally to keep a professional posture. This often reduces their openness to listen or going into discussion with the patient, when the decision is made that he needs to be secluded. During the seclusion, the caregivers are in charge of observing the status of the patient. However the interaction between the patient and caregiver is limited, which also limits the observational value. For both parties it is hard to start a conversation, due to lack of topic or not knowing what the background is of the involved people. From patient perspective, a source of anxiety is the fact that they are dependent of unfamiliar people. Caregivers do not have different clothes or any marks to indicate that they are the medical or nursing staff. The most important moments of a day in the seclusion are the short contacts with caregivers. Even though a conversation might not emerge, the fact that there is company gives a positive feeling. An interactive wall in the Sensory room has been designed, with a special user interface (UI) that supports the patient during the seclusion. The UI is displayed on a 55” portrait monitor with touch screen function, and placed behind 17 mm safety glass. The usability is designed using intuitive gestures to control the UI. The UI appears simple but flexible. The features are categorized into different screens. Each screen has a different level of stimulus. The features are chosen to provide different level of interactivity. Features which make the patient passive, such as TV are avoided at the beginning. The chosen features were: nature videos, drawing program, picture wall, digital pet dog, information screen, video call, radio and ambient lighting. In the final user evaluation, both the affection for the chosen features and the usability were tested with real patient at the department of psychotic disorder. The patients diverged in their preference to the features. The more active patient liked the features with higher interactivity and the freedom to explore, while the passive patient rather watches the videos from the Ambient Experience and pictures of nature. In terms of usability the patients were surprisingly able to navigate through the UI with minimal issues. They were able to complete all the given tasks during the evaluation session of the usability. The evaluation was positive; however the effect of reducing anxiety and give emotional support could not be evaluated due to conditions. In the feature if the sensory room reach the stage that it is used as a living lab, the effects should be tested and feedback to the further development of the interactive wall.","isolation; design; psychosis; separation; psychiatry; seclusion; cell","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:53c804b1-6179-4bf1-bbf0-0f6f78e9d13a","http://resolver.tudelft.nl/uuid:53c804b1-6179-4bf1-bbf0-0f6f78e9d13a","The development of an in-hand-haptic-feedback device based on magnetorheological fluid","Elfering, T.C.","Rusak, Z. (mentor); Smit, A. (mentor)","2012","During this project, a mobile haptic feedback device, aimed at virtal object representation in virtual reality was developed. The device is capable of providing its users with passive force feedback between their thumb and index finger. The device consists of a magnetorheological fluid damper, suspended between the thumb and the index finger by means of a novel mounting mechanism. In the dampers OFF state, the user’ s movements can contract and extend this damper with relative ease. In the dampers ON state, an electromagnetic coil in the piston of the damper is activated, creating a magnetic field over the fluid in the damper This couses the affected fluid to solidify, significantly increasesing the damper’s resistance. The user’s fingers will sense this increase in resistance when they try to move them towards one another. In the right setting, this increase in resistance between the fingers may be experienced by the user as virtual object contact. By varying the intensity of the magnetic field over the dampers fluid, the damper is able to represent both rigid or ductile objects. The purpose of providing this type of feedback is twofold. It may allow people to experience virtual object contact, as they would in the real world. Previous research has indicated this type of haptic feedback could improve accuracy during virtual object grasping. The presence of this type of feedback may also enable people to disinguish the compliance of different virtual objects. A practical prototype evaluation was held to verify wheter or not the developed device was capable of providing the haptic sensations described above. In this evaluation, participants were asked to determine virtual object contact and to judge virtual object compliance. Due to the large internal resistance of the prototype, the difference between contact and no contact could not be determined for very ductile “objects”. Rigid object contact was detected far more easily. Participants were more adapt at sensing differences between different damper compliance values. The developed device was the result of a study into the field of haptic feedback. At the start of this study, the limitations of current haptic feedback devices were mapped. Simultaneously, a number of smart materials was studied to determine whether the application of one or more of these materials in a haptic feedback device could aid in overcoming some of the limitations found in existing devices. Out of the opportunities found, the creation of an in hand force feedback device aimed at simulating object contact was deemed most interesting. To provide the force feedback needed for this application, the descision was made to use magnetorheological fluid in a linear damper configuration. This choice was made based on the succesfull application of magnetorheological fluid in other haptic feedback devices, on the potentially high power density of magnetorheological dampers and on the relative simplicity of such a damper. Prior to the device’s development, the field of haptic feedback was studied. The purpose of this study with the purpose of identifying opportunities which are currently not or insufficiently fullfilled by existing haptic feedback devices. which could be fulfilled by the application of one or more smart material To come to the final design, a series of sketches was made, detailling potential methods to provide force feedback using a magnetorheological damper. Simultaneously, a calculation model was made and evaluated to determine the optimum geometry for a magnetorheological damper. At the end of this process, an optimised damper geometry was combined with a feasible method of mounting the damper to the hand, forming the final product.","design; haptic feedback; smart materials","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:97ee2e9e-9c0b-40f2-8865-b8f477ffa80a","http://resolver.tudelft.nl/uuid:97ee2e9e-9c0b-40f2-8865-b8f477ffa80a","Play like Messi; design of a product for making ball mastery exercises more fun.","Geerts, E.","Gielen, M.A. (mentor); Vegt, M.J.H. (mentor); Bartholomeus, E.J.C. (mentor); De Graaf, M. (mentor)","2012","Almost every youth football player dreams about being as good as very technical skilled football players, like Messi. Coaches often believe that these great players are simply gifted and that their skills are beyond the average player. Wiel Coerver, a Dutch football manager, analyzed these great players in slow motion video and came to the conclusion that many of their skills could be broken down and taught to most players, regardless of age or experience. Aiming to improve individual football skills and produce better attacking players and teams, Coerver developed a way to teach football. The foundation of the Coerver method is ball mastery. Ball mastery exercises are designed to get a feeling with the ball and to use all parts of the feet. His method is worldwide the most used skill teaching program and a lot of famous clubs like Arsenal, AC Milan and Real Madrid use his method in their academy programs. The philosophy behind the method is that a youth player can develop his technique only if he has come sufficiently enough in contact with the ball during his football education. But the amount of contacts with the ball during football matches and football practices doesn’t suffice. To become a better player they need to practice at home. At the most youth players train two hours a week and play one short match in the weekend. Naturally there are children who apart from this kick a ball now and then. But children nowadays have less free time and spend their time on other activities than sport, like watching television. Most young football players nowadays are not motivated to do ball mastery exercises on a regular base. Repeating the same exercise over and over again requires a lot of effort and is not fun. And fun is the single most important element in developing a football player. First the Coerver method was analyzed. The analysis showed what really was important about the exercises. The analysis showed what real ball control is and what it takes to become as skilled as Messi. Next a literature study of several motivational theories was performed. Children have different motivations for participating in sports. The study was performed in order to know how to motivate children to do ball mastery exercises. The analysis showed the different components of motivation and how theses can be applied in the project. The next phase was the idea generation phase. I came up with several ideas. The two best ideas were chosen to develop further into concepts. Two prototypes of the concepts were developed to test the concepts. Based on these tests a decission was made to develop one concept further into a detailed product design. The detailing phase embodies the final product design. The concept was optimalized and detailed. A prototype of the concept was developed to perform a user test. The last part of the project embodies the marketing strategy of the product. A business case was written in which the market is explained and how the product will be positioned within this market.","design; play; football","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:cf4793ba-8232-4004-99f0-6db3d321d64e","http://resolver.tudelft.nl/uuid:cf4793ba-8232-4004-99f0-6db3d321d64e","A new sanitation system for slums in urban dense areas","Melgarejo Fuentes, M.A.","Crul, M. (mentor); Roscam Abbing, E. (mentor); Talsma, L. (mentor)","2012","Around 2.6 billion people in the world do not have access to proper sanitation solutions, leading to many social, economical and health related problems. This report elaborates on “Clean Alliance” a product-service-system based in the provision of adaptable toilet booth availability supported by a waste processing Mini Multi Product Plant (MMPP). This project is elaborated as part of the TU Delft chapter of the Reinvent the Toilet Challenge of the Bill & Melinda Gates Foundation. The main objective of the challenge is to incentivize the development of sanitation solutions based on new technologies at an affordable price. The TU Delft proposed to develop a Mini Multi Product Plant (MMPP) in which human excreta could be processed and transformed into valuable outcomes. The core technology in this system is plasma gasification by which human excreta can be destroyed and transformed into energy in a fast an efficient way. This report elaborates on the product-service system of this MMPP in the context of the urban slums in Delhi, India. People in these slums are forced to practice open defecation, affecting with this the entire urban environment. The final design it’s based on field research and expert interviews developed in this region of the world. The final solution comprises a flexible communal sanitation system based on the provision of adaptable toilet booth availability in slums depending on the hour of the day. The system proposes fixed and mobile communal facilities enabled by the energy and resources processed by the MMPP out of human excreta. An innovative service platform and business model based in mobile networks is proposed for enabling the system. A new brand, communication, payment and tracking system are elaborated as part of an integral sanitation solution. These innovations aim at changing the way sanitation is perceived in India and in the world. A technological roadmap and implementation strategy based on social, technological and business aspects is included and presented as a basis for further developments and application of this system in the future.","design; sanitation; toilet; india; product service system; plasma gasification","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Design for Sustainability","",""
"uuid:4f40a0f8-690e-4d20-8073-efa0a8b0b4cb","http://resolver.tudelft.nl/uuid:4f40a0f8-690e-4d20-8073-efa0a8b0b4cb","How to contribute to body awareness through physical interaction by design","Vosmaer, A.M.","Sonneveld, M. (mentor); Jepma, E. (mentor)","2012","This project starts with an analysis. Here, the design field will be explored by means of a literature study, user studies and a self-reflection study. The analysis aims to obtain a better insight in the subject. This is necessary in order to find out where the potential leads lie for design. Apart from that a good understanding of the subject is required, so a proper assessment can be made whether physical interaction (ph.i.) is an appropriate means to stimulate mindfulness (mf) and whether design can provide a contribition there. Subsequently I shall look how ph.i. and design can play a role in the stimulation of mindfulness. Based on the three types of study (literature study, user study and self-reflection study) a number of interesting leads for design have been identified, such as ‘finding your own path’, ‘train the body/mind shift’, ‘connection’, ‘grounding’, and ‘inner guidance’. Based on that framework I shall present a design goal and a vision, that will function as the starting point for the design. The goal of the design is to contribute to the self-awareness process by designing a product that stimulates advanced feelers to follow their own path in life. My vision is that this could be accomplished by increasing their sensitivity regarding their body. The product should aim at making the users more aware of their own bodies and to make them more sensitive to what is taking place within their bodies. By becoming more sensitive you come closer to your own feeling and you learn to feel what you want and what is good for you. You understand your body and your inner voice better and better. That way your life receives more direction from your own feelings instead of following a rational path. The product should aim to teach the user to take over the function of the product itself. The function of the product is to guide you to your inner world and to stimulate body awareness, resulting in awareness of your inner voice that can lead you on your own path. In the design explorations a description is presented of various methods that are used as an explorative ideation; whatsapp brainstorming, brainstorming concerning feet, ideation by means of personas and scenarios. Here a number of design paths are followed in parallel, in order to investigate what the design could contain for the various leads that appeared from the analysis, to contribute to the creation of the design goal and sharpening up the vision. These paths are about grounding, connection, your own path, your feet, respiration and balance. The explorations lead to a focus on a product that works, combined with respiration to come to the final concept. That development is described in the chapter on conceptualisation. An in-depth understanding of the experience process is obtained by designing with the use of scenarios. Three scenarios are presented. They contributed to the defining of the various interaction phases in user actions and product functions: sensing, approaching, communicating respiration, withdrawing, guiding the respiration and withdrawing altogether. These are illustrated in the concept idea storyboard, where the interactions are further defined. In the interaction character design, the various elements are explained that describe the character and the behaviour of the product-user interactions. This shows the way in which the product performs something. This will be done per interaction phase, also for a number of other interaction components that are of interest for the character design, like the development of the relationship over time of the product and the user. These interaction elements are described with the use of metaphors. From those a number of interaction qualities are derived: empathic, gentle, free, smooth, supportive and unobtrusive. These are used to translate the design concept to a more tangible level into tactual design elements. In the tactual design elements the physical interactions will be translated to tactility suggestions for design, whereby I aimed at translating the intended tactile experience and the interaction qualities to tactual properties and bodily sensations. This was done by means of an iterative design process, with the use of small evaluation experiments. These serve for direct evaluation of potential design options and provide suggestions how the intended interaction could be designed. The suggestions serve as explanations and inspiration for the designer who will continue with the design brief. This helps her/him to translate the design brief into a more clearly-defined product design. The final proposal acts as a design brief, where a definition of the concept is presented, followed by an overview of the features, character design and suggestions for the expression of the tactual experience. The storyboard concludes this chapter, illustrating the usage of the product in daily life. The reports is rounded off with an explanation how the findings are expressed in the design.","body awareness; mindfulness; physical interaction; design; respiration","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:429d6df1-f988-41f0-abf7-c19196dd5ff4","http://resolver.tudelft.nl/uuid:429d6df1-f988-41f0-abf7-c19196dd5ff4","Design of a guidance device for minimally invasive hip prosthesis refixation","Ambrosi, M.","Dankelman, J. (mentor); Valstar, E. (mentor)","2012","All around the world countries’ populations are aging and with this increase of expected lifetimes there is additional need for medical interventions such as hip replacements. With many people outliving the lifetime of these implanted parts, revisions are sometimes necessary. In some hip prostheses, layers of fibrous tissue can grow and decrease the stability of the implant and cause a great deal of pain. Since open surgery is not an option for elderly patients, a minimally invasive approach is needed to remove the tissue and refixate the prosthesis. A guidance device was designed particularly for this procedure because removing the tissue before cementing is a novel approach to the current method of only cementing. Several concepts were created and evaluated resulting in an arc-shaped design being chosen. The designed guidance arc opens up the next step in hip refixation procedures. With the ability to guide new tools to remove the fibrous tissue and cement the area, the lifespan of the prosthesis and the quality of life of the patient will increase.","design; minimally invasive; hip prosthesis; refixation; fibrous tissue","en","master thesis","","","","","","","","2012-10-03","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","BME","",""
"uuid:5be50ddb-96bd-4684-bd8b-5cf90639ac23","http://resolver.tudelft.nl/uuid:5be50ddb-96bd-4684-bd8b-5cf90639ac23","Teamplay: The further development of TeamUp, a teamwork focused serious game","Bezuijen, A.","Badke-Schaub, P.G. (mentor); Aprile, W.A. (mentor); Mayer, I.S. (mentor)","2012","This thesis describes the complete redesign of the serious game TeamUp. Introduction At the faculty of Technology, Policy and Management a first concept of a serious game had been developed to assist in teamwork training. The goal of this graduation project was to take this concept and develop it into a full featured prototype that can be used to test all intended aspects. The goal of this concept game was to facilitate assessment and training of teamwork through a serious game, however a lot of refinement and expansion on the original concept was required to develop it further. The reasoning for using a serious game in this context is, that currently most training tools that assess users do this based on limited input from the users and/or observation. The advantage of game technology in this context is that it could allow far more fine grained statistics to be recorded during a training session. In addition, shorter feedback loops can be used to encourage different behaviour in users which could lead to a faster learning experience for the end user. The game was designed to allow for easy use in a way that inexperienced users do not need to spend a significant amount of time just trying to understand how to play the game, nor should they have a serious disadvantage while playing the game with others with more experience in this field. Process As the project was a continuation of previous work the previous version of the game was first studied to understand the strengths and weaknesses of the previous prototype's implementation. In addition the needs of the various stakeholders were analyzed to gain a better understanding of the requirements of the final product. Based on this analysis a new design directions was formulated. Various specific parts of the game, such as the challenges the players would be faced with and the user interfaces used in the game, were studied and concepts were generated to design a new prototype that would these requirements. Finally a new prototype was developed to evaluate this new design direction. To ensure that the game worked will for its intended audience an iterative approach to the development of this new prototype was chosen with extensive user tests to create short feedback loops. Results A completely redesigned and rebuild prototype of the game was delivered. The new version is more than twice as long and provides a more comprehensive and consistent experience. The game also features logging capabilities that are designed to work together with a research and facilitation tooling currently under development at the faculty of Technology, Policy and Management. When this tooling is completed it will allow workshop facilitators who use the game to gain detailed insights in each individual player's as well as their team's actions. In addition the extensive datasets from each play session can form the basis of further research in teamwork in general.","design; serious games; teamwork","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Design for Interaction","",""
"uuid:c40b30b9-c4d1-4ccc-b538-d83efad06a02","http://resolver.tudelft.nl/uuid:c40b30b9-c4d1-4ccc-b538-d83efad06a02","Developing a tailor-made empathic design tool","Alkaya, M.Ö.","Sleeswijk Visser, F. (mentor); Tassoul, M. (mentor)","2012","Albert Heijn is the largest chain of supermarkets in the Netherlands. Since a few years they also have a non-food department that focuses on offering non-food products to the customer, next to their large assortment of food products. The assignment is to help this department to design more surprising and innovative non-food products. While “innovative” as an adjective is used here to characterize the result of a process, innovation can best be described as an organizational process to implement new ideas. As is discussed in the introduction, ideas that are not implemented do not have an impact on the company or its environment, therefore cannot be characterized as “innovative”. Innovation as a process can be characterized by stages and gates as described by Cooper. The first stage in this process is an insightful moment that is based on new findings in the environment of the company. Companies actively search for this “lightbulb” moment by watching trends, doing (user) research, developing new technologies etc. The translation of these new insights to idea inputs for the innovation process is often described as a creative and “magic” moment, or isn’t described at all. So, while a constant stream of ideas to this funnel is very important, companies haven’t fully grasped this stage yet. Albert Heijn is no exception to this. More clarity could be given to this “fuzzy” stage by linking the new insights from the discovery stage to an ideation tool. User-centered design is one way to achieve this at Albert Heijn. User insights can be a good starting point for innovation by inspiring the design team and enhancing empathy for the end user. The question of the company was analyzed and divided into three partitions. The solution proposed in this graduation assignment focuses on two of the three partitions: 1) Communicating user data in a way that it inspires and enhances empathy & 2) utilizing that data in ideation. The third point is about organizational change and creating a culture of innovation in the company. A change in the organization will be required to give employees the time and space to use the proposed concept. However, this would make the assignment way too elaborate for a graduation assignment, so there was little emphasis on the third sub-problem. After an extensive internal analysis of the company, a framework to communicate user data to design teams is developed. It discusses the implications for the content, form and inherent qualities of data to facilitate empathy and the provide inspiration. It is based on literature research, interviews and questionnaires with experts (from academic field and practice). The framework is then combined with theory about creativity techniques to cover both the communication and utilization stages of user data to enhance innovation at Albert Heijn. A morphological chart is used to combine several ideas of each stage in one working prototype. In a series of iterations the prototype is used, treating real problems of the company. In a multidisciplinary setting the tool is thereby tested, improved and implemented in the organization at the same time. The iterations and evolution of the tool can be seen in the figures above. The solution is a combination of a redesign of the company’s intranet and a simple tool for ideation. The two parts are inseparable and complement each other. Together they fulfil all stages to enhance empathy, get inspired and translate these new insights into concrete ideas. A platform will be added to the intranet, where Albert Heijn employees can plan, register for and browse through internal presentations. This way sharing knowledge throughout the company is made easily accessible. The final tool and its manual can be accessed through the same portal. This concept is a first step in creating a more innovative culture at a large and traditional organization.","design; retail; innovation; user-centered design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Communication & Conceptualization","","Master of Science Strategic Product Design","",""
"uuid:f4c76373-a1d6-4bf8-b002-9ddecb58e9d9","http://resolver.tudelft.nl/uuid:f4c76373-a1d6-4bf8-b002-9ddecb58e9d9","Programming for Interaction Designers","Paauwe, R.A.","Aprile, W.A. (mentor); Van der Helm, A. (mentor)","2012","Programming is a powerful tool for interaction designers, which provides significant opportunities in creating and testing new concepts. Designers and more specifically interaction designers go beyond the basic button & led interaction, but generally stay below production level coding and complex professional systems. However, programming for interaction designers is often a complicated activity. With little to no skills or experience in programming, interaction designers often run into the problem of translating ideas into functioning code, rather than problems related to language. This graduation thesis is the result of investigating the gap between idea and code, and how this abstraction and translating step can be influenced, to make programming for interaction designers more accessible as a design tool. Interaction designers who operate both in the physical and the virtual domain often need to write programs to try out interaction ideas through interactive physical prototypes. To be able to validate these interactive ideas and behaviors successfully, knowledge related to programming is essential. Programming knowledge is fundamental for understanding the technical possibilities and limitations of interaction. Understanding programming is like understanding a new material; a designer needs to know both the limits and possibilities to be able to design successfully. Many of the contemporary tools for interaction designers, such as Arduino or Phidgets, emphasize the ability to sketch in the physical domain of interaction design (sketching in hardware). However, there is little support for the interaction designer to sketch in the virtual domain (sketching in software). While there is a large body of work about bringing programming for nonprofessional programmers, there are many reasons to believe that the hardest problem interaction designers face is the abstraction and translation step that goes from concepts and behaviors to functioning code. The abstraction and translation step is much more problematic for interaction designers than, for instance, syntax or other linguistic aspects of programming. Based upon observation of interaction design students, as well as several studies with paper programing, it is believed that most students are able to grasp individual statements of the language. Instead, most problems occur at a level above individual statement but below completed programs. This graduation thesis attempts to characterize this step of abstraction and translation in the process of interaction designers and proposes a first rough design for a toolkit that bridges the gap between idea and code. This toolkit is called the Code Companion and contains two tools: the Blueprint, and the Pattern Dictionary. The Blueprint is a paper tool that is inspired by programming plans and guides the interaction designer to think how a computer represents behavior or interaction. The Blueprint has four steps: program description, defining inputs and outputs, defining tools, and finally sketching the path from input to output using these tools. The Blueprint was exposed to students in two interaction design workshops, one at the University College of Antwerp and one at the Glasgow School of Art. In the workshops, the students were asked to use the Blueprint after defining their idea of interaction, but before writing their code in Arduino. Students in both of the workshops seemed to have a better overview and had a better understanding what they had to program, because of the Blueprint. Students frequently drew ‘tools’ in the Blueprint they were unable to reproduce in their code. However, they were able to come up with patterns in the Blueprint, but were unable to translate them into working code. To solve the issue of knowing what to program, but not how to program it, the Pattern Dictionary was designed. This is the second tool of the Code Companion, and is a dictionary of common programming patterns. Throughout the workshops, many of these patterns emerged, such as compare, timer, repeat, or sensor input. The combination of these two tools reduce the gap between idea and code, and allow interaction designers to be able to better sketch in software. Finally, an experiment was set up to measure the effect of the Code Companion on the abstraction and translation process. This experiment was set up to have three different groups, in which participants were asked to do two design and programming assignments. Group 1 was asked to do assignment 1 first, followed by assignment 2 using the Code Companion. Group 2 was asked to do assignment 2 first, followed by assignment 1 using the Code Companion. Finally, group 3 did both assignments without using the Code Companion at all.","interaction; design; prototyping; programming; toolkits; research","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:03127daa-ad1c-4cd8-a81c-b056d45240bc","http://resolver.tudelft.nl/uuid:03127daa-ad1c-4cd8-a81c-b056d45240bc","Connecting With Users Through Branding: Establishing Oto as a healthy and sustainable alternative to bottled beverages","Van Bergen, E.L.","Smulders, F. (mentor); Abbing, E.R. (mentor)","2012","The assignment was to develop the brand proposition for Oto, a start-up beverage company developing a more sustainable, healthy, and convenient alternative to enhanced water beverages. These beverages are typically sold in plastic bottles, which are both expensive for the user and to the environment. To ensure that the brand connects with health- and sustainability-focused consumers, efforts were made to develop a strong relationship with the audience. A brand manifesto was developed, utilizing company and user values, to influence brand design, product portfolio and business decisions. By guiding the product and operations decisions through the brand values, a unified offering can be presented that authentically delivers on brand promises.","brand; branding; strategy; design","en","master thesis","","","","","","","Campus only","2013-06-28","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:77de2b47-2fe7-4a24-ae5e-3e72abaa7c3e","http://resolver.tudelft.nl/uuid:77de2b47-2fe7-4a24-ae5e-3e72abaa7c3e","Redesign of device and user interface ergonomics for service agents at KLM","Henssen, V.D.","Van Mourik, F. (mentor); Molenbroek, J.F.M. (mentor); De Haan, F.G. (mentor)","2012","Introduction This report is part of a graduation project performed for KLM Royal Dutch Airlines (KLM). KLM is the flag carrier airline of the Netherlands. The report is about the introduction of the iPad as information source for the ground agents at KLM and the ergonomics concerning the use of it. The main goal of the iPad is to improve the service that ground agents can provide for the passengers of KLM and Amsterdam Airport Schiphol. The agents will use the iPad during their work and for this the ergonomics relating to the use of it should be pleasurable, both for the holding of the device as the user interface ergonomics. Previous research has indicated that the iPad is too heavy to hold, when standing, for longer than 15 minutes. This report will talk about the advised way to use the device and will give an advice on the user interface of the to be created application (app). Analysis In order to find the optimal combination between a support for the iPad and an app that will help agents make quick repairs intuitively several studies have been conducted. The studies were conducted to o see which factors are important for ergonomically responsible use of the iPad. Literature, internal reports, interviews, observation and context mapping have been used to gain more insights in the environment in which the agents operate. iPad support The first study that was done is finding the right posture during the use of the iPad by the agents to prevent physical complaints when using the iPad. This study indicated the visual- manipulative comfort zone, the ideal placing, of the iPad. Key to preventing physical complaints is variation of the posture. With these results in mind a better context analysis has been made to be able to place the correct use of the iPad within the work environment. The most surprising outcome was the difference in amount of people at transfer centre 6 from long times none to rows of people during calamities. From this study four personas were made to keep in mind during the design process. At last a market research was conducted to see what information could be gathered from the already existing support products on the market and other comparable professions. The research pointed out that the iPad is a unique device and the circumstances in which the agents work is challenging. Repair app First literature was consulted to find out about ergonomic guidelines for a touch user interface. The most important outcome of this study was: less is more. The app should be designed as simple as possible to ensure an intuitive interaction. Secondly, by interviewing KLM employees the main content of the app has been established. Five tasks were selected that are the base of the app. At last research has been done on finding a fit for KLM. Important to distinguish KLM are its colors, white, blue and a ‘touch of orange’, and the use of squares for internal communication especially. With the results of the research a list of requirements could be formulated for the to be designed iPad support and repair app. Design iPad support The iPad support that has been designed is carried on one shoulder and crosses over the body in standby mode. To use the iPad a quick motion of three steps can be made to place it in position; bringing the iPad in front of you, placing the frame of the support against the belly and sliding the iPad away from the body. The strap of the support is worn around the neck. The support places the iPad in the visual-manipulative comfort zone and can be used without hands, which leaves them free to interact with the passengers. Repair app The app concept has a basic lay out that stays the same in the entire app. A column on the left side presents options and a main frame is connected to the selected option. At the bottom five icons can be found that each represent a repair. For the prototype of the app the option to add baggage to a passenger booking is simulated. Conclusion Both the iPad support and the app were tested separately and together. iPad support The main findings of the user test pointed out that the iPad can be used during a shift of 1.5 hours by using this iPad support. Overall the support was received well. The negative sides of the iPad support are the strain on the neck for some people, and the attachment of the strap to the support blocks some parts of the screen. The design was said to fit KLM but might be too feminine for men. Repair app The app was received very well. All participants could walk through the flow without a problem. The design is considered businesslike, friendly and to the point. Combination The app matches the support. The advantage of the app is that the viewing part is placed on the top of the app and the action, data entering, part is placed at the bottom of the screen. Because of the distance the iPad support creates between the belly and the iPad, the arms can be in a good position when pushing buttons or entering data. All in all both designs have been received well by the 26 participants of the user tests and the agents indicated that they would want to use the support and the app.","design; interaction; iPad; app; ergonomics","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:32b1475c-a752-4fac-9e6b-7781e2a9997e","http://resolver.tudelft.nl/uuid:32b1475c-a752-4fac-9e6b-7781e2a9997e","Housing and user interface design of the Elana medical laser","Wasch, E.","Melles, M. (mentor); Visser, A.A. (mentor)","2012","At the start of the graduation project in October 2011, the Excimer laser of Spectranetics was used for the Elana technique. Because the design, technology, and usability was outdated, Elana started in corporation with MLase the development of the new laser. With a functional prototype as starting point, the goal of the graduation project was to design the housing and user interface for the Elana medical laser, that offers medical professionals the required functionality and is easy and safe to use in the operation room. An extensive analysis by desktop research, and field work resulted into specific design requirements, which formed the base of the idea and concept development. Ideas were sketched and further detailed, and principle solutions were generated, what resulted into five concepts that were worked out in SolidWorks. One of the concepts was eventually chosen by making use of a full-sized model (called a mock-up). By combining the best features of the concepts the eventual design for the Elana medical laser was created. During the design process the ideas of the designer were constantly evaluated by the designer, the people of Elana & MLase, and a clinical physicist of the UMC Utrecht. Other stakeholders involved during the process were: an operation room coordinator, cleaning experts, and a purchaser. The design goal was met by designing a medical laser that will meet the needs of the medical professionals, by offering functionality, usability, ergonomics, safe working conditions, optimal maintenance access, optimal production and assembly, stability & reliability, and optimal cleaning. In addition the user interface will provide the user the actual information they need, and a touchscreen will allow the operator to navigate through the information, and will make it possible to confirm or change options. The overall design of the housing and interface was made attractive and aesthetically pleasing by making it modern, neat, and clean, with well-considered proportions, colors, materials, shapes, and placement of the components. By addressing the previous mentioned conditions, by expressing the Elana corporate identity, and by making the laser better accessible to hospitals (cheaper), the Elana medical laser will meet the needs of the medical professionals and will therefore become a sellable product for Elana. The evaluation of the design by the designer, the clinical physicist of the UMC Utrecht, the people of Elana, and the people of MLase showed that the design of the Elana medical laser was received very well, and that it met most of the requirements. However before the Elana medical laser can be realized it will need some detailing related to the attachment of the covers and display, and labeling.","design; interaction; elana; medical; laser; user; interface; user-interface; housing","en","master thesis","","","","","","","Campus only","2013-06-15","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:79afd4cb-0813-4bed-9289-3fb41ad6baf0","http://resolver.tudelft.nl/uuid:79afd4cb-0813-4bed-9289-3fb41ad6baf0","Design on a new photoplethysmographic-clip","Van Geest, G.","Moes, C.M.M. (mentor); Vonck, D. (mentor); Van Velzen, M.H.N. (mentor); Mik, E. (mentor)","2012","This report reflects the graduation process of Gerjan van Geest a master student of Integrated Product Design at the faculty of Industrial Design Engineering at the Technical University Delft. The graduation subject was: “Design of an improved photoplethysmographic-clip” With a photoplethysmographic (PPG) sensor it is possible to measure the heartbeat and oxygen saturation. The department of Experimental Anaesthesiology, laboratory of Experimental Anaesthesiology, at the Erasmus Medical Centre is developing an improved PPG-sensor technology, with the new technology it becomes possible to assess the condition of the blood vessels and thereby heart and vascular diseases can be diagnosed in an early phase of development. Heart and vascular diseases is an umbrella term for multiple diseases like heart attacks, strokes and transient ischemic attacks (TIA’s). The Analysis outcomes Several issues have been found that cause artefacts in the measurements of the PPG- sensor, such as movement of the clip on the finger, the size of the finger, incorrect placement of the clip on the finger and the pressure of the clip on the fingers. Next to that subjects like cleaning the clip and safety issues should also be taken into account. The most intensive users: the patients, the nursing staff and the doctors, are the main stakeholders of the PPG-clip. They all prefer a clip that is comfortable in use. It should fit nicely, be easy to place and give no wrong signals. If these three stakeholders are convinced of the ease of the clip the rest will follow at the condition that the clip stays affordable. Vision To prevent movement artefacts the new clip has to be stable on the fingers of a variety of patients. This means that the clip is not able to move while it is in use and that the clip has to be easy to place on a finger, no matter what size the finger is. Next to that the clip should be comfortable to wear for at least four hours, although the patient is passive. The clip should give extra information about the conditions of the blood vessels, if there are any impurities inside the blood vessels, which could indicate to heart and vascular diseases. The exact kind of signal that the doctor receives, a number, some sort of graph or a sound, should be determined in a later stadium. Ideas By using a morphological chart multiple ideas have been generated, based on the outcomes of the vision created at the end of the analysis. All ideas were defer to a list of criteria to select the best ones. Two ideas were developed further into concepts: ‘Toy’ and ‘Inflated’. Concept choice Both concepts are very interesting to work out completely and both concepts could work in reality. But only one should be chosen to work out completely, so a comparison will be made between both concepts. The comparison was based on the positive and negative points in different kinds of fields and makes that ‘Toy’ will be the most favourite concept. Next to that is it the most intuitive concept of the two. The name of this concept was later on changed into Vamulec. Vamulec Vamulec is a clip consisting of two elements, the body and a roller. The body is a cylinder, which is split up in two antennas that contain the sensors. The patient’s finger will be placed between the two antennas. The roller will be rolled over the two antennas, which will press them down unto the patient’s finger. In this way does the Vamulec variety of finger sizes and keeps the sensors stable during use. A prototype is made to test whether or not the Vamulec works. Out of these tests it became clear that there is a lot of room for improvement. A redesign should be made implementing all the outcomes of the usage tests. Also more research is needed to prove that it is possible to assess the condition of the blood vessels and thereby heart and vascular diseases with a photoplethysmograph.","photoplethysmograph; vamulec; heart and vascular diseases; design","en","master thesis","","","","","","","Campus only","2013-06-14","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:8c28f1ac-9d13-47e8-ac85-f3acd6fbc9a5","http://resolver.tudelft.nl/uuid:8c28f1ac-9d13-47e8-ac85-f3acd6fbc9a5","Surgical lighting in motion: Design and validation of an improved suspension mechanism for the surgical luminaire","Harms, J.J.","Dankelman, J. (mentor); Knulst, A.J. (mentor)","2012","Usability issues have been observed in luminaire repositioning, during surgical operations. These difficulties were confirmed to be related to the kinematics of the translational subsystem of the suspension mechanism, specifically the possibility of singularity. Due to which the required force for luminaire repositioning depends on the spatial arrangement of the mechanism. Based on these findings, the goal of this research is to design a surgical luminaire suspension system that improves luminaire repositioning. With the hypothesis that a suspension mechanism without the possibility of singularity will improve luminaire repositioning. Within this research framework, the task was specified to the design of a passive serial suspension mechanism for the surgical luminaire that improves luminaire repositioning and can be easily actuated. This design project exists of two parts, a conceptual design process and a validation of the design. Based on a function analysis of the suspension it was chosen to focus the conceptual design process on the translational subsystem of the suspension. A computer aided method was devised to optimise the mechanism kinematics to the required movement space in the operating room. Which resulted in 13900 serial combination of revolute joints, prismatic joints and links. Based on a scoring routine, a selection of concepts was made and further assessed. The resulting design is an adaptation of the translational subsystem of the conventional suspension mechanism and is considered most feasible. The adaptations consist of a rail system from which the mechanism is suspended and a wrapping pair that couples the two vertical rotations of the pendant-type mechanism. As a result, the horizontal movement space is described without singularity and the movement space is improved. To validate the design and test the hypothesis, a full scale prototype has been build and tested in a user experiment with 14 participants. The prototype is based on a donated conventional suspension system that is adapted to easily switch between the (new) coupled state and the (conventional) uncoupled state. All participants completed an equal movement sequence in both states, thus creating paired measurements of input forces and the position of the mechanism’s end-effector. Based on the consistency in work between opposite movements in one state it was determined that the movement forces in the new design are indeed independent of spatial arrangement, whereas the reverse is true for the uncoupled state. Further analysis between states shows significant improvement in movement duration, work and jerk cost for the coupled mechanism. Also, qualitative data collected during the experiment show that participants significantly favour the coupled mechanism. With these results it can be concluded that the hypothesis is valid and that the research goal has been accomplished.","surgical lighting; luminaire; suspension mechanism; design; validation","en","master thesis","","","","","","","","2013-06-07","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","BME","",""
"uuid:ba6c8459-2fdb-4ff0-b89b-0100fe96ed08","http://resolver.tudelft.nl/uuid:ba6c8459-2fdb-4ff0-b89b-0100fe96ed08","Managing Software Design Erosion with Design Conformance Checking","Karsidi, N.J.","Pinzger, M. (mentor)","2012","Software design erosion is a well known process; however, once it becomes noticeable it may already have progressed so far that repairing it is difficult and costly. Design conformance assessment techniques can help developers to detect – and mitigate – the effects of design erosion, before they cause problems to the long-term maintainability of software systems. Existing techniques have already been proven successful in controlled cases, but are not yet ready for widespread adoption in production environments. This thesis studies the requirements and effects in the context of a real-world production environment and serves as a step towards making design conformance assessment techniques an economically viable investment for businesses. The contributions of this thesis are: an evaluation of the maturity of existing techniques, an inventarisation of requirements that arise from business environments with respect to design conformance assessment, and the implementation of the SharpDCA prototype tool that was evaluated in an ongoing development project.","software; design; erosion; conformance; checking; assessment; static; analysis","en","master thesis","","","","","","","","2012-05-11","Electrical Engineering, Mathematics and Computer Science","Software Engineering","","","",""
"uuid:a36a5639-4d34-49b3-8713-c2f98981db3a","http://resolver.tudelft.nl/uuid:a36a5639-4d34-49b3-8713-c2f98981db3a","Design for Transporting a Baby on a bicycle","Speelberg, N.","Prins, J.F. (mentor); Van Heur, R.J.H.G. (mentor)","2012","This graduation project is done for Steco metaalwaren B.V. This company produces bicycle accesories and had assigned the case of development of there product, the Baby-Mee bike to me. The goal for this project was to go back to the reason of existence for this product and see what opportunities lay there. The assignment therefore became somewhat broader than just a redesign: “The design of a product to transport a baby on a bike” The project had three main focus points: The connection with the bicycle of the current product is supplied by GMG. This company however will in the near future no longer produce this connection. A new connection with the bicycle therefore had to be developed. The requirement for it was to be as compatible with bicycles as possible. Another point was to reduce the volume of the product while still maintaining the compatibility with as much baby seats as possible. The last element that Steco wanted was an optimized suspension. Besides these three points, Steco was also interested in getting to product tested by independent organization. This was interesting for them, because then they would have proof that the product is safe for babies. Based on these elements, I designed the Baby-Mee Frame. The Baby-Mee Frame is Steco’s new and improved baby carrier for the bicycle. The baby is transported in the Baby-Mee Frame using a Maxi Cosi or other baby seat. It is compatible with the all of the most popular baby seats. Besides that, the product can stil be used when the baby outgrows the baby seat. The baby can then be transported in bicycle seats, which fit on the bracket. The bracket can also serve as a second luggage rack floating above the normal rack. It also adds suspension to the product. This suspension is designed to take up vibrations and quickly balance them out. For this to work properly, the bracket needs at least 70 mm of room above the luggage rack. The Baby-Mee Frame is connected not to the luggage rack of the bike but to the seat tube of the frame. The frame mount makes the Baby-Mee Frame compatible with nearly every bicycle. The product can even be positioned on the front of the some bicycles. This enables the parents to see their baby while cycling and enhances the feeling of safety. The certification by an independent organization turned out to be unobtainable. This was because there are no norms or guidelines for transporting a baby on a bicycle.","design; baby; bicycle; car seat","en","master thesis","","","","","","","Campus only","2013-05-16","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:f42b06d2-e0a5-4775-8c9e-52a36277bb35","http://resolver.tudelft.nl/uuid:f42b06d2-e0a5-4775-8c9e-52a36277bb35","Interactivity for the TV Experience","Ostolaza, A.","Bruikman, H. (mentor); Pasman, G. (mentor); Keyson, D. (mentor)","2012","This Master Thesis explores new ways of interacting with the TV and especially via tablet devices. It focuses on the enhancement of group experiences, for which tablets are integrated taking advantage of their technological benefits such as sensors and touchscreen properties. Result from this study is a system of collaborative content creation and sharing. It is thought for users housed in a common room, and thus, physically accessible to each other. Ingredients of the system are secondary screens (tablets, smartphones), TV and users. To accommodate the three elements an application is designed. This app connects users’ physical and digital worlds through a serie of interactions and actions for the experience, stepping away from the current aloofness of media and personal devices to put them back towards real and physically social experiences. This dissertation has been developed at the Innovation Site of Philips TV, where the firm explores TV consumer needs and matches them with commercial opportunities. TV industry embraces various stakeholders that may be classified into two main groups: TV content and TV device. Philips TV, as a manufacturer, belongs to the second, for this reason delivering content and services is not within its portfolio. However, electronic products are. From that perspective, the use of the thesis’ design by Philips TV is of a paradigm for technological ideations. User experiences lead and define products that, later on, are developed and implemented.","interaction; user experience; secondary screen; TV; interface; engagement; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Communication and Conceptualization","","Master of Science Design for Interaction","",""
"uuid:6ad3d118-52a5-442f-b5a7-d552e15f39ef","http://resolver.tudelft.nl/uuid:6ad3d118-52a5-442f-b5a7-d552e15f39ef","The control system of a digital version of the table soccer game","Verhoef, I.","Dekker, M.C. (mentor); Verwaal, M. (mentor)","2012","The graduation company “ACE ingenieurs - & adviesbureau” have seen opportunities in developing a digital version of the table soccer game. The graduation project was the first part of this development process, in which the desired playing actions were defined and in which the control system was made technically feasible. Table soccer is played all over the world daily; the game is quite popular and timeless. Table soccer is an intuitive game and suitable for almost everybody. There are several user groups (e.g. children, youngsters and professionals) who play on different levels and in different contexts. Youngsters are enthusiastic, fanatic and skilful in playing table soccer. Furthermore, youngsters are the largest user group and the easiest group to reach; they visit many public places (e.g. schools, community centres, sport canteens) and they are growing up with digital products and games. Besides playing games, most youngsters like to socialize with their friends. For these reasons, youngsters were chosen as the target group. The purpose of the assignment was to maintain the characteristics of playing traditional table soccer and to implement new features which were desired by the youngsters. The characteristics of table soccer that had to be maintained were; social play, fun, active play, intuitive controlling and suitable for a wide public (but especially for the youngsters). The desired playing actions for the digital game were defined with the help of user observations and focus groups. It was concluded that the new game would have the same basics as the traditional game. The match will be shown from top view and the players are in line with the eight controllers. Furthermore, rotating the rod will turn the players around their axis and sliding the rod will slide the players in longitudinal direction. During the design and engineering phase different solutions were created, assessed and elaborated. The final product contains the design of the control system which included a motion sensor for detecting sliding and rotation of the rod. There is a blocking system to simulate clamping of the ball. Moreover, a motor system provides sensual feedback when the ball touches the players’ feet. All these parts are combined in a specific composition so that the electronic components and the mechanical system fit in the device. An evaluation research is done with the user group and the help of a working model. Most interesting outcomes were: The product is really loved and desired by the youngsters. The designed working principle of the control system works well, but there were a few points for improvement. Paying attention to the programming of the software of the prototype is important for further development of the product. The next phase of the development process will be enhancing the electronic parts and developing the whole device, including the housing and construction of the product. At the same time the software has to be developed. Further research, with the target group has to be conducted to learn what games and aesthetics the youngsters prefer.","design; digital; table soccer","en","master thesis","","","","","","","Campus only","2013-05-09","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:a006191d-911d-4b9b-98db-98c41ae7d277","http://resolver.tudelft.nl/uuid:a006191d-911d-4b9b-98db-98c41ae7d277","Stimulating behaviour change in electricity consumption patterns by using social awareness based incentives in an interface design","De Jong, L.","Schoormans, J.P.L. (mentor); Pasman, G.J. (mentor); Mulder-Pol, M. (mentor)","2012","This study is performed as part of the project ‘Jouw Energie Moment’, which is initiated by Enexis to support the energy transition that is about the start. This project takes place in the ‘Muziekwijk’ in Zwolle, the Netherlands. If one looks at the future energy supply, the expectation is that both the amount of sustainable electricity and decentralised production will increase. The risk of using sustainable sources is that they do not deliver a constant supply of energy. If this is combined with the increase in electricity demand and when the supply is not synchronised with this demand, capacity problems will arise. To solve this problem, ‘Jouw Energie moment’ aims to shift the electricity use of consumers to a different moment in time, and therefore reducing peak loads on the distributions networks. The goal of this study is to deliver an interface design for the energy computer that aims at changing electricity consumption patterns, by using social awareness based incentives. This energy computer uses the medium of a tablet PC, and is fixed in the homes of the future habitants of the ‘Muziekwijk’. In this study, a solution is presented which followed from an iterative design process. The current market consists of multiple devices that enable the user to gain insight in their electricity usage. The energy computer as initiated by Enexis differentiates itself by going one step further, aiming at a permanent behaviour change. Not only in using less electricity, but focussing more or shifting electricity use. To gain most results, this study focused on how to change the behaviour of the women of the ‘Muziekwijk’ by using social awareness based incentives. During the analysis multiple problems were examined. First the interface should find a way to break the current patterns of the user. Secondly, the interface should offer the user the ability to change their behaviour. Also the user’s level of motivation to change a behaviour should be high enough. When the ability and motivation are there, a trigger should be placed to make this behaviour happen. Furthermore the interface should help the user to build a context for his/her own actions by showing what other users are doing and how well they perform, as followed from the definition of social awareness. At last, the interface should follow the rules of persuasive technology. From the analysis key elements were established. The first function of the energy computer is social comparison. The interface enables the users to compare their actions to a self-chosen group, which establishes a social norm. The second function is goal setting, which is combined with the social comparison element to stimulate the users even more. The third function is the introduction of a community, which is based on the self-chosen group. Furthermore the interface functions as a trigger, by sending the user a text message at the right moment. The last function is the one of expert advice. To test the function of a triggering text message in relation to social awareness, a small study has been performed. From this study it became clear that the long-term effect as well as the social component is hard to test in a short time span with people that are unfamiliar to each other. This is a critical remark to the results other previous studies, which also tried to investigate this subject. With the aforementioned elements a prototype of the interface has been set up to perform a usability test. From this test, points of improvement were derived. These points were adapted in the prototype so the final design could be presented. This final design can be used by Enexis to test whether a behavioural change can be seen, by testing the design in the second year of the project ‘Jouw Energie Moment.’","interaction; interface; electricity; energy; design; behaviour change","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Design for Interaction","",""
"uuid:ab45892d-7bfa-4447-885e-7108314ae905","http://resolver.tudelft.nl/uuid:ab45892d-7bfa-4447-885e-7108314ae905","Design of a new concept for rear lighting for bicycles of Koga","Tjeerdema, R.","Prins, J.F. (mentor); De Kruif, J.W. (mentor); Loot, D. (mentor)","2012","For this graduation project the assignment was given to design of a new concept for rear lighting for bicycles of Koga. This thesis describes both the process as the design itself, to give the reader the important insights gained at the process of this graduation project or just a quick but detailed look at the final design. Process The strategy used for the process is an approach based on common design methodology such as the ‘Delft’s Innovation Model’ as teached at the faculty of Industrial Design in Delft. These methods have proved to be very efficient to come up with new designs. Divergation and convergation in each phase creates efficient progress in the design process. The Analysis exists out of three main sections, an internal research, an external research and an synthesis of all the results. In the Internal Research, all the aspects concerning the company itself and where it stands for are researched, in order to obtain a clear view on the company related to the assignment, and conclude helpful directions for the design process. Koga has a healthy history, with strong core values. They want to broaden the targetgroup including more younger people as well, instead of having mainly elderly users for their most sold segments. Product portfolio and current rear lights leave many possibilties for improvement of the lighting, with possible collaborations with several manufacturers. The External Research consists of all the useful aspects related to the assignment that are not directly connected to the company. Together with an Internal Research it can provide a complete overview of aspects, leading ultimately to a logical design direction. The bicycle lighting industry shows gradual developments over the years, main priority stays the safety aspect. The most promising new technologies include light guides which can be used in combination with LEDs. New concepts show innovative positioning and new assistive features. In the synthesis all the previous parts and their conclusions are regarded to conclude a logical and promising design recommendation. This part contains the summarizing of the important and apparent parts of all the subconclusions in the internal and external research. Next to that, an overview is given of a possibility for the expected steps that will happen in the bicycle lighting industry. With the insights together with the projection a clear reasoning will be apparent for the design recommendation. With the design recommendation, a list of specific product demands and wishes can be described that belong to this direction. The synthesis is the means to fluently slide the Analysis phase over into the Idea generation phase. It resulted in a four-point design direction, that reflects on each aspect related to rear lighting. “Create an unique Light Design on base of the use of LEDs, optic Lightguides, and the hub dynamo wiring system. Reach innovation and distinguishment by positioning, form and the possible containment of adaptive and assistive, but functional features.” Within the concept phase three sections are made, the ideation part, the conceptualization part and the concept choice. In the ideation part word brainstorming and topic sketches were used to come to new ideas. It was then decided to use hierarchy, positioning, functions and light design as subjects to divide the main design direction in a subpart with each a clear outcome. This outcome meant for the hierarchy a visual integration, on carrier or fender position. To come to innovative function a tool was created to overview all possible new innovations regarding to rear light design. The best new function that fits that demands and wishes was selected, this is the new innovative function positionlight. With the section light design the latest technologies in light were used to select the use of light guide coupling in a 3D light line element. With this outcome of ideation, the 6 concepts were created. Each was built up from parts that were selected in the previous phase. With an official presentation to Koga, the direction for the Shoulder position on the carrier, with a reversed spoiler shape light line and the positionlight function was selected to continue with. The development phase then continued with the design optimalization. A working prototype proved the realization of the design was possible. The user testing proved that the added function of the positionlight has actual value, for brandrecognition as well as added safety. The position and direction of the cycler with positionlight are more clear to other traffic than without. A final evaluation to the process and the final design took place to take another look at the made the decision, concluding with a satisfying result. Design A design pitch including the details, assembly, cost estimation and final recommendations describes all of the named topics briefly, to give the reader the deep insights and details laying behind the design, and creating the needed overview for one’s interest. The design sketch on the front page partly shows the final design including the light functions.","design; light; bicycle","en","master thesis","","","","","","","Campus only","2013-04-23","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:3bb2a817-4fc7-4283-8b8e-248d6cd66197","http://resolver.tudelft.nl/uuid:3bb2a817-4fc7-4283-8b8e-248d6cd66197","The Next Generation EnergyLight","Rosenbrand, R.J.","De Bont, C.J.P.M. (mentor); Van Kuijk, J.I. (mentor); Van de Wouw, I. (mentor)","2012","This report is the result from an Integrated Product Design graduation project entitled ‘The Next Generation EnergyLight’. It describes the user-centered research and product development process of a new generation light therapy products. Philips EnergyLight currently sells three light therapy products that claim to make you ‘feel more energetic throughout the day, in a natural way’. The product is mainly targeted at people suffering from Seasonal Affective Disorder (SAD; known as winterdepression) and sub-syndromal Seasonal Affective Disorder (sub-SAD; known as winterblues). The goal of the project was to identify opportunities for a new generation of EnergyLight focused on this consumer group. At the start of the project, an analysis was performed containing a scientific, consumer and market research part. The scientific research consisted of a literature study on SAD, complemented with expert interviews. It was concluded that light therapy is a proven treatment for (sub)SAD, but in order to be effective and safe it should be used properly (correct distance, light intensity, and duration of use) and in a controlled way. However, from existing consumer research, user interviews and a survey, it was found that users often use the product improperly (e.g. the product is used at a too low intensity, too large distance, too short duration or in the evening). The consumer research also indicated several user concerns of the current products (e.g. the bright light is not comfortable and users feel socially embarrassed to use the product) and user preferences for future use (e.g. use at home while having breakfast, using computer or watching television). The market research showed there is a significant growth potential for EnergyLight, although awareness of the products and especially the transition into purchase intent is limited, partly because people think the products are rather expensive and because they are not convinced that the light will help treating their complaints. The total consumer group was subdivided into two main focus areas, represented by the personas ‘Arjen’ and ‘Bridget’. Seven search areas for these personas were indicated as being promising for future product and business developments. From the formulated design brief, several sub-problems were indicated. Three user tests, principle solutions and technical research helped in making decisions on these sub-problems. Ideas were generated by means of brainstorming and sketching, which resulted in the development of four concepts. These concepts differed in their overall orientation (medical or lifestyle) and extended functionalities and intended use scenario. Furthermore, a support path for informing the consumer was proposed, including a software application that could provide a personal advice. Out of the four concepts, the SunSphere concept was chosen as the concept to optimize into a preliminary design, which was further translated into a prototype. The product was evaluated with users, engineers and clinicians. The results suggest that users appreciate the product in terms of design, use scenario and light output. Together with the integration of two light settings and distance sensing the participants indicated that the product has clear added values that are likely to validate the indicated sales price. From a business perspective, the product has the potential to replace the current EnergyLight products and differentiate from competitors by means of aesthetics, light output and additional functions. The user interface could be improved from the prototype in terms of ‘learnability’, because without extended instructions not all functions were clear yet. From the expert interviews it was concluded that the functions and adjustments for stimulating proper use, combined with the software application could increase correct and safe use at home. The SunSphere is a showcase of how the findings from consumer, market and scientific research could be translated into one product. However, several key elements could also be applied (separately) in other future embodiments for EnergyLight. Therefore it is recommended to Philips to especially understand the fundamental elements and rich consumer insights of this project, because these will be valid in most embodiments and propositions for future EnergyLight products.","design; SAD; bright light therapy","en","master thesis","","","","","","","Campus only","2014-04-13","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:14d97435-f6c5-40cd-a270-15b8f949c5f5","http://resolver.tudelft.nl/uuid:14d97435-f6c5-40cd-a270-15b8f949c5f5","New Rowing: Play the Sea. Design of the Volans Coastal","Van Schaijk, A.","Jansen, A.J. (mentor); Keuning, J.A. (mentor)","2012","In July 2011, the Volans2 was introduced on the market. It is a single skull, recreational rowing boat designed for a wide public to make the rowing sport more accessible. The design is compact and light, challenging for rowers of variable levels. The implementation of a sliding rigger system (in which the rigger slides instead of the seat) creates advantages for balance and speed. As the company is willing to extend their product portfolio, the development of a recreational coastal rowing boat is the next step. This coastal rowing boat will be used up to a kilometer from the shore. The analysis starts with research in the field of rowing and naval architecture. This information is used to investigate the context and the competition of the Volans Coastal. It seems there is a lot of competition in the market that can be classified in open water shells, coastal rowing shells and other crafts like kayaks, surf skis and wave skis. All combine sport and leisure in the same environment. The classification of the rowing shells is based on design. The open water shells look very similar to recreational coastal rowing shells like the Volans2. They are symmetrical, more stable than race rowing shells and aim to prevent the boat from catching water. Coastal rowing shells have asymmetrical hull shapes, are self bailing, and are even more stable. They are designed for one of two purposes: speed or touring on the head seas. To stand out when competing in the existing market, the Volans Coastal needs some unique selling points. A specified assignment describes what the design should be like, based on the results of the research. First, the boat has to be practical. Meaning that it should be lighter than its competitors and easy in transport and installation so the focus will be on the actual row. The design should fit the company’s looks and feel, being stable but still fast and challenging. Most important, the design should distinguish itself by offering an unique experience of play and fun in surf. The design should function in the headseas as well without concessions in speed and performance. A coastal rowing test was done with the Volans2 and the Virus Turbo skiff which can be said to be the biggest competitor of the Volans Coastal. These boats are repeatedly used as reference during the development of the Volans Coastal. After a process of idea generation and concept development, three possible concepts are presented. Each of them offers a solution from another perspective. A selection is made using the optimalisation criteria based on the reference boats. From there on, the hull design is finished and optimized. To function in both situations, the final hull shape is designed initially for maneuverability and positioning in the surf. To optimize the hull shape for the head seas, a skeg is implemented in the hull providing directional stability. The wave piercing characteristics of the bow and the specific shape of the stern contribute to the desirable sailing and surfing characteristics attaining high speeds. The shell is equipped with hatches, carrier straps, and a carry handle to improve the user friendliness. An integrated bailing system discharges surplus water while the deck design fits the typical looks of company. The evaluation of the design is executed theoretically, since a full scale model is not yet finished. So far, the design fulfils its requirements. However, testing in real life will evaluate the design thoroughly and will probably show some points for improvement for further design stages.","design; rowing; boat","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:282ce049-a4e9-4e3d-84c6-8b16f9e5414d","http://resolver.tudelft.nl/uuid:282ce049-a4e9-4e3d-84c6-8b16f9e5414d","Design, Integration and Verification of the Delfi-n3Xt Reaction Wheel System","Hoevenaars, A.G.L.","Brouwer, G.F. (mentor); Bouwmeester, J. (mentor)","2012","To improve the pointing capabilities of nanosatellites a fast response attitude control system is required. Reaction wheels are an effective solution and rely on the simple principle of conservation of angular momentum. Also they can be developed within the stringent budgets of nanosatellites with current technologies. The Delfi-n3Xt satellite of the Delft University of Technology also includes reaction wheels and this thesis covers the design, integration and verification of the Delfi-n3Xt reaction wheel system, which will be among the first three-axis reaction wheel systems for nanosatellites in space.","reaction wheel; nanosatellite; Delfi; attitude control; design; verification","en","master thesis","","","","","","","","","Aerospace Engineering","Space Engineering","","Space Systems Engineering","",""
"uuid:b9e8b70d-29ad-46d3-ba1f-e6216438a8f3","http://resolver.tudelft.nl/uuid:b9e8b70d-29ad-46d3-ba1f-e6216438a8f3","Storobo: Research and Development of a ‘Storytelling’ Tool for in the Library","Arsenian, H.","Stappers, P.J. (mentor); Visch, V.T. (mentor); Rotteveel, K. (mentor)","2012","This project is done in collaboration with DOKLAB part of the Delft library, with the main goal of developing a storytelling tool for in the library with the implication of a multi-touch surface. The target audiences are the visitors of the library. First we need to understand what a story is, a story: true or fictitious, in prose or verse, is designed to interest, amuse, or instruct the hearer or reader. Works of digital storytelling always have elements of narrative and always offer some degree of entertainment. With a questionnaire I discovered that people would like to share stories of their own interests within the library. Although I previously wanted to socially connect the visitors, discovery made it clear that not everyone want to feel connected. A creativity session with a young audience gave more insights about how they would prefer sharing stories and this was by means of images; however later I understood that this group of people where just a small portion and elderly people and adults were a much bigger group. A brainstorm session gave more insight in how you can share and create stories as well as award and connect people. An interview with the visitors of the library gave more direction of how and what people really want to share. In short there was not one topic or medium which had a greater preference. Visitors have very broad interests and prefer consuming stories in text, images as well as video. Creating and sharing of stories were preferred individually and with name. At this point ideas were generated considering the content of the stories. The ideas include stories about cooking, travelling, hobbies, photo contest, poetry, comics and people’s opinions. From these ideas a combinational idea then came to light which emphasized the diversity of stories and creating stories in the library on the spot. This idea consists of 3 parts the first part is a proposition which is provided by the system, this is the so called stimulus which is a universal element in all storytelling. Then the users are to take a position by voting for or against the proposition. The second part is the stepping stone to the actual story creation the third part which is commenting on the proposition. From this I conducted a test for two days within the library with a robot made of carton box on its chest there was this proposition and people could vote by using a pen to either choose for or against by placing a short line in the designated area. After which they could write a small comment on post-its and paste them on the robot. In total 23 people casted their vote and 6 people contributed with a short story. So it became evident that people are willing to cast votes and write short comments. There was even a real live interaction where two people started talking to each other about the topic that was presented. Of course the carton robot was just simple prototype, so I did an interview survey to find out whether people like the shape of a robot to interact with or would it better to be a less characteristic design like a simple ATM kiosk. It was clear that the robot was not appreciated by the majority of people and they preferred an even more simple design with a screen. With the help of playacting the concept was further developed and only text as an input method and means of consuming a story was left and it was also decided that the screen should have a 45 degree angle. Hereafter components were selected that should be present; these include comfort of use, attractiveness, inviting, visible from a distance, layout, organizing the components and having a low threshold. Through sketching the embodiment of the concept developed further from being a robot with a screen to being just a screen on a stand. At the same time interface ideation was done, considering where to place the buttons and how to make the graphical interface attractive, intuitive and easy to understand and use. After this a final concept was created called Storobo, the name combines the two original concepts Story and Robot. The concept has a proposition on top and two voting buttons on the either lower side of the screen and a button to place stories in the middle. Stories appear like post-its on the screen and can be dragged and ordered intuitively. One can simple click on the small posts to see the full text and can reply on posts as well as up-vote them. A comparison is made with three existing state of the art systems, which are a website called stand.nl which is connected to a radio show, Storytable which is designed as a media player for the elderly and a story tool in het scheepsvaart museum in Amsterdam. The prototype is made from MDF 18 mm thick to support the full HD multi touch surface screen. A working interface is designed using Flash that supports voting and adding stories but not commenting on stories. It also supports dragging of stories across the screen maximizing and closing them. The Storobo prototype is put in the library for demonstrational purpose and to see what people think of it. Although there were twice as much votes and stories than with the carton robot the expectations were a bit more. But the people who used the Storobo were all very enthusiastic. I recommend the Storobo to be used in the library it will be a great asset to the already existing entertainment and information.","design; multi-touch; storytelling; library; interface","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:b5df2f68-9581-416a-9b78-36864afeb1f3","http://resolver.tudelft.nl/uuid:b5df2f68-9581-416a-9b78-36864afeb1f3","IO-Board: An Arduino based modular electronics toolkit","Lammens, C.T.L.F.","Kooijman, A. (mentor); Geraedts, J.M.P. (mentor)","2012","The project ‘an Arduino based modular electronics toolkit’ handles the research and design of a modular electronics prototyping kit, targeted at Industrial Design Engineering students at the Delft University of Technology. At first, during the analysis phase, interviews were conducted with the different stakeholders. These interviews included teachers, students, and lab staff. The interviews resulted in a list of complaints of these stakeholders. Main complaints were about the bad connections between the Arduino and the breadboard, and the lack of debugging tools. Next an overview of different hardware and software platforms was made, and a literature study was executed. The literature study confirmed that the problems, reported by the different stakeholders, are also present at other educational institutes. The input of this analysis was used to generate a list of wishes and demands. The list of whishes and demands was used during an idea-generation process. The different ideas developed during this creative session were then elaborated into two concepts, of which prototypes are made: the 1-4-ALL-board and the IO-board. The IO-board turned out to be the most pleasing design, according to the list of wishes and demands. Main features of the IO-board are: 6 analog inputs, 6 PWM outputs, 6 digital I/O, and 8 included modules (2x pushbutton, 2x LED, LDR, potentiometer, 2x clamp terminal). The design of the IO-board was finished during the embodiment design phase. Minor adjustments and improvements were made to the product. Production drawings were made, and three complete products were manufactured. The first models of the IO-board were evaluated during a user test. Nine students, of different faculty’s and study-years, worked on different assignments using the IO-board, and the regular breadboard. The usertest showed that the IO-board does not influence learning in a negative way. The IO-board does improve usability, and 8 out of 9 students prefered the IO-board above the regular Arduino. The test resulted in a re-design of the supplied Quick Start Guide.","Arduino; electronics; microcontroller; education; design; engineering; mechatronics","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:2a1b60d5-c364-4bb6-aca2-df47351de30b","http://resolver.tudelft.nl/uuid:2a1b60d5-c364-4bb6-aca2-df47351de30b","Development of a low-end wet floor cleaner","Van Roosmalen, S.B.W.","Van der Vegte, W. (mentor); Van Breemen, E. (mentor)","2012","Philips Consumer Lifestyle in Drachten makes numerous meaningful innovations a year. In the field of wet floor cleaners (combination of mop and vacuum cleaner), Philips has developed a high-end product. To complete the range, the graduation student is asked to develop a low-end wet floor cleaner. Before a product is developed, it is essential to know what cleaning is. Cleaning is seeing that the amount of dirt decreases. The faster the dirt decreases, the more high-end a product is. A low-end product can have lower cleaning abilities than a high-end wet floor cleaner, but it should have advantages over a separate vacuum cleaner and mop. With a price of 70-130 euro’s, and the use of the strong microfiber brush system of the high-end wet floor cleaner, the low-end device is well positioned compared to competitors. Requirements can be divided into must-be (what should a product have), one dimensional (the better a product fulfills, the more satisfied the user), and attractive requirements (this is extra and cannot negatively influence consumer satisfaction). All requirements, coming from earlier investigated subjects, are divided over the categories. Since the must-be requirements should be met and low-end is a demand of the assignment, ideas will be judges on the maximum cost of 130 euro’s. From the six main ideas, only two meet the cost requirement: the vacuum cleaner add-on idea and the spray Swiffer idea (moving cloth over a Swiffer-like product). These two ideas are elaborated into concepts, whereby they are checked for feasibility. In a ranking with the requirements, the add-on concept scores best. After verification with Philips this concept is chosen to go on with. With help of functional models, the functions of the add-on concept are tested. The models prove that the concept can detach adhesive dirt (mop), pick-up loose particles (vacuum) and pick-up liquid particles (dry). It cleans standardized coffee stains from a hard surface in an average 6 back and forth strokes. Furthermore the concept is self-cleaning. With the functions proven to work, a CAD model is composed that includes all the necessary components. One injection mould part, the nozzle bottom frame plate, is elaborated in more detail.","develop; design; concept; low-end; wet floor cleaner","en","master thesis","","","","","","","Campus only","2013-02-03","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:eb756f31-f29d-4b25-81d6-3c80e0b74e68","http://resolver.tudelft.nl/uuid:eb756f31-f29d-4b25-81d6-3c80e0b74e68","American Madrassah","Gouwetor, F.J.","Nottrot, R.J. (mentor); Olsthoorn, B.M. (mentor); Van de Voort, J. (mentor)","2012","This graduation project is a design for an Islamic community centre and prayerspace in New York City, called Park51. The design is an 80 meter high complex surrounded by buildings on three sides. The front facade is situated at a small street in downtown Manhattan (Park Place 51), two blocks remote from Ground Zero. It houses various rooms for lectures, performances, exhibitions, sports, a library and a restaurant that are elevated above the open-air ground floor. The prayerspace is situated sub-level below the entrance with a lighttower that bursts up out of the ground to get light insight and makes the prayerspace visible from the street. Besides the design project, research into Ornamentum (ornamentation and decoration) has been done as part of the graduation. This has resulted in a categorization and a thesis as uploaded in this repository. ========== Unless otherwise indicated, all materials on these pages are copyrighted by Friso Gouwetor. All right reserved. No part of these pages, either text or image may be used for any purpose other than personal use. Therefore, reproduction, modification, storage in a retrieval system or retransmission, in any form or by any means, electronic, mechanical or otherwise, for reasons other than personal use, is strictly prohibited without prior written permission. If you want more detailed information please feel free to contact me. Contact: frisog@gmail.com / www.gouwetor.nl","ornament; decoration; ornamentum; islamic architecture; mosque; prayerspace; tower; medium high rise; sublevel; inside outside; park51; proposal; design; community center; park51.org; Islam; lecture room; library; downtown manhattan; ground zero; post 911","en","master thesis","","","","","","","","2012-03-08","Architecture","Explorelab","","Explorelab","",""
"uuid:28d01d8c-ef12-412a-89e7-76db3a3f083c","http://resolver.tudelft.nl/uuid:28d01d8c-ef12-412a-89e7-76db3a3f083c","Creating customer engagement for the customers of Ahold","Van Meir, S.L.O.","Creusen, M.E.H. (mentor); Jepma, E.J. (mentor)","2012","In recent years, innovations like Smartphones, 3G (wireless Internet), and social media have entered the Dutch market. These innovations lead to brand transparency because they give customers access to brand related information and and allow them share that information amongst each other. Loyal customers therefore might be tempted to consider other brands for making their purchases. The chance of this possible decrease of loyal customers is enhanced by the financial crisis, which makes customers more aware of their pattern of expenditures. Engaging your customers is a method to block the decrease of loyal customers, and it might even increase the number of loyal customers. Ahold is an international retailer, owning brands like Albert Heijn, Gall & Gall, and Etos in the Netherlands. Retailers are also subject to the possible decrease of loyal customers, and that is why Ahold should focus on customer engagement (CE). This graduation project investigates what CE exactly is, what it means to Ahold, how it can be created, all leading to a concept which creates CE for the customers of Ahold. Literature Study The literature study indicated that loyal customers are the ones that make repurchases at a brand and recommend it to friends and/or family. Engaged customers are one step further; they make repurchases and recommend the brand, but they also collaborate with the brand. Collaboration means that the customers give feedback to the brand, so they put effort in the brand. That effort gives the customer the feeling that he or she puts something of his or her own in the brand, which creates an emotional connection. Besides inidicating what CE is, the literature also described some important topics regarding which brands should be taken into consideration to create CE. First of all, a brand should focus on creating an emotional bond with its customers instead of a transactional one. Repurchases will automatically follow if a customer has an emotional bond with a brand. Secondly, a brand should perform a cross channel strategy to provide its customers with the needed information at the right moments of interaction. This provided information should be transparent, otherwise customers might think the information is questionable and they will consider other brands (as described in the first paragraph). Finally employees are very important, because they form a decisive factor for customers in experiencing a positive or negative interaction with the brand. Research The literature descibed CE from a brand’s perspective, but a customer’s perspective was missing. Therefore the qualitative research method, contextmapping, was performed to find the customer’s needs. The found needs were combined with external values (developments, trends, states, and principles) to define the following four most important factors which describe the customer’s perspective. Authentic newness - Customers like it if a company surprises them with a “new thing” as long as it is brand relevant and does not feel unfamiliar. Transparency - Customers want to be in control, and therefore they want a brand to be transparent. The brand should not have any secrets. Valued - Customers want to have the feeling of being valued by the brand. They want to be rewarded for the loyalty they show to the brand. Sharing - Customers want to share experiences with others, and be part of groups/communities. Innovations like social media increase the opportunity to share experiences and information. Concept The conclusions from the literature study and research were translated into a design brief. This brief described the requirements, wishes, and goals that the final design had to fulfill to create CE for the customers of Gall & Gall. This brand was chosen as a domain to design for, because it had the fewest products and/or services for its customers. The final concept is a product service system (PSS) which has an online and offline part. In the online part customers can co-create drinking experiences. These experiences consists of, by customers added, representative pictures and drink suggestions. Customers can also vote for the experiences they prefer the most, and after two months of co-creating the three top voted experiences will be placed in the Gall & Gall stores (offline part). This offline part consists of three products which represent the three top voted experiences, by showing the co-created pictures in a collage, and each one will also have three matching odors. Customers will first choose one of the experiences based on the collage, and then they will smell the different odors which facilitate a re-experience. Behind each odor is another drinking advice. The customer will ask Gall & Gall’s employee which drinks are advized by the odor he/she prefered the most.","customer engagement; product service system; smell; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:7695851f-0576-48f9-89cc-f0d7d16db7b2","http://resolver.tudelft.nl/uuid:7695851f-0576-48f9-89cc-f0d7d16db7b2","Insight Studio","Van der Male, J.A.","Willekens, L.A.M. (mentor); Van Dooren, E.J.G.C. (mentor)","2012","This project is about finding the ""ideal"" studio conditions for design education. The research describes the basic needs for accommodating design education through studio spaces. The final design of the project is a new building for the faculty of Architecture. It can be seen as a late submission for the contest ""building for Bouwkunde"" which was held after the fire of the old building. The goal of this graduation was to question the current conditions of the studio spaces used in the current faculty building.","studio; education; design; reslilience; Explorelab; flexibility; safety; atrium; core; Bouwpub; identity; technology; industrial","en","master thesis","","","","","","","","2012-02-06","Architecture","Architecture","","Explorelab","",""
"uuid:5f6ef8c6-e3e4-4947-9f89-376912c333f0","http://resolver.tudelft.nl/uuid:5f6ef8c6-e3e4-4947-9f89-376912c333f0","Redesign the service portfolio of BR-ND","Wijnen, T.J.","Smulders, F.E.H.M. (mentor); Person, F.E.O.K. (mentor)","2012","A strategy does not last forever. For companies it is recommended to analyze and renew their policy continuously. A company which is renewing its strategies and themselves is BR-ND. This company executes strategy transformations at an emotive (based on emotion) level. BR-ND has learned in their work that the support of the stakeholders of a defined strategy is not sufficient at the implementation. Involvement of these stakeholders in the strategy transformation will create support. This report is redesigning the service portfolio of BR-ND with the goal to involve all relevant stakeholders during the strategy transformation. The biggest gap is between the defined strategy (defined by a project team, including board members), and the workplace with the most important stakeholders of a strategy: the employees. Next to the lack of involvement of the stakeholders in the strategy transformation, the values and meanings of BR-ND towards branding are changed but these were not included in their service portfolio. BR-ND believes today in emotional based strategies, created with co-creation of the client and cool tools. Their meanings are changing towards an inside-out approach where the image and identity are close together. The brand or strategy is created from within the organization and occurs at an open and transparent manner. In this report an external and internal analysis is executed. The external analysis researches the competition and the society. The approach of people towards brands is changing, with help of social and technological trends. Consumers want to create by their own, they don’t accept coercion and they create their own environment/communities. The technological trends of internet and mobility support this. Competition of BR-ND is reaction on this with a simpler, enjoyable strategy transformation. The position of the strategist is changed to a facilitating role with an ongoing dialogue with the stakeholders. Due to the analysis some main focus points were revealed about the service portfolio of BR-ND. The most important is that there is no continuous communication to the stakeholders during the strategy transformation. During this process, the stakeholders should be involved; they should understand the fundamentals of the strategy. Next to this, the services portfolio with the supporting tools is not visible and there is no distinction between creation and documentation tools. During the next phase, the redesign phase, the new redesigned service portfolio is divided into three levels; the documentation, the tools and the communication to the stakeholders (platform). A characteristic of the strategy transformation is that it is intangible in the the creation. In this project this is resolved by a choice of attractive documentation methods and documentation methods of the ongoing process. Multi sensory (using multiple senses) plays a role in these documentation methods. The current tools are revised and additional tools are created. The continuous communication to the stakeholders is resolved in the concept ‘Brandroom’. This is a room within the office building of the client dedicated to the strategy. People bond, acquire and learn about the strategy in a transparent and accessible manner. The main upcoming trend where future is for strategy transformations is the need for strategy monitoring and refining. The world is changing fast, the strategy must follow closely. There is a need for sustaining the strategy after implementation. This will provide the fourth step; after analysis, strategy creation and design of manifestation, ‘living strategy’ will be a new service.","design; strategy","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Strategic product design","",""
"uuid:19d20014-a96e-49ec-8ca7-3df1babc25a0","http://resolver.tudelft.nl/uuid:19d20014-a96e-49ec-8ca7-3df1babc25a0","Improving Auditory Navigation in Public Buildings for Blind and Visually impaired People","Wang, X.","Van Egmond, R. (mentor); Jansen, R. (mentor); Wallrafen, H. (mentor)","2012","Compared with people with normal vision, blind and visually impaired people (B&VI) suffer from not only limited accessibility to public buildings but also poor experience of these buildings. However, the keen senses of sound and touch of B&VI, which are honed through daily practice and compensated by the loss of vision in brain, could be utilized to make up the inexistence of sight in navigation functionally and experientially. By exploring the possibilities of sonification, this project was intended to design an auditory navigation system of the interior of a public building for B&VI users. The aim of this system is to help B&VI to navigate in a building independently without any difficulties and to satisfy their curiosity to explore the building as well. The main approach of this project is research by design. The research includes field explorations of several public buildings and a literature study. According to the findings of literature study, B&VI have the same ability to perceive, process and understand spatial concepts as people with normal vision do, but that they do so more slowly and in different ways. Visual information can provide direct spatial relations of objects, while the auditory or tactile information that can be used for recognizing spatial relations have to be stored in memory and processed one by one. Previous studies showed that the main difficulty in indoor navigation and orientation is the missing of known landmarks. Based on the results mentioned above, a scale model for indoor navigation with auditory landmarks of known sound could help B&VI to establish sense of spatial relations. Designing such a scale model needs two steps: selecting the representative auditory landmarks and integrating the auditory landmarks to the scale model. User interviews were conducted to obtain insights of general navigation strategies of B&VI, which contributed to the designing of the frame of the model. Basic design requirements were generated and eight common landmarks, including landmarks for toilets, receptions, canteens, offices, elevators, staircases, doors, and smoking rooms, were selected for further development. In addition, a sound test with blind participants was conducted to select representative sounds. In order to better analyze how people perceive space through auditory information and how to make the best use of auditory landmarks for indoor navigation, two user studies were conducted with blindfolded participants. These studies showed that the most effective auditory information tends to be clear signal sounds rather than environment sounds recorded in reality. Through iterative building-and-testing cycles, the final concept Audigator was designed. Audigator is an interactive sound system, which could be applied to interior scale models, for navigation inside public buildings of blind and visually impaired people. With the help of a finger sleeve in blue color, Audigator could track the hand movement of users in the scale model by color detection with a webcam. Sound will be processed and played according to the relative position of finger and the preset positions of sound sources in the scale model. Quadraphonic sound setting of four speakers is applied to provide surround sound. Combined with the tangible objects representing sound sources, which are installed in the scale model, the sound play can help users to recognize the main functional objects or areas in the scale model and provide navigational information to the users.","auditory; navigation; blind; indoor; public building; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:abc7b6f7-97be-4d91-8d8a-c8129f25aa35","http://resolver.tudelft.nl/uuid:abc7b6f7-97be-4d91-8d8a-c8129f25aa35","Het is altijd hetzelfde liedje!: Educatief muziekplatform voor het basisonderwijs","Tsang, W.M.C.","Mulder, I.J. (mentor); Van den Boogaard, G.A. (mentor)","2011","This graduation project is a collaboration between Music Library Rotterdam (in Dutch: Centrale Discotheek Rotterdam (CDR)) and Delft University of Technology, faculty of Industrial Design Engineering to improve the quality of music education at primary schools in The Netherlands. The aim is to make the music collection of CDR accessible and usable for teachers and pupils in their music lessons. Different research techniques such as literature study, observations, interviews and context mapping have been used to gain insight into current music education and identify the needs and wishes of both children and teachers. Research in this project shows that many primary school teachers have limited musical knowledge and skills. These teachers struggle to give high quality music education. The final result of this project is a design proposal of a educational music platform. This platform consists of a collection of lesson plans, interactive teaching materials and music games to support teachers to teach informative and fun music lessons.","music education; musical platform; context mapping; design","nl","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:0cb81082-b91a-4772-ba03-3484b5d80455","http://resolver.tudelft.nl/uuid:0cb81082-b91a-4772-ba03-3484b5d80455","The Albatross 2.0 Design: The Future of Road Safety","Klinkert, R.J.","Santema, S.C. (mentor); Silvester, S. (mentor)","2011","Chard Safety is a Dutch company founded in 2005 and focusing on automotive crash safety systems. The most important ongoing project is the Deceleration Responsive Seat (DRS) concept, also called “The Albatross”. The concept is an unique automotive seat which provides safety and comfort aspects. Due to the innovative construction, there is potential to develop 3-point belted seats with significantly lower mass properties. However dynamic crash tests have shown potential safety provisions (e.g. no whiplash, better occupant restraint), the design of the seat is in an early phase and a lot needs to be developed more in detail. Next to design related issues, a strategic future plan is missing and there is no long term vision about what Chard Safety look like within 10 years. These issues activated the company to approach the Technical University in Delft for taking the next steps in product development and entrepreneurship. In this study, the potential of the Albatross concept was analyzed. The fundament for visioning concerned 1) an extended research in the automotive industry, 2) interviews with experts in the field and 3) qualitative observations of current markets and vehicles. The potential of Albatross was translated to a prioritized market choice, on which the company should focus. Strategic decisions were proposed in a business model canvas (Alexander Osterwalder & Yves Pigneur). These proposals directed the key elements to become a successful and valuable company in the near future. Next to strategic input, the Albatross design has been developed to a next level; “the Albatross 2.0”. In this phase, mechanical properties and improvements have been realized. Besides, the aesthetics of Albatross were studied and implemented in an exterior proposal. Finally, usability aspects were evaluated by use of graphical representations of the final design. Passenger (school) transport markets (commercial vehicles) have shown to be very potential since the concept provides multiple safety elements in a relative simple and light weight manner. Commercial vehicles are, often, poorly provided with the actual needed safety measures, mainly due to financial reasons. Governments on national and European level (EC) are major actors in the field, since these can activate the industry by legislative enforcement. Chard Safety will continue as a knowledge centered company in 1) the field of automotive crash safety and 2) development of Albatross systems. The new philosophy of “supporting passengers in a crash” make Chard Safety unique in its segment. Revenues will be generated in a licensing-out business model strategy. Financial risks can be relative low, whereas scaling and differentiation can be rapidly achieved. In long Chard Safety will be known as an important actor in the field of road safety on international level.","design; automotive; safety; weight; comfort; usability; seat; vehicle","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","IPD + SPD + Automotive","",""
"uuid:79216b85-fa9d-418f-ac6f-2e57974e269c","http://resolver.tudelft.nl/uuid:79216b85-fa9d-418f-ac6f-2e57974e269c","/the ENERGYdam: Energizing the region","Soekhoe, R.N.","Brezet, J.C. (mentor); Flipsen, S.F.J. (mentor); Hoekstra, K. (mentor); Joore, J.P. (mentor)","2011","The master thesis show the design process and presentation of the design for a construction that allows for pv-panels to be integrated in dam or dike walls.","design; dam; afsluitdijk; zwarte haan; solar; pv","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:3606bacc-d8dc-412c-a9dc-6ca83bd73776","http://resolver.tudelft.nl/uuid:3606bacc-d8dc-412c-a9dc-6ca83bd73776","Device to support trauma patients during the rehabilitation of an unstable spinal fracture","Bohlander, L.A.","Moes, C.C.M. (mentor); Albayrak, A. (mentor); Anderiesen, H. (mentor)","2011","Nowadays, when someone is diagnosed with a traumatic unstable spinal fracture, the spine is fixated by surgery and the patient is prescribed to wear a corset brace for 8 to 12 weeks. The two most used corset braces are the lumbar and the thoracic corset brace. These corset braces are highly uncomfortable and prevents the patient from almost every movement. The task of the corset brace, however, is to limit certain movements of the back, but not to prevent every movement. Therefore a new solution will be designed within the scope of this project. The goal of this project is to design a comfortable and wearable device that monitors the spinal movement of the patient and provides direct feedback when pre-set boundaries are crossed. In this case the new device will warn the patient when a possible harmful movement is made. It will also transfer the data to the medical staff so they could adjust the rehabilitation program to the gained insights of the patient’s behavior. The doctor could also reset the boundaries from a distance. Pontes medical and the Academic Medical Center of Utrecht will facilitate the medical background of the project, 2M Engineering will be responsible for the sensors and other hardware and Evalan B.V will collect, reduce, interpret and transfer the collected data. An important part of the exploratory report is the research on the user and the context; this was done by the method of contextmapping. One of the main issues that can be concluded from the user research is the insecurity. Patients and their relatives are insecure about how much they are allowed to do with and without the corset brace. Also, several adjustments of the patient’s life have to be made when they return home. By taking all insights gained by the research into account, finally a vision on the interaction between the user and the future product could be formed. ‘I want people to be more comfortable, mobile and independent while they rehabilitate from a spinal fracture.’ The vision was the starting position for the development of the product. In order to develop several different aspects of the product, many researches were performed. The development started with principle solutions in structured in morphological charts, which lead to ideas and concepts. With the help of a Harris Profile, one of these concepts has been chosen and further developed. The product consists of four parts; a shirt, two sensor modules, a wristband and a docking station. The focus of this graduation is mainly on the development of the wristband and the shirt with the sensor modules. The two main functions of the product are telemonitoring and feedback. This feedback will be provided in two ways; direct and historic. The direct feedback is provided real-time and visualized on the display of the wristband and by a vibration signal in the lower sensor module. The historic feedback can be consulted online by both the patient and his physicians at any time. The product has three main unique selling points: Lower costs Lower initial costs Less polyclinic visits Fewer adjustments by casting technician More opportunity for hospital to submit new patients Fewer complications Less thrombosis No friction with the skin High level of comfort Shorter rehabilitation time Boundaries can be reset on a distance according to the patient’s individual needs Supports correct training Less complications Higher level of independency of the patient","design; healthcare; spine; fractures; trauma; orthopeadics; rehabilitation; telemonitoring","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design, Medisign","",""
"uuid:8682c6f6-53aa-417e-acd2-38653039cce1","http://resolver.tudelft.nl/uuid:8682c6f6-53aa-417e-acd2-38653039cce1","Design of a dynamic ice skate","Jacobse, B.A.","Thomassen, E.W. (mentor); Van Heur, R.J.H.G. (mentor)","2011","This report describes the results of a graduation project to design an ice skate featuring a dynamic bend in the blade in the lateral direction. To start an analysis was carried out in order to gain an understanding of the problems experienced with currently used ice skates in long track speed skating. It turned out that while conventional ice skates feature a permanent bend in the blade to assist the skaters in steering in the corners of the track and provide more grip, on the straights this bend leads to a problem with the left foot. Having established an understanding of this problem and related aspects the process to design a model featuring a dynamic bend in the blade was started. This quickly resulted in a functional principle that would be used during the rest of the project. In order to control the degree of the bend and prevent it from becoming to large leading to a skate that would be unusable, a number of ways to do this was thought up. Each of these was modelled in a 3D CAD design software package and submitted to loading simulations to discover their influence on the bend. After having found out which idea worked best, a physical model was created which would be used in tests on the ice. The tests showed that the model indeed performed the intended function but also identified new problems. It turned out that for the left foot, the bend in both lateral directions should be tuned individually to optimize the behavior of the skate for both the straights and the corners. Adaptations to the test model were made to enable these newly discovered functions. Although the new tuning function could not be tested on the ice due to the small, fragile parts used in the tuning method, a quick ‘lab-test’ did show that it was possible to achieve individual tuning of both sides. The tuning method was worked out further and materialized in a final design proposal for the dynamic ice skate concept.","ice-skate; design; dynamic bend","en","master thesis","","","","","","","Campus only","2012-12-09","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:b2c03d76-967a-44dd-9fc1-767aa74037bd","http://resolver.tudelft.nl/uuid:b2c03d76-967a-44dd-9fc1-767aa74037bd","The design of data/power transmission interface of telehealth products for elderly care","Jo, Y.","Molenbroek, J.F.M. (mentor); Boess, S.U. (mentor)","2011","A design study was carried out for the development of data/power transmission interface of Robert Bosch Healthcare’s telehealth products for elderly care. The scope of the project included the redesign of data/power transmission interface of an existing activity monitoring system (MoMo) and a complete new design of a wireless telehealth platform (NXG), consisting of a handheld tablet device and a docking station. The focus was on creating robust connection for reliable data/power transmission and easy interaction mode for the targeted patients with physical and sensorial impairments. An initial empirical study performed with thirteen elderly participants and existing products with specific connection properties revealed great diversity in physical and intellectual capabilities, levels of experience and disposition towards technology, and varied levels of functional aptitude and preferences regarding different electronic products. The results were used to generate initial design ideas. Based on conceptual prototypes, user evaluation was carried out with seven elderly participants, with the primary objective of finding the link between the sensorial elements and factors that directly influence usability (physical ergonomics, use cues and feedback indicators) and the secondary objective of identifying how these sensorial elements affect perceived aesthetics and the user’s preference. The main findings: a product must provide adequate visual cues to illicit a proper mental model upon initial encounter and provide further visual, tactile or auditory feedback to reinforce, create or correct the initial mental model. Results of the concept evaluation were used to generate the following new major design features: contours of major surfaces of each product serve as primary visual and tactile guidance, while secondary geometrical constraint is provided to ensure consistent docking performance; spring-loaded connectors are chosen for their customizability, greater durability, and inconspicuousness; newly specified contact force requirements are 10-30g per connector pin for MoMo and 30-50g per pin for NXG; feedback indicators are integrated directly into the main appliances rather than their docking stations. Material selection was carried out based on sensorial, metaphysical and technical requirements. A simplified analysis and selection (exploring, assorting, analyzing and selecting) approach was taken for each level of material hierarchy until the specific sub-class of materials was reached. Specific grades of materials were not selected in this project. The final prototypes of this project, but not presented in this report, include product details to match the sensorial, intangible and short-term structural qualities of the production scale. The next step is a small-series production of prototypes with highly accurate representation of aesthetic, tactile and functional qualities. When the form and functional characteristics of the product are confirmed, the design must undergo further optimization to resolve all issues related to production and long-term use.","design; telehealth; elderly; usability","en","master thesis","","","","","","","Campus only","2012-11-23","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:b2c47da2-7c56-42a3-b0cc-95450df650b5","http://resolver.tudelft.nl/uuid:b2c47da2-7c56-42a3-b0cc-95450df650b5","Schoolkompas, A website to support in choosing a secondary school","Siegers, J.C.","Boersema, T. (mentor); Van Mourik, F. (mentor)","2011","In the Netherlands, every year 200.000 pupils make the transition from primary to secondary education. Selecting a secondary school is no longer as ‘simple’ as finding a school with the same religious views. Pupils and parents want to know more information about schools, like quality and atmosphere. Some of them have easy access to information, while others have no idea where to start. This is caused by the fact that in some regions printed guides are distributed that help pupils and parents in the process. However, in most parts of the Netherlands there is no central ‘place to go’ when you want to find information about schools. Subjective information like atmosphere and ‘how the teachers are’ is hard to capture in a guide or on a website. Pupils and parents get a good idea about it at open days and it plays a big role in the final decision. When pupils and parents are however still orienting for schools they are interested in information that can be captured on a website, like the satisfaction of other pupils or the profile of the school. The website ‘Schoolkompas’, the result from this project, provides an answer to this need. It is meant to be the central place to go for all pupils and parents that need to find a secondary school. On the website they can find all information they need in order to make a well considered selection of schools. The digital appearance of Schoolkompas makes it possible to offer up-to-date information. Next to that, Schoolkompas offers an easy way to compare schools. Information is standardized so good comparisons are possible. With the gathered information in mind pupils and parents can visit open days well prepared and eventually select the school that suits them best. How does it work? Schoolkompas guides pupils and parents in four steps: Schools can be searched on a map Schools can be compared at fifteen characteristics Schools can be added to a list of favourite schools General information for visiting schools is provided The fifteen characteristics are carefully chosen based on research: 1. School supply 2. School profile 3. Satisfaction of pupils 4. Satisfaction of parents 5. Safety 6. Involvement 7. Filling in of cancelled lessons 8. Group sizes 9. Learning gains 10. Study rate 11. Graduation rate 12. Graduation grades 13. Judgment of Inspectorate of Education 14. Care plan 15. Parental contribution","interface; school choice; secondary education; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:5affcc9c-c338-4a67-b241-7c265046fb8b","http://resolver.tudelft.nl/uuid:5affcc9c-c338-4a67-b241-7c265046fb8b","Urban Wind Turbine Design For Scheveningen","Chi, H.","Boeijen, A. (mentor); Wormgoor, R. (mentor); Dijk, O. (mentor)","2011","This report describes the graduation project of Hengfeng Chi, a master student of Inte- grated Product Design at the faculty of Industrial Design Engineering TU Delft. The project is to design an urban wind turbine with appreciated appearance in the context of coastal area in Scheveningen, in collaboration with Actiflow BV. The project consists of four phases: Technology and product semantic analysis, Context research, Product concept development, Concept finalization. In the end, an innovative urban wind turbine was designed, which would be further engineered and probably to be built on the Pier of Scheveningen in a few years.","wind turbine; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","IDE","","IPD","",""
"uuid:9443dfd6-19c1-4fa1-80ab-2ca9adbc5d05","http://resolver.tudelft.nl/uuid:9443dfd6-19c1-4fa1-80ab-2ca9adbc5d05","Material analysis and environmental improvement of a flat panel television","Ingenegeren, R.A.C.","Bakker, C.A. (mentor); Tempelman, E. (mentor); Devoldere, T. (mentor)","2011","Even though the Econova television of Philips has proved to be the best holistic environmentally friendly television, with an extremely low energy usage, it could still be improved by using lower impact materials. The eco-impact of printed circuit boards remains a main area worthy of further study. A first step is made in the direction of a circular economy by using high percentages of secondary post consumer recycled cast aluminium, supplied within Europe, in a new product proposal. Improvements were made for fast disassembly as well as for another possible end-of-life scenario: the shredding process during recycling. High-pressure die casting is great for accuracy as well as complexity. These conditions were exploited by implementing a bi-directional evolutionary structure optimization algorithm in order to achieve a lightweight construction for the flat panel television housing.","environment; sustainability; eco; impact; television; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Design for Sustainability","",""
"uuid:9b705057-560e-4760-9b70-b9024b59d927","http://resolver.tudelft.nl/uuid:9b705057-560e-4760-9b70-b9024b59d927","The Design of a People Transporter for the European Metropolis of 2025","Kieskamp, E.","Van Dijk, M.B. (mentor); Tromp, N. (mentor)","2011","In the future of 2025 several themes will define the city context. As more and more people move towards the city they feed the process of segregation. Separated groups of people are living together in one area, but without any feeling of a city community. The growing dominance of wireless communication and information has made it possible for people to be dynamic and always up to date. For some, the overload of information becomes hard to manage. While the city expands, personal mobility is under pressure. Local governments make the city livable for inhabitants, forcing personal transport such as the car out of city centres. This vehicle tries to set an example with the socially openminded people. Together they share vehicles scattered around the city and dynamicly use them to connect their mobility. It makes the users FEEL SYNERGY BETWEEN THEM AND THE CITY WHILE DOING SOMETHING BENEFICIAL FOR THE COLLECTIVE. The concept gives an opportunity to build and be part of a community. It gives inspiring insight to the city. And it takes away spacial boundaries within the city. The final design consists of three layers. The Car layer makes the vehicle mobile. It uses hub engines to propell the vehicle through the city in a clean and efficient way. The City layer forms a square space with four chairs that can be individually moved into or out of the interior space. The space is perfect for moving people as well as goods. The interior is divided in a ‘touch’ waiste layer and ‘no-touch’ floor layer indicating the shared utility aspect. The People layer froms the window to the world. It features doorcuts and pillars that enable the occupants to have a wide scope onto the cityscape. The windows feature parallax-barrier OLED displays for augmented reality. They project information onto the city to make the connection between the user and the city information more direct. The layer also features active safety and automated driving systems that ensure the safety of passengers as well as city inhabitants.","automotive; city; design; mobility; vision in product design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master specialisation Automotive","",""
"uuid:8e6f8ebf-b82e-4328-a621-2cea763b793f","http://resolver.tudelft.nl/uuid:8e6f8ebf-b82e-4328-a621-2cea763b793f","Design of a Steerable Laparoscopic Instrument for Cleaning and Sterilization","Golde, T.A.","Dankelman, J. (mentor); Breedveld, P. (mentor)","2011","In the last thirty years, many new surgical methods and techniques such as laparoscopic surgery and natural orifice surgery have been introduced into hospitals worldwide. As these technologies have progressed, surgical instruments have become increasingly more complex and also much more difficult to clean and sterilize. In this paper, one such instrument, a steerable laparoscopic grasper which is currently too complex to clean and sterilize in a hospital, is examined in detail. The challenges which prevent this instrument from being properly cleaned are identified, and a new novel design concept to neutralize these challenges is suggested. In addition to this, cleaning and sterilization guidelines and strategies which can be applied to any surgical instrument are presented.","cleaning; design; sterilization; surgical instruments","en","master thesis","","","","","","","","2015-10-28","Mechanical, Maritime and Materials Engineering","BioMechanical Engineering","","BME","",""
"uuid:f841c5bd-71ba-483f-9282-d17532d3de3c","http://resolver.tudelft.nl/uuid:f841c5bd-71ba-483f-9282-d17532d3de3c","Chameleon: A customized chair for the homeworker","Ho Si, K.","Vink, P. (mentor); Moor, P. (mentor); Van Vliet, E. (mentor)","2011","The way we work is changing dramatically as a result, work trends are developing suchs as New Ways of Work (NWW), Flexible Work and the increase of teleworkers. These trends have in common that the workplace is shifting towards the home environment. According to the 'Nationale Enquête Arbeidsomstandigheden 2011' there are one million dutch employees working at home. According to Fellowes' market research, 72% of them is facing physical complaints due to an incorrect work posture. This master thesis describes the development of a product that solves this problem.","NWW; Work 2.0; Flexible work; modern work; HNW; New ways of work; HNW; Het nieuwe werken; werken 2.0; flexibel werken; design","en","master thesis","","","","","","","Campus only","2012-10-28","Industrial Design Engineering","Industrial DEsign","","IPD","",""
"uuid:1a3b7d23-753a-4b84-9f8e-d2e9b376e6d4","http://resolver.tudelft.nl/uuid:1a3b7d23-753a-4b84-9f8e-d2e9b376e6d4","Happy Hand Hygiene, Design of a dispenser for children to improve hand hygiene at child day care centers","Chan, M.K.","Melles, M. (mentor); Van Breemen, E.J.J. (mentor)","2011","This report describes the process of designing a soap dispenser for children to improve hand hygiene at child day care centers. This project is part of project ‘‘Heel gewoon, Handen schoon’’, a cooperation project of Erasmus MC and GGD Rotterdam-Rijnmond. The aim of that project is to reduce the number of infections among children by improving the hand hygiene of both caregivers and children. First of all information about the aim of this project was gathered in the analysis phase. Literature research was carried out to find information about soap dispensers and its surrounding issues. Field research was conducted to find out what the expectances of the stakeholders of this project were. With this information a specific design direction and design vision of this project were formed. It was decided to design a wall mounted soap dispenser with the main focus to improve hand hygiene of children at child day care centers. With this specific design aim various ideas were generated based on inspiration sources. Next to that a creative session has been carried out to get ideas from other people that look at the problem from a different perspective. Finally six ideas have been developed, each one created specifically for the needs of the key stakeholders. Three of these ideas were chosen for further development in the concept phase. The choice was based on the all-round potential the ideas showed and on the opinion of two caregivers of a child day care center in Sassenheim. In the concept development phase the three chosen ideas were elaborated to a level that shows they can result into feasible products. The functions, the aesthetics and the production of the concepts have been elaborated in detail. With this detailed information one of the concepts has been chosen to develop further. A Harris profile has been made to compare the concepts. The ratings of the concept were based on small tests, the opinion of caregivers and firm estimations. Finally the ‘‘Funny Fish’’ concept was chosen to develop as final product of this project. A digital model of the ‘‘Funny Fish’’ concept was made to optimize the details. Based on this model a prototype has been made for a final user test. This test was conducted at two child day care centers which have never used or seen the dispenser before. During this test some improvement points has been noticed, but generally the children liked the dispenser and it did what it was designed for; stimulating children to wash their hands (for a longer time). Finally the noticed improvement points have been written down as recommendations for the future.","hand hygiene; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:0ce7c3f5-e50c-4cef-8601-4924cb1512fa","http://resolver.tudelft.nl/uuid:0ce7c3f5-e50c-4cef-8601-4924cb1512fa","Premium Packaging: Developing a tool to support the creation of premium branding and packaging design at Cartils","Massink, T.J.","Hultink, E.J. (mentor); Mugge, R. (mentor)","2011","Introduction An often-recurring subject in branding assignments in the Fast Moving Consumer Goods (FMCG) packaging industry is ‘what is “premium.”’ Marketing and Brand Managers of FMCG brands brief packaging designers (such as Cartils, see paragraph 1.2) that their new packaging must have a premium character. Although one might have an idea of what premium is; it is not sure what it exactly means, there is no coherent definition. Furthermore, it is not clear what characteristics a packaging needs to have to be perceived as premium. This project aims at researching and clarifying the aforementioned for packaging design. Problem statement and project setup The scope of this project is to develop a tool that is applicable in the assistance of creating premium branding in packaging design. To reach this goal the project is divided into five phases: (1) Literature research and expert consultation (chapter 2); (2) Packaging design features research in three categories (chapter 3); (3) Consumer and expert research through focus groups (chapter 4); (4) Research results synthesis for tool development, a methodology for future premium packaging design (chapter 5); (5) Redesign to test perception of tool based packaging (chapter 6). The first research phase is described in the following chapter (2), the meaning of the term ‘premium’ packaging is researched and explained through literature; it is determined where this class of packaging stands compared to others (classification) and which elements play a role in consumers’ premium perception of brands. Next, the analyses of all relevant design features from three FMCG product-packaging categories are reported (water, chocolate and body lotion) and design patterns in high priced products are mapped (chapter 3). Based on these results, three Focus Group sessions have been conducted with premium target group consumers and packaging design experts to discuss and research premium holistic designs, design cues, (cross-) category general premium characteristics and individual rating (chapter 4). This ranking is discussed, redesigned upon and tested in chapter 6. Chapter 5 will concern tool and methodology development for future packaging design projects, stating final conclusions, managerial implications and limitations of this project. The original Verkade packaging was heavily criticized (chapter 4), three redesigns have been made based on the premium packaging creation tool (chapter 5): evolutionary, progressive and revolutionary, each with a higher level of premium packaging properties. The premiumness of the designs, and with that the validity of the tool), was tested on consumers through four online surveys. Results have been statistically analyzed. Results from ranking with other brands show significant differences between the mean of revolutionary design 4 compared to other designs and the other brands, and it is equal to Lindt 99%, which is considered very premium (chapter 4). Design 4 is also perceived as significantly more premium on the level of the three elements (chapter 2). Design 3 is perceived as significantly more expensive than design 1; and design 4 as more expensive than design 1 and 2. Design 2 is trustworthier than 3 and 4. Design 4 is the least recognizable as chocolate of four designs. There is no intrinsic illustration and the ecru color makes it harder to recognize as chocolate. It is also considered more detailed than the others, although it seems more sober. This suggests detailing is more in the finishing of the packaging, and in the subtlety and the effort. The contradictory qualification of innovative and retro or classic character is clearly due to the nostalgic but novel, unprecedented design. Price, elements and holistic types, which relate to increased premium perception, strengthen each other in correlation with increasing price. Recognizable as chocolate shows a strong negative relation with all (except trustworthy) due to the lack of intrinsic product information and the differentiated packaging color. Trustworthiness is not correlated to recognizable as chocolate, which indicates that a higher reference to product expectation does not necessarily increase trustworthiness. This makes sense because lower priced packaging often has more intrinsic illustrations. Trustworthy also has a weak correlation with innovative, as something unprecedented has no reference in a consumer’s mind. Regression pointed out that high quality is the most important element, as perceived by consumers, in predicting dependent variable price. The perception of high quality significantly predicts a higher perceived price. Concerning holistics, exclusive and exclusive-subtle are the two holistic types that significantly increase price perception through regression. From factorial analysis unfolds the friction between innovation and recognition (negative regression), see the aforementioned for more examples. Virtually all of the elements and high price are all related to each other as expected, acknowledging the validity of the design, the test, the respondents and the tool. Small improvements are still worth to consider, as well as implications, final conclusions and recommendations for future research, as is done in chapter 7.","premium; packaging; design; authenticity; high quality; differentiation; perception","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Strategic Product Design","","Product Innovation Management","",""
"uuid:c9d352ae-b939-4132-b620-b6a78b7522c8","http://resolver.tudelft.nl/uuid:c9d352ae-b939-4132-b620-b6a78b7522c8","Development of a standalone air filtering solution","Baller, M.","Santema, S.C. (mentor); Nauta, C.L. (mentor)","2011","In January 2011 I came in contact with Virus Free Air BV. A techno starter at YES!Delft the incubator of the University of Technology in Delft. A new air purification technology had to find its way to the market in a commercial product. This perfectly combines both master programs. A product needs to be developed with this new technology from production point of view, but also market insights need to be gathered to advice on a strategic direction. This report describes the different steps I took in the graduation process I started in February.","design; clean air","en","master thesis","","","","","","","Campus only","2012-09-28","Industrial Design Engineering","Product Innovation Management, Design Engineering","","Master of Science Integrated Product Design, Master of Science Strategic Product Design","",""
"uuid:e58ad97c-f886-41b5-bf53-606d0c8ce8b9","http://resolver.tudelft.nl/uuid:e58ad97c-f886-41b5-bf53-606d0c8ce8b9","Sustainable Flip-flops with personal fabrication","Van den Eerenbeemt, P.","Ninaber van Eyben, B. (mentor)","2011","This graduation project is based on an active role of the consumer to be able to design, produce and use his/her own sustainable product. It combines Personal Fabrication and Co-creation with Sustainability in a product proposal for the company Enviu - Innovators in Sustainability. The three pillars of this project have been explored in the analysis phase. The active role of the consumer is desired when it comes to individualization and the fit of products, being able to make a sustainable difference themselves. A large difference in product development can be made by sending bits instead of atoms around the world, using repurposable ‘waste’ materials for new products. Co-creation can offer guidance to consumers to create their own products, making it fun, and enables to share it with others. The misfit of standardized mass-fabricated products, has been taken as a starting point to define a product design area, ideally resulting in perfect-fit products. Flip-flops have been chosen since the lack of individualization can result into serious health problems, caused by the unnatural way of scrunching one’s toes, while walking. Personal Fabrication allow creators to design and produce their own products using readily available machines/methods. To embody this innovative principle in combination with sustainable entrepreneurship. Within this area, two design directions have been explored. First of all, 3D printing perfect-fit flip-flops seemed to be an interesting approach. The individuals’ foot dimensions could be used to build up a flip-flop layer by layer. However, after an in-depth materialization, it turned out that 3D printing would be too expensive, the high functional requirements of flip-flops could not be met and the sustainability advantage was not clear. Using this technology might be possible in 5-10 years (depending on the market developments) and was therefore rejected during the course of this project. A second direction focuses on creating an open-source framework, with which people can co-create their own flip-flops from ‘waste’ materials. It focuses on the challenge to design and produce high-quality flip-flops from waste material, using locally available materials, tools and machines. Besides, it has to answer the question if everyday consumers are able to do this and if so, address to the information and conditions they need to do so. In fact, this Do It Yourself (DIY) framework has to create revenues for an Enviu spin-off. 3 concepts are developed for the Personal Fabrication of flip-flops. One of the concepts has been chosen, using a layer-wise build up of a flip-flop inside a mold. Ideally creators can throw inside the mold whatever waste material they can assemble, literally step inside the mold to create a personal 3D foot profile, take the flip-flops out of the mold, and enjoy their fully individualized perfect-fit flip-flops. Potentially the fit can reduce scrunch while walking, eliminating discomfort. A proof of principle has been carried out and shows a potential of this direction’s concept. A variety of challenges remained, addressing to a high functionality, appearance and easy creation method. To address to these challenges, in-depth embodiment research has been carried out in 4 phases. In phase 1, empirically, 12 flip-flops have been created, with a mold as a constant factor, varying creation principles, techniques and materials, firstly focusing on the 3D layer and connection layer. The research describes that designing and producing high quality flip-flops is finding a compromise between the directly related functionality, appearance and creation method. Furthermore, in order to meet the elaborate (often conflicting) requirements of footwear, flip-flops need to consist of different layers, nevertheless have to function as one unity. The ideal principle of throwing in whatever materials is not feasible, creators will be guided by example flip-flops, using their own materials to create sustainable awareness and be able to customize. The outcome is a feasible flip-flop, with an accurate foot bed, which is easy to create. Next, the question if other people can recreate the chosen flip-flop with their own materials has been answered, provided with instructions. 2 subjects created successfully 2 flip-flops of similar quality to the instruction flip-flop. The subjects mentioned that it was fun to create your own flip-flop. The collection of materials proved to be difficult, creating a threshold for the concept. Building forward on this, the materials should be collected at a central place (e.g. Scrap in Rotterdam) and a workplace with the right tools, machines and space (e.g. Fablabs) should be part of the plan. The flip-flop and mold functionality and appearance have been further improved in phase 3, using the input from the previous phases. Two functional and appealing flip-flops are the result. It turned out that the increase of quality is at the expense of creation ease. The framework will offer 3 example flip-flops that range in quality vs. creation effort. In phase 4 the functionality and appearance of the 3 selected flip-flops has been tested in consultation with an orthopaedic shoe maker. Especially the last created flip-flop scores high. Some requirements are not met for the 3 flip-flops and this phase addresses to the points for improvement for future research The framework will be offered on a website, which is exploited by an Enviu spin-off. The website offers, in different awareness levels, all the information users need to create flip-flops, generating revenues from selling instructions. A set-up for offering the information has been made and an implementation plan is suggested. Next, a critical concept review reflects on the prior challenges and the output of the project. In the final chapter conclusions and recommendations are provided. The product proposal offers a great market opportunity for Enviu and suits to their vision. However, the willingness of the intended consumers has to be tested further. If not potential, other opportunities are described using the project’s proposals teachings.","Flip-flops; sustainability; personal fabrication; upcycling; decentralized manufacturing; 3D printing; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:f6849cfb-5124-4e80-bd2c-dd42034687f2","http://resolver.tudelft.nl/uuid:f6849cfb-5124-4e80-bd2c-dd42034687f2","Design of a comfortable, wearable light/photo therapy product","Pothen, M.C.","Albayrak, A. (mentor); Van der Helm, A.J.C. (mentor); Goossen-Nachtigall, P. (mentor)","2011","This master thesis explored the possible applications of light therapy to develop a comfortable, wearable light therapy product for the most promising direction that is wrist pain. The target group is defined to be working professionals who are prone to repetitive strain injury (RSI ) in their upper limbs, specific to the wrists due to excessive computer usage for long continuous periods.The approach used is an iterative design process within a user centric evaluation method. Multiple prototypes were created, parallel to the research being done and evaluated by conducting qualitative user research. The main parameters that contribute to comfort are discovered and changed progressively in each stage of prototype development to find an optimum solution.This resulted in the design of the Illuminaid, a product that offers comfortable wrist support as well as blue light therapy to treat wrist related disorders. The ergonomic shape of the Illuminaid constrains unwanted deviation of the wrist and maintains it in a more neutral position. The overall design of the product creates a highly portable, compact and easy to use solution for frequent photo therapeutic treatment periods as and when the need arises, without obstructing normal activities. A prototype close to the final design is created and evaluated by users, all of whom highly appreciated the product and its comfort parameters.","design; comfort; phototherapy","en","master thesis","","","","","","","Campus only","2012-08-29","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:f5b5d6a8-529f-4eaa-874d-42f83c0c5d9c","http://resolver.tudelft.nl/uuid:f5b5d6a8-529f-4eaa-874d-42f83c0c5d9c","Een lichtatmosfeer tool voor deejays (A light atmosphere tool for deejays)","Kannemans, A.","Van Egmond, R. (mentor); Van der Helm, A. (mentor); Pleij, M. (mentor)","2011","Deejays, video jockeys and light jockeys are responsible for creating a coherent show during a party where lights, visuals and music compliment each other. In small clubs and parties however there are usually no video jockeys and light jockeys present. Deejays play their records and a small computer, called a light controller, controls the lights. Because these light controllers aren’t user friendly, in practice nobody really controls the lights at small parties, while the creation of the right atmosphere with lights at the right moment can be of great value for the total experience for people in the audience. The resulting goal is to design a practical and user-friendly solution that enables the user to control lights in a direct and live way that enriches the experience for the audience. The first step in the research phase was to gather information from different stakeholders. In depth interviews were organized with a deejay, a light jockey, a club owner and a rental company owner followed by short interviews with partygoers and literature study to compliment and support the findings. The most important factors which play a role in the heuristic consumer experience of enjoying a party are the show and the interactions within the audience. The show can be broken down into; music, lights and the interactions between the deejay and the audience. Within the show music is the most important. Light appears to play a supporting role. A significant part of the audience is not aware of the light at party’s. Light jockeys mention however that they can lead the audience with lights and when lights aren’t supporting the music or atmosphere it has a negative effect on the audience. It is clear from the research findings that lights should compliment the music and party. Lights should enhance the atmosphere or mood (1) of the party and the music that’s being played. The timing (2) aspect should be related to the timing of the different elements of music such as the structure or instruments. The transition from break to climax in music is mentioned by all the interviewees. The audience indicates strongly that lights should compliment the music during this transition. Present solutions were studied and an inventory of the lights used at the target (parties) was made to get an understanding of the associated possibilities and limiting conditions. Further research (literature study) was done to analyze the effects of individual light characteristics on the perceived atmosphere such as associations with colors. This knowledge was combined in order to gain further understanding of the creation of specific atmospheres within the context of the target (parties). The findings suggested a radical change in the way light controllers should function. The light timings can be combined with the timing component of music through the use of frequency analysis (1). The user should have some atmosphere buttons which enable them to select colors associated with certain atmospheres (2). This way users could create a basic atmosphere in an easy, effective and fast manner. Also linking information that is sent from the deejay mixer to the light controller could be used to intensify music manipulation by the deejay with lights (3), benefiting interaction between the deejay and the audience. During the initial phase of the design the main ideas for how light controllers should function where clarified and evaluated with a usability test. For this usability test a software prototype was built in MAX/MSP. The results show that the three main ideas for functionality could be combined. Based upon this functionality a number of principles of use were generated. The most promising was chosen to be further developed and evaluated using a second prototype and usability test. The chosen principle of use was that users could control lights from the end goal perspective. This means controlling the lights from the perspective of creating the right atmosphere or mood. The user is given a set of eight different mood presets which could be selected via push-buttons. When a button is pressed associated colors are selected and a variety of light parameters (such as afterglow, threshold and the pattern changing time) are changed accordingly. These parameters were grouped under three different dimensions (attention, activity and warmth) and could be changed or tweaked with rotary knobs according to the exact preferred mood. The usability test was done at a party with 4 different deejays participating. Results concluded that the principle of use fits the user needs and therefore could be more detailed in the next iteration phase. In this phase extra functionalities were added to the design. This resulted in an interface including physical elements (rotary knobs) for controlling intensity, light effects and atmosphere dimensions as well as a touchscreen with four menu’s for the selection of presets(1), the selection of colors(2), changing the settings(3) and connecting the lights through a setup menu(4). This design was tested in a third usability test. This test was done at a small club that fits the target (parties).Three separate tests were done. One with users to find usability problems, another where two deejays performed with the build prototype to get feedback about the using experience and a test where people in the audience were asked to rate different light atmospheres on three different scales. The gathered data was analyzed and showed that the atmospheres were indeed rated differently. The users were very enthusiastic about the performance, functionality and possibility’s of the design and reported the user experience as intuitive. However users did encounter some usability problems. These where taken into account for the final design. In the final design a few extra functions were implemented. The main extra function was that the users can now control the light atmosphere with individual light parameters rather than three atmosphere dimensions. The new concept can be seen as a big improvement in contrast to the current solutions. And the main elements of this design can be applied to a wide range of different light controlling devices.","light; atmosphere; deejay; mood; music; DMX; design; interaction; usability; audience; lights; party; parties","nl","master thesis","","","","","","","Campus only","2012-08-29","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:bd6aa19f-eddd-4e77-b07c-2cfc48e5e770","http://resolver.tudelft.nl/uuid:bd6aa19f-eddd-4e77-b07c-2cfc48e5e770","An ideal store furniture study for Rituals","Van der Wiel, M.E.","Christiaans, H.H.C.M. (mentor); Fitch, R.A. (mentor); Tolud, I. (mentor)","2011","Rituals is a ten year old brand selling home and body cosmetics. The products are inspired by authentic Eastern rituals, like the Hammam steam bath ritual and the shaving ritual of the Japanese Samurai warriors. Due to the rapid growth of the company, there has been limited time to evaluate the furniture used in the stores and to work on an ideal concept. Analysing the context, literature, trends and similar brands and stores combined with research involving customers, the stores showed several weaker and stronger points. These points could be used to improve the efficiency of the stores, the brand experience and the shopping experience. When comparing Rituals with brands like The Body Shop, Sabon, L’Occitane, Lush and Kiehl’s it becomes clear that Rituals has something that differentiates them from the other brands: the Eastern rituals used as inspiration for the products. This differentiation could be a used to strengthen the competitive advantage. By communicating these rituals a sense of value could be created and the brand experience would be improved. The research participants describe Rituals with words like luxurious, sophisticated and quality. However, the shops are at first experienced as uninviting, dark and inconspicuous from outside and overwhelming when inside for the first time. This dark look is a part of Rituals and distinguishes Rituals from other shops, but it also creates a lack of clarity of offer and discourage people from visiting the stores. The store visits also pointed out several things that could be improved in order to increase the efficiency of the work of the employees and so the shopping experience. In order to create a new concept several pieces of furniture were designed and redesigned with the goal to improve the discussed issues. These designs include small changes, but also for example a new cash register. This design is focused on improving the efficiency and the interaction between employee and customer. To improve the clarity, concepts were created to improve the communication toward the customer outside the store, through the shopping windows and through the furniture used inside the store. Additionally a thematic concept was developed, showing the origin of the products. Finally a proposal was developed to improve the adjacencies in the stores. This proposal should also give the stores a more organized impression. Of three of the designs prototypes were made. Testing and evaluating these prototypes made it possible to improve them again and again.","retail; design; cosmetics; furniture; interaction","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:4acf14d7-6945-4dab-8da3-06deb3cfe698","http://resolver.tudelft.nl/uuid:4acf14d7-6945-4dab-8da3-06deb3cfe698","Guntroller + Perivision: Enhancing The Experience of Video Games","Van Wijk, X.L.","Aprile, W.A. (mentor); Saakes, D.P. (mentor); Luijben, S. (mentor)","2011","Vogel’s is market leader in Europe for the business of placement and mounts for audio and video equipment. Always looking for opportunities to expand their market, they have started developing accessories for the gaming industry. In order to become a serious player in the market for gaming accessories Vogel’s wants to gain knowledge of gaming and the gaming experience. This led to the assignment: ‘Design a product that enhances the gaming experience (of existing videogames)’. The first step to design a product that enhances the gaming experience is to make a clear definition of the word ‘gaming experience’. Experience is the reactional relationship between the subjective world of a person and the objective world around them. Applied to gaming, the experience can be defined as the relationship between the gamer and the physical, virtual and social environment he is involved in. There are many factors that influence this relationship, like player type, immersion, the physical environment, social interaction, game genre, platform and in-game perspective. Based on this definition, an overview is made of products that influence either one of these factors to get an overview and understanding of the current market for gaming accessories. 3 levels have been identified on which products can enhance the gaming experience. Level 1 products are independent gaming accessories which are not directly involved in gameplay or part of the direct interaction with the game. Level 2 products enhance the gaming experience by modifying the input or output from the game. Finally level 3 products combine technology creating a complete new type of game in- and output or platform. It requires the cooperation of game developers to create games for the new technology. Since Vogel’s has indicated they will not be developing a new technology, a level 3 product is not an option to develop in the near future, but it could inspire a long term vision for the company. Based on the basic conception of gaming experience questionnaires were sent out among a wide variety of gaming contacts to get a global impression of the gamer demographic. There was a wide variety in the gamer types, it was clear a categorization was needed. However as explained in the introduction stage, there is no clear categorization of gamers yet based on their experience of games. The hardcore and casual distinction is ambivalent and too simplistic. It became an important objective to find a categorization that showed the full spectrum of the gaming experiences and the most significant distinctions to allow for a user centered approach to the design of a gaming accessory aimed at improving the gaming experience. It was decided to focus on the console gaming market, because it fit well to Vogel’s’ current product portfolio. Based on the feedback from the first questionnaires a subsequent in-depth interview was done with a small group representative of the console gamer audience. Based on the finding of the in-depth research, the Gaming Experience Model was formulated as described in section 7.2. The most important finding was that apart from the factors as described earlier, commitment and identification are important factors that influence the gaming experience. Identification is a psychological process whereby the subject assimilates an aspect, property, or attribute of the other (in this case other ‘gamers’ or simply the activity of gaming) and is transformed, wholly or partially, after the model the other provides. Commitment is a component of identification; it is the relative strength of an individual’s identification with and involvement in a particular organization (or in this case the activity of gaming). The Gaming Experience Model identifies 4 types of commitment: immersion, skill, communion and knowledge With this holistic understanding of the gaming experience 2 brainstorm sessions were organized to create product ideas. The first brainstorm was organized with a mixed group of young creatives, who were not updated on the project and research findings. The purpose was to inspire and ‘break out of the box’ after analyzing the gaming experience so intensely for months. The result was a wide variety of bizarre ideas of which the direct application in a product was not immediately obvious, but the exercise explored the gaming experience spectrum in a playful matter and worked inspiring. The second brainstorm was done at Vogel’s with a team of colleagues from the R&D department. The brainstorm was more structured and the team was informed of the findings on gaming experience. The results were product ideas that were more concrete, but also less surprising. The most promising ideas were selected and further developed, until finally 2 concepts were left: the Guntroller and the Perivision. Prototypes were created in order to evaluate the concepts through user testing. The Guntroller concepts aims at enhancing the experience of First Person Shooter games, by improving the look and feel of the controller. The concept could be further developed in to a standalone product (a controller) or an accessory (a controller add-on). The Guntroller adds a bright flickering light to the shots fired in game and a translational recoil effect (instead of the rotational vibration that is standard on most console controller nowadays). The Perivision was inspired by the light design as applied on stage in music, TV or theater productions. It aims to improve the gaming experience, by applying visual effects to the physical environment in the user’s peripheral vision. The characteristics of the peripheral vision are directly related to the built of the human eye. There is no color perception in the peripheral vision for example. This understanding led to a set of guidelines to design light effects for the Perivision from a dramaturgical point of view. A research study was set up to evaluate both concepts. The same participants were used, but the products were tested and evaluated separately. The Guntroller was highly rated on all positive and ‘impressive’ aspects. Participants indicated that especially the light effect on the controller contributed to its intensity. The Perivision was rated a bit lower, on both the positive and negative aspects. Overall it was less noticeable.","videogames; gaming; experience; peripheral vision; recoil; first person shooter; accessory; games; gaming experience; dramaturgy; light design; perivision; guntroller; firearm; gun; kickback; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:dfc6b93e-fa32-42e8-a245-8600a48c7b3b","http://resolver.tudelft.nl/uuid:dfc6b93e-fa32-42e8-a245-8600a48c7b3b","Natura: Making the toilet more water efficient","Genoves, J.","Van Heur, R.J.H.G. (mentor); Geelen, D.V. (mentor)","2011","The present project is about making the toilet more water efficient. Standard toilets use 15 times more drinking water per day than a human does. The proposed concept is a toilet based on the waste separation principle. Considering that each type of human waste requires different amount of water to be flushed away, the new toilet adapts to male urination, female urination and defecation, discharging the right amount of water for each one of them. The new design integrates a male urinal and a separating bowl; both of them are water saving solutions which combined will reduce water consumption in toilets by up to 60%.","toilet; design; sustainability; water saving","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design for Sustainability","","Master of Science Integrated Product Design","",""
"uuid:f1d275ba-930f-46ef-af2c-1277eef09a72","http://resolver.tudelft.nl/uuid:f1d275ba-930f-46ef-af2c-1277eef09a72","Graduation project E-Snake: Design of an electrical connection system that allows for inductive energy take-off from a cable","Koekoek, A.R.","Van der Vegte, W.F. (mentor); Kuipers, H. (mentor)","2011","Current solutions for energy supply of electrical equipment in gardens are very limited and do not suffice. The inductive energy distribution concept that was developed by the company E-Snake BV, named E-Snake, could be a solution, by providing simple electrical installation that allows for flexible take-off. However, the usability of the clamping mechanism, that is required to tap energy from the inductive cable at arbitrary locations, needed to be improved. This report describes the design of a clamping system for the E-Snake, that is suitable for usage in gardens. Concepts were generated by means of the Synectics procedure and final concept selection was facilitated by a user research. The design proposal encompasses a combination of an inductive cable and a matching clamp that can be easily connected by means of a sliding mechanism.","design; inductive; energy; distribution","en","master thesis","","","","","","","Campus only","2012-06-01","Industrial Design Engineering","Design Engineering","","Integrated Product Design","",""
"uuid:cd8a91f3-65d9-487c-9f3c-8c7dfc0fd016","http://resolver.tudelft.nl/uuid:cd8a91f3-65d9-487c-9f3c-8c7dfc0fd016","An Extreme Lightweight Pilot Boat: Incorporation of an innovative shock mitigation system","Hagemans, I.","Jansen, A.J. (mentor); Peck, D.P. (mentor)","2011","This thesis shows the exploration of the dangers of working on a pilot boat. Finding that impact is one of the major dangers. The selection of a shock mitigating cabin as the ultimate solution. The design of such a cabin and the implementation of this cabin in a 12m pilot boat. The focus was on human factors and lightness. The full carbon boats designed by extreme ribs are very fuel efficient due to their low weight","design; pilot boat; pilot; shock mitigation; impact","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Integrated Product Design","","","",""
"uuid:d586ee6e-4815-4561-87d9-6ae00bdb739e","http://resolver.tudelft.nl/uuid:d586ee6e-4815-4561-87d9-6ae00bdb739e","Multidisciplinary Design Optimization in the Conceptual Design Phase: Creating a Conceptual Design of the Blended Wing-Body with the BLISS Optimization Strategy","Hendrich, T.J.M.","Schroijen, M.J.T. (mentor); Bijl, H. (mentor); Visser, H.G. (mentor); La Rocca, G. (mentor)","2011","Traditionally, the aircraft design process is divided into three phases: conceptual, preliminary and detailed design. In each subsequent phase, the fidelity of the analysis tools increases and more and more details of the design geometry are frozen. In each phase a number of design variants is generated, fully analyzing them with the tools available, and then doing trade studies between important design variables to finally choose the best variant. In the past, this approach has shown good results for 'Kansas city' type aircraft, which could be decomposed into different airframe parts with distinct functions, such as wings, tail, engines and fuselage. Each part needs to fullfill its own set of requirements and could be designed and optimized relatively independently from the others. For the new generation of large transport aircraft, such as the Blended Wing Body (BWB), the traditional design approach is less suited. The Blended Wing-Body - studied by Boeing and many others as a future long-haul transport aircraft concept - is characterized by an integrated airframe, in which the aforementioned parts can no longer be clearly distinguished. The Blended Wing-Body features many and strong interactions between the various design disciplines and airframe subparts. Using the traditional design doctrine, these interactions greatly increase the required time to design. Over the past years,Multidisciplinary Design Optimization (MDO) is being considered as an alternative. Nowadays, in industry the MDO approach is mainly used in the detail design phase and for isolated, well-defined design cases. The goal of this project is to create an MDO framework which can aid the designer in optimizing entire aircraft designs in the conceptual phase. This framework is shaped to the Bi-level Integrated System Synthesis (BLISS) strategy. This strategy splits the optimization into two levels: a disciplinary level, and a system one. Before optimization, BLISS performs a sensitivity analysis to obtain linearized global sensitivities of the design objective and constraints to each of the design variables. Validation is done using three cases: two sample problems from literature with known solutions, and the optimization of a simplified Boeing 747 wing for maximum aerodynamic efficiency using an aerodynamic and structural model. All three cases were optimized succesfully. Finally, as a proof-of-concept for MDO, the framework is required to find an conceptual design of the Blended Wing-Body with minimum structural weight and minimum drag across a given mission. Meanwhile, structural, aerodynamic and performance constraints had to be satisfied. The problem features 5 disciplines, 93 constraints, 110 states and in total 92 design variables. Again, BLISS could converge to a solution, requiring 4 hours per cycle. By tuning the design variables, BLISS managed to converge to a final design in 22 cycles. The final design satisfies all constraints, except for the large local Mach number on the outboard wing. Similar problems were identified in several other Blended Wing-Body studies. The results support BLISS as a viable candidate method for introducing MDO in the conceptual design practice.","MDO; multidisciplinary; BLISS; Blended Wing Body; design; optimization","en","master thesis","","","","","","","","","Aerospace Engineering","Aerospace Design, Integration & Operations","","","",""
"uuid:78a11ebb-3349-4b4e-b580-7b59f54db197","http://resolver.tudelft.nl/uuid:78a11ebb-3349-4b4e-b580-7b59f54db197","Communicating the retail brand through design: Case study sports shops","Kroon, S.","Kooijman, D.C. (mentor); Van Oel, C.J. (mentor)","2011","The retail brand communicated through design. To what extent contributes design to the distinctiveness, recognisability and attracktiveness of the retail brand. A research conducted using Discrete Choice Modelling, focusing on the interior of sports shops.","retail; design; sports shops; branding; discrete choice modelling; behaviour psychology","en","master thesis","","","","","","","","","Architecture","Real Estate and Housing","","Retail & Leisure","",""
"uuid:d9bbb62c-97dc-4fc2-b0c0-186d93077e5c","http://resolver.tudelft.nl/uuid:d9bbb62c-97dc-4fc2-b0c0-186d93077e5c","Future design of a public transport stop","Van der Walle, F.R.","Jacobs, J.J. (mentor); Van Heur, R.J.H.G. (mentor); Halin, B.J. (mentor)","2011","The outdoor furniture branch is based on municipalities concessions. It is common that tenders should be formulated in a short period of time, which requires quick thinking and ready-to-use concepts. Therefore JCDecaux would like to have an up-to-date list of demands and wishes of the modern public transport stop and an inspirational concept. Based on an internal and external analysis, JCDecaux will benefit from an up-to-date shelter design that is sustainable, modular, economical efficient in purchase price and maintenance and ready for implementation of emerging applications.” The proposed design concept “Pays-Bas” contains an unobtrusive neutral appearance which suits each municipality and traveller. The design is simple and transparent. The shelter is designed to be infinite extendable in length without any modifications to the construction. Extension is carried out in modules of 1,5 meter. The modules create easy assembling, maintenance and replacement of components. The two-piece columns are equipped with removable cover panels, which create access to the column spacious cavity. With these feature fasteners, cables and electronics are easily to conceal inside the column. The findings of the internal and external research have led to the list of demands and wishes, a strategy and a design vision for the creative process. The first stage of the concept development was divided in two parallel creative paths. At one path a solution finding contribution of the product was carried out, whereas at the other path inspiration was conducted. The paths joined each other at the development of a scale model. This model is used for a survey and redesigned to create the final CAD model.","design; public","en","master thesis","","","","","","","Campus only","2012-04-08","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:c8e7e62e-8dbb-42a7-b1f9-7be4b50b2416","http://resolver.tudelft.nl/uuid:c8e7e62e-8dbb-42a7-b1f9-7be4b50b2416","How Dassault Systèmes Benelux can enhance the acceptance of its PLM software solutions in product design offices?","Sazci, T.O.","Horváth, I. (mentor); Schoormans, J.P.L. (mentor)","2011","Dassault Systèmes (“DS”) is a leading company focused on 3D design and Product Lifecycle Management (“PLM”) software. PLM is the process of managing the entire lifecycle of a product starting from its conceptual creation, through design and manufacture, to its service and disposal. PLM integrates people, data and processes with business systems and provides the product information backbone for companies and their extended enterprises. The solutions offered enable client companies to introduce innovative products of higher quality into the market in a time and cost efficient way. Although PLM software is very popular among large firms such as car manufacturers and airplane factories, DS aims at targeting smaller firms, especially product design offices, in order to increase the market share of its solutions. In a market where the competition is getting more aggressive each year, DS needs to elaborate a new strategy to render it better equipped against its competitors. DS is addressing 11 different industries worldwide. Since the company intends to cover the whole life cycle of products, it is important to consider all participants influenced by the offered PLM solutions, in order to enhance productivity. The small product design offices, which define the life cycle of products, are typically using PLM software programs that are neither complex nor efficient enough. 3D design is carried out by competitors’ mostly through lower scale and less complex software tools. The purpose of this project is to detect obstacles in utilization and to recommend the right course of actions to enable a better rate of acceptance for the PLM software. During the execution of the project, the marketing strategies and organization of DS and the content of the offered software solutions will be investigated in order to improve the acceptance and adoption of the PLM software solutions by small product design offices. The project will be elaborated from three different perspectives and will be based on market in the Benelux countries which is the problem owner’s area of responsibility. Below is the general outline with respect to the perspectives within the project: (i) The first perspective is the marketing strategy and product development policy of DS itself. The structure of the offered PLM Software and marketing related issues will be analyzed within the company. (ii) The second perspective is the situation of product design offices in the Benelux and their motives in choosing certain products and possible modifiers of their acceptance. It is known that the demand from these design offices depend very much on their role in and their relationships to a product design process. (iii) The third perspective is the value added resellers in Benelux which are the companies that sell existing software and add its own value by delivering services such as trainings, technical support, methodologies and customizations. The activity of these resellers in and their motivation towards the PLM system application will be the main concern. In the analysis of these three issues, the efficiency of communication and the flow of information between all these parties will be analyzed in order to understand whether the appropriate language is being used. The general objective of the project is to identify significant factors that have a major influence on the company’s commercial and technical activities. The project will start with a situation analysis to understand the market and its dynamics. The situation analysis will consist of (i) a market research (ii) a competitor research and (iii) an internal company research including the product portfolio and the business model. The second stage will be an extensive literature research on PLM software acceptance in the context of product design offices to understand and discover the influencing factors of acceptance. The next stage will investigate the design market in the Benelux countries. The number of offices active in the field, their domain of activity, and their involvement in different tasks of design processes will be analyzed. During this investigation a series of interviews will be conducted by focusing on the previously elaborated acceptance factors. Then, this information will be used to understand the dynamics of design processes, the needs of designers and their expectations towards comprehensive PLM solutions. The conclusions will be used to create a strategy to improve acceptance of DS’ PLM products in Benelux product design offices. This strategy will contain recommendations which may cover new product proposals, a new system, a way of understanding and a marketing strategy.","design; design offices; software; CAD; strategy; market","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Strategic Product Design","",""
"uuid:00be254f-b472-45cf-b9f0-b376e5f9b84b","http://resolver.tudelft.nl/uuid:00be254f-b472-45cf-b9f0-b376e5f9b84b","Using interactives to support the museum experience of explorers in NCB Naturalis","Tabeau, K.E.","Schoormans, J.P.L. (mentor); Pasman, G. (mentor); Aartsen, P. (mentor)","2011","This research project investigated how interactive exhibits can support the museum experience of explorers, within the environment of NCB Naturalis. One interactive design was developed throughout this project to serve as an example, and guidelines on how to design such exhibits in general were formulated. The main phases through which this project went are the exploratory research, context research, future direction, consumer research and recommendations.","interactive; museum; consumer research; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:f593ccd2-d9ab-4d33-b565-8ab61b9f9e46","http://resolver.tudelft.nl/uuid:f593ccd2-d9ab-4d33-b565-8ab61b9f9e46","Designing a branded retail environment for SinGaz","Baars, T.M.","Fitch, R.A. (mentor); Christiaans, H.H.C.M. (mentor)","2011","SinGaz is a Dutch start up company that is going to design and retail electric scooters and bicycles on the European market, starting with Barcelona early 2012. The European e-scooter and e-bicycle industry is still in its infancy, and although this market is expected to be subjected to strong growth in the near future, its retailing situation has hardly developed to the same extent that many other industries have developed and most e-scooters and e-bicycles are sold through traditional, small scale multi-brand shops. This poses a great opportunity for SinGaz. In order to gain a strong position in the market, they want to build up a strong brand and sell their products through a branded retail formula that will be rolled out in large cities in Europe. In this report, a branded retail store is developed for electric bicycles and electric scooters for new start up company SinGaz. The challenge is to develop a brand that connects with the needs, desires and the daily lives of potential e-scoter and e-bicycle users, and to then translate that brand into a shopping experience. The first phase in this report explores how human behavior is influenced by the environment they are in. This is of importance because as a retail designer, one of your major responsibilities is to stimulate sales within the store. Research on how shop design influences behavior shows that some major sociological and psychological factors need to be taken into account when designing a shop. Personal control, respect and interaction are but a few key aspects of importance for people’s valuation of the shopping experience. A branded physical retail environment (as opposed to virtual retail environments) has the potential to express a brand to the maximum, because it contains all the touch points available to the brand, and all senses can be involved in the retail experience. Analysis of the market shows that the SinGaz brand, and subsequently the shopping experience should on the first hand be an expression of expertise of urban lifestyle, and in particular of urban travelling. The SinGaz shop should express that SinGaz offers more than just products, and that they have developed a complete transportation solution, where products and services complement each other. A second layer of the brand expression is ideological; research shows that communicating ideology in a shop is a powerful tool in engaging customers to a brand. SinGaz’s ideology is about sustainability, transparency and fair trade. Six emotional assets were found through interviews with people who live in Amsterdam, all of which cycled one hour every day or more. These emotional assets were visualized and used as guidelines and assessment tools for making and choosing between two mood boards, which in turn served as guidelines for design of the SInGaz shop. In this way I attempt to make sure that the design style will fit with what the brand expression. The result is a shop where service, information and inspiration are prominent features that supplement sales and thereby clearly expresses the benefits that SinGaz offers.","retail; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Strategic Product Design","",""
"uuid:65659805-aa02-4d07-b096-4f9aec1d3bff","http://resolver.tudelft.nl/uuid:65659805-aa02-4d07-b096-4f9aec1d3bff","Multi-stiffness thigh support for the 2012 Olympic sailors","Van Abbema, A.H.P.M.","Birkhoff, R.A. (mentor); Jansen, A.J. (mentor)","2011","Magic Marine and TU Delft worked together to create a new innovative hiking pad that effectively reduces the pressure on the thighs. The key design factors have been a reduction of pressure, (larger pressure spread), leg support and a comfortable contact areas. Hiking is one of the most demanding activities during a race. With wind speeds over 8 knots, 29-94 percent of the total race time is spend hiking. Hiking causes a lot of injuries, especially in the thigh area. The pressure on the leg influences the sailors performance while it causes muscle fatigue, inner tissue damage and overall discomfort. The Olympic thighpads consist of four layers; a supportive lining, protective layer, pressure reduction layer and connection layer. A - The inner lining is constructed without seams, a soft top layer and smooth edges, all to reduce friction and leg deformation. B - A canvas layer protects the battens from sticking into the leg. C - The tapered glassfibre battens effectively reduces pressure by spreading it over the entire leg surface. D - The outer lining supports the thigh. The pads are connected to the suit by Velcro, keeping them securely in place during the race. The Olympic pad will improve the sailors hiking endurance while providing optimal comfort and keeping all focus on the race.","sailing; muscle suppor; design","en","master thesis","","","","","","","Campus only","2012-07-01","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:506399d4-3eb8-447c-b165-44afee626f36","http://resolver.tudelft.nl/uuid:506399d4-3eb8-447c-b165-44afee626f36","Walking in the disguise: Design a shopping trolley with hidden supports for older adults","He, C.","Molenbroek, J.F.F. (mentor); Van De Watering, H. (mentor); Cardoso, C.M. (mentor)","2011","Rollator is a walking aid for older adults, who realized that they need certain supports for health or mobility, however, most people still believe that it distinguishes them from the normal people How to design a new type of walking tool that are highly acceptable by everyone and lower the threshold it use it is the key problem of this project. Shopping trolley is a product that everyone from different age groups uses it. Therefore, the new product of this project is based on the shopping trolley with special support designed for older adults. This thesis explains how this idea is further developed in a design process. Analysis of target group, current market and products show the opportunities and design issues from different perspective. Based on this information, various concepts are developed and reviews by target users, a final concept was built by logical selection and improvement. And this conceptual product is enriched into a detailed level and the working principle of it is approved by functional prototype. The thesis also shows how the critical decisions are made and validated by design methods. Therefore, the final product is worth for company to further develop and meet the market.","design; walker","en","master thesis","","","","","","","Campus only","2012-01-20","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:268e053e-6fa0-40d6-8784-babccf5282ec","http://resolver.tudelft.nl/uuid:268e053e-6fa0-40d6-8784-babccf5282ec","New Product Development for Blue Fish Bags","Kornmann, E.D.","Deken, F. (mentor)","2010","This is the final report of a graduation project at Delft University of Technology, faculty of Industrial Design Engineering. The project is executed in collaboration with the Dutch company Blue Fish Bags. The project was born through the ambition of Blue Fish Bags to develop a private label. Being a company that develops collections of bags under the license of other brands, Blue Fish Bags is experienced in initiating and managing new product development. The growing ambition to own a project that does not depend on the license of another brand arose several years ago. However, the company experienced difficulties with selling new brands to its customers: distributors and retailers of the so-called bag specialty segment. This market segment is mainly characterized by conservative leatherware stores and business-minded distributors, rather than buyers that are interested in new and innovative brands. Therefore, a private label has never been developed. This graduation project aims to advice a strategy for a new business to realize Blue Fish Bags' ambition, through the research question: 'Which brand strategy results into a successful private label for Blue Fish Bags?'. An answer to the research question is provided by advising Blue Fish Bags to develop a new business in which a private brand strategically functions as a tool to strengthen the current core licensing business model. This recommendation was created through the results of a comprehensive research in which Blue Fish Bags' characteristics and the developments of its environment were analysed. Through a conceptualization process with both scientific and creative methods, the findings of the analysis were transformed into a design brief for the new business. The design brief includes a conceptual direction from six key points: (1) create a tool, (2) stay in charge, (3) target youngsters, (4) make functional fashionable, (5) cooperate with creators, and (6) become a lifestyle. In this new business strategy a private brand has been developed to support the company's current business model. A brand concept is created that fit the six key points and is described as a platform where bags are created by young creative consumers. The brand, with the suggested name Doubstar, is a website where creators of the online community can co-create bags and relative products. This community exists of youngsters with a so-called 'constructing images' lifestyle that look for fashionable bags that are functional to take to school. To stimulate the style of the co-created bags a collection is developed by the brand team. Besides, inspiring feedings and guerrilla promotions support both the preferred brand image and the commitment of the community. The brand strategy adds value to Blue Fish Bags because it satisfies the company's ambition, it contributes to the objectives of the management, and it found solutions to difficulties of the current customers. Moreover, the new business helps Blue Fish Bags using its strengths, improving its weaknesses, anticipating on opportunities, and protecting from threats. To support a successful realization, the report provides a business plan, an implementation plan, and recommendations for future research. Furthermore, the accompanying Brand Book presents suggestions for the brand identity.","brand; design; strategy; fashion","en","master thesis","","","","","","","Campus only","2011-12-17","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:0bb66a57-a653-46f1-87bb-ac04709af96e","http://resolver.tudelft.nl/uuid:0bb66a57-a653-46f1-87bb-ac04709af96e","The design of the Ideal Experience of a Commercial Suborbital Spaceflight","Bade, J.J.","Vink, P. (mentor); Bruens, G. (mentor)","2010","This graduation project provides an answer to the question: “What user experience should be offered to the participants at what moment in the entire suborbital spaceflight experience?” by defining ‘a moment’ and designing the experience that should be offered at that moment. Abstract Despite the rapid development in the suborbital spaceflight industry commercial flights with passengers have yet to begin. There is still no clear vision on what the user experience for these spaceflight participants should be. Although the suborbital spaceflights will have a lot of similarities with other industries e.g. human spaceflight, theme parks and VIP aviation, as a whole it is a totally new experience. Because of this a spaceflight ticket holds more than ‘just’ the actual spaceflight, this also means that spaceflight companies should not presume that spaceflight participants will automatically be satisfied if the experience is basically just the activity. As there is no suborbital spaceflight with commercial participants to gain experience from, the question that remains unanswered is: “What user experience should be offered to the participants at what moment in the entire suborbital spaceflight experience?” This graduation project provides an answer to the question stated above by defining ‘a moment’ and designing the experience that should be offered at that moment. Context In the context phase of this project the suborbital spaceflights offered by Virgin Galactic are taken as a case to focus on. The future context of the entire spaceflight experience, starting with ‘thinking of buying a ticket’ and ending with the ‘reunion’, is represented as an Experience Flow. In the Experience Flow all the events and activities a spaceflight participant will experience are written down in individual scenarios. To know what impressions these events and occurrences have on the spaceflight participants different emotions are chosen to supplement the scenarios.?The ‘moment’ for which an user experience should be offered is defined as the actual spaceflight. Concept In the concept phase the user experience that should be offered during the actual spaceflight is constructed. A vision is created that addresses the desired surroundings, activities and emotions during the actual spaceflight, this vision states: ""I want the spaceflight participants to feel secure and alert, they immerse themselves in the experience without being distracted by the procedures."" Desired material- and social interaction qualities are listed and with an interaction metaphor product concepts are designed. Their specific functionality provide and enable the ideal experience. The designed experience of the actual spaceflight allows the 6 spaceflight participants to enjoy two different activities, looking outside and playing in zero-g, within one cabin. They feel secure and alert, as the procedures feel like one smooth flow of events so they can they immerse themselves in the experience without being distracted.","future context; manned spaceflight; ideal experience; experience flow; design; suborbital; virgin galactic","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:35d5136c-5039-4186-956b-6bfdd838f32c","http://resolver.tudelft.nl/uuid:35d5136c-5039-4186-956b-6bfdd838f32c","Design a sustainable and future proof service-portfolio roadmap for I-Plus to adopt future technological and innovative developments in the next 5 years","Spikman, B.","De Bont, C.J.P.M. (mentor); Smulders, F.E.H.M. (mentor)","2010","In the world of communication a lot of developments are emerging and consumers have the need for faster communication. There are increasingly more ways of communicating with each other and the developments for these new ways of communicating are not stopping. What will be the way of communicating in the upcoming five years? That is a question many companies in the telecom sector are struggling with; should they proceed in offering telecommunication solutions for companies or should they focus on new markets? The main challenge of this research project is to find out what the telecom market will look like until 2015 and which services or technologies are expected to be important at that moment. As a case study, the company I-Plus is used, which is a company operating in the business to business communication sector. Therefore the main research question for this case study will be; how should the future service portfolio of I-Plus take shape in the next 5 years, taking into consideration the most relevant technological developments and what measures should I-Plus take to develop that future service portfolio? To answer the research questions, first the current and future service communication sectors have been analyzed, looking at the current and future market and technologies and their lifecycles, which is designed into a vision for the service communication sector until 2015. The communication market of 2015 will be focussing on large cooperations with a lot of niche companies or on the other hand a lot of medium sized companies which all provide the necessary wants on needs of the consumer. The IT sector will be in a high level of development, but can collapse at any moment when not being reliable and secure to the consumer. The vision of the market in 2015 shows that the future communication market will still be growing, but that the consumers trust will be doubtful in the future economy. Therefore a lot of research is needed in the future to keep analyzing what the consumer wants or needs. I-Plus’ current strategy aims at distinguishing itself from their competitors, because the company has a way of analyzing their clients problem in a simple and clear way. The experience from the CEO of I-Plus helps to analyze these problems even faster, which helps in staying ahead of the game. The current service portfolio of I-Plus provides their customers with national and international service numbers, which are both divided into two group, toll free and premium rate numbers. I-Plus offers different solutions to every company in the form of facilities to contact numbers to meet desired functionalities for their clients. According to I-Plus their benefits are: I-Plus offers connections with 100 different countries over the world. With I-Plus companies can generate worldwide revenue with their Premium Rate Number. I-Plus offers competitive pricing and automated solutions to reduce costs. The solutions I-Plus provides aim to deliver improvement to the client satisfaction. I-Plus’ IVR manager and real-time online dashboard provide their clients full control over all incoming calls. I-Plus gives its clients full control over all their services and provides them with the tools and solutions to maximize efficiency. Next to these benefits I-Plus works together with telecom carriers around the world, to ensure the highest possible uptime. In case a power outage or any other disruptions, I-Plus automatically reroutes the phone traffic to a pre-determined back up destination. In general I-Plus focuses on communication services and wants to expand its services. The medium and long-term goals show that I-Plus wants to discover new areas where they can offer their services and distinguish itself from competitors. I-Plus preferably wants to develop a completely new market and find other (eager and ambitious) people who can help them with this new direction. There are different types of technology roadmaps that can used to design a clear path for the future. The general roadmap that is used for these kind of research projects is the product technology roadmap, which is driven by product/process needs. But there is also another type of technology roadmap, which is the emerging technology roadmap. There are fourteen different types of emerging technology roadmaps that have been identified and that can be used to further develop the roadmaps for I-Plus and its future strategies. The emerging technology roadmap that is most suited for this research is the program planning roadmap with a multiple layers format, because this shows the technological developments separate from the project flow and therefore shows a clear overview of what steps I-Plus needs to take in the upcoming 5 years. The program planning roadmap with multiple layers has been further developed and integrated with the future possible scenarios in the telecom market of 2015. The roadmap that has been developed for the selected scenario 1 (vertical business model) for I-Plus to adopt their service portfolio in the period until 2015, focuses on a niche market. The steps I-Plus should take in this period are to consider whether they want to proceed in consulting. When I-Plus proceeds in consultancy, it should focus on providing different new services to their clients and divide their clients into specific categories, ranging from somewhat important to very important e.g. from bronze to gold. In this way different companies will be able to purchase different consultancy packages, which offer different kinds of services and support. Proceeding with establishing a new market for themselves, in scenario 2 (horizontal business model), with the green-IT and home health monitoring I-Plus should invest in innovation, employees and new partners. Considering that the health monitoring and green-IT sector are not that easy to target on your own, because I-Plus is does not possess the expertise on her own, it is recommended that I-Plus does research into finding a partner to start in these sectors. Both implementations include a lot of unreliable factors and risks, but when the research into these new areas is conducted properly I-Plus can start offering new innovative services. With the health care products I-Plus can establish a blue ocean market for herself, which she wants according to her future wishes.","communication; design; roadmap; future; telecommunications; service-portfolio; technological; developments","en","master thesis","","","","","","","Campus only","2011-12-10","Industrial Design Engineering","Product Innovation Management","","","",""
"uuid:12707250-8e5a-4ffe-98f7-9807a1e15b6c","http://resolver.tudelft.nl/uuid:12707250-8e5a-4ffe-98f7-9807a1e15b6c","Emotion driven design of an autoerotic stimulator: An engaging masturbation expercience through the usage of sexual self stimulation massager","Isik, G.E.","Desmet, P.M.A. (mentor); Sonneveld, M. (mentor)","2010","Masturbation is now proven to be beneficial to both physical and psychological well being. Within the focus of this project, in order to emphasize the aspect of well being the term autoerotic activity replaces masturbation. Autoerotic activity focuses on the whole body and any self induced erotic activity rather than only the stimulation of the genitals. It also covers activities that do not necessarily result in orgasm but still has an erotic value to contribute or affect personal well being. Moreover products play a supportive and enhancing role in female autoerotic activity. However products for female solitary use still do not enhance this aspect or address emotional needs and expectations of women. Therefore the design goal of this project is defined as: “to develop an autoerotic stimulator reducing negative emotions related to the usage while supporting the positive ones and reaching an engaging autoerotic experience in order to support the overall well being and health of the user.” The target group is selected as young women who are older than 20 years of age. After the definition of design goal and the target group; the project process consists of the literature research on autoerotic activity and the context research on emotions towards autoerotic activity; defining design directions, reaching a final concept and finally the evaluation of the concept through working prototypes. MINE is the product of an emotional approach to the design of an autoerotic stimulator. It focuses on the well being of the user through combining a self wash product, a shower puff and an autoerotic stimulator in a modular product. MINE is a long braided thread enabling three functions: self wash, stimulation of the inner thighs and stimulation of the genitals. The two parts of MINE, silicone and PE mesh are braided in one another in order to have an integrated multifunctional product yet undoable. The braiding supports user involvement and enables the user to chose a mesh thickness and texture suitable for herself. The modularity also allows the user to change the mesh as often as desired fir hygienic reasons and to take the wet piece away from the silicone piece to recharge. A wrapping cloth is provided with the product to wrap while recharging. This project showed that an academic study on emotional design of autoerotic stimulators and stimulation definitely holds challenges related to the sensitive nature of the topic however offers apparent benefits to the product group.","masturbation; design; emotion; context research","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design Engineering","","Design for interaction","",""
"uuid:f9bf981d-184e-4124-85fb-41a0ff1db42b","http://resolver.tudelft.nl/uuid:f9bf981d-184e-4124-85fb-41a0ff1db42b","Food for thought: Designing emotional goal engagement using paradoxical concerns","Ozkaramanli, D.","Desmet, P.M.A. (mentor); Wormgoor, R. (mentor); Gruijters, K. (mentor)","2010","The project consisted of recurrent research and design cycles during which a tool has been developed to communicate the inspiring nature of conflicting emotional concerns and suggest ways on how to adopt them in specific design projects. Within this process, a design assignment given by Studio Katja Gruijters has been used as a case study to develop, improve, and evaluate the tool through creation of example product ideas.","design; emotion; food; meat","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design aesthetics","","Design for Interaction","",""
"uuid:bfac45f4-f7e2-4d12-a0c0-c73d04993c66","http://resolver.tudelft.nl/uuid:bfac45f4-f7e2-4d12-a0c0-c73d04993c66","Improving the user experience of nasoenteral tube feeding","Tijdeman, N.S.","Dekker, M.C. (mentor); Sonneveld, M.H. (mentor)","2010","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.","human-product interaction; product experience; user experience; emotion; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:17ba8cae-0eb3-43f5-85c4-aafc887c1412","http://resolver.tudelft.nl/uuid:17ba8cae-0eb3-43f5-85c4-aafc887c1412","Design of a pregnancy home support product","Bunk, H.L.","Melles, M. (mentor); Pasman, G.J. (mentor)","2010","This master thesis shows the design process of Precimo, a product that supports pregnant women at home. Pregnancy is a special time and the bonding process between the expectant mother and the unborn are of vital importance. During the thesis project a literature research and contextmapping research were executed, followed by the conceptualization and finalization phase, both based on user-centred design. From the research can be concluded that pregnant women find it difficult to take time to be pro-actively engaged in the pregnancy and to share their pregnancy experiences with their loved ones. With the Precimo the user can capture precious memories and is visually reminded of the pregnancy. Precimo Online gives the option to follow the weekly developments of the unborn and share the collected memories with others via Internet. Precimo is a personal way of collecting memories during the pregnancy. It gives unexpected light feedback; a sensation that stimulates the user to think of the unborn.","pregnancy; design; contextmapping; Philips Research","en","master thesis","","","","","","","Campus only","2011-09-30","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:61b747db-5440-4c8e-96fb-185ad438dfec","http://resolver.tudelft.nl/uuid:61b747db-5440-4c8e-96fb-185ad438dfec","Dynamic Gubbar System: Support tool for exercises in disaster management logistics","Van Campen, S.","De Ridder, H. (mentor); Van Breemen, E. (mentor); Vikström, T. (mentor); Boosman, M. (mentor)","2010","The goal of disaster management is to deploy the scarce amount of resources as effectively as possible. Exercises are needed, because disasters occur seldom while the logistical chain of disaster management is very complex. Currently the two most important support tools for these are EmergoTrain System (from Swedish institute KMC) and ISEE (from Dutch company E-Semble). Experts envision that combining the best from these two methods will result in a superb support tool. Therefore the following graduation assignment was written and executed within E-Semble: “Design a commercially viable product to combine the best of EmergoTrain System and ISEE in one exercise. This product should make disaster management training and exercises more effective.“ This graduation project led to the design of the Dynamic Gubbar System (DGS). Gubbe is Swedish for “little old grandpa” (plural: gubbar). All over the world, the paper puppets used in EmergoTrain System are called “gubbar”. As DGS is based on EmergoTrain, but offers dynamic vital signs, the word gubbar is included in the product name. The product design is documented in a thesis, in detailed technical drawings and in detailed functional specs. DGS consists of paper resource puppets and patient devices which are placed on vertical whiteboards. The patient devices come in an iPod Touch version and in a custom made version. The whiteboards simulate locations during a disaster (e.g. disaster scene and hospital wards). Students coordinate the whiteboards. They can play with the patients and resources on the whiteboards, thereby simulating disaster management procedures. All user-inputs run via the patient device’s touch screens, which are connected with a server. Extra computers are included in the system for instructors and students. Vital signs of patients are dynamic. They change over time or when correct treatments are executed on them. Important data is logged on the server and is accessible for instructors during the exercise and after action review. DGS offers a clear overview and intuitive interfaces. A prototype system was tested successfully during a medical incident commander course. DGS is targeted to train the silver and gold command levels (e.g. paramedics and coordinating hospital staff). Because of the computer based support, instructors can spend their time most effectively on students. The next step in development is to start up a pilot project together with three launching customers using the iPods Touch product version.","design; serious gaming; disaster management; logistics; chain; EmergoTrain; ISEE","en","master thesis","","","","","","","Campus only","2011-09-16","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:2b13b6d3-f036-434b-b12f-c415ccfcd715","http://resolver.tudelft.nl/uuid:2b13b6d3-f036-434b-b12f-c415ccfcd715","Design a new handle of a vacuum grasper","Nuri, N.","Goossens, R. (mentor); Vonck, D. (mentor)","2010","The project focuses on using vacuum for laparoscopic graspings instead of regular forceps. Since regular forceps have notches on them when the surgeon is stressed or inexperienced they might damage the tissue.When vacuum is used, since the maximum vacuum you can create is limited there is no risk of damaging the tissue. A new product has been designed which aimed on ergonomics, sterilisation and intuitiveness.","design; ergonomics; medisign; vacuum; handle","en","master thesis","","","","","","","Campus only","2011-09-10","Industrial Design Engineering","Industrial Design","","Master specialisation Medisign","",""
"uuid:8b628f08-7fc9-46d5-86d8-bbab3d48e491","http://resolver.tudelft.nl/uuid:8b628f08-7fc9-46d5-86d8-bbab3d48e491","Design of a Moto2 competition chassis and bodywork","Bollinger, W.","Eissen, J.J. (mentor); Van Grondelle, E.D. (mentor)","2010","This thesis describes the design of a new supersport motorcycle for Bakker Frames, a Dutch chassis builded, intended to participate in a world leading competition called the Moto2. A supersport motorcycle design is a compromise between performance and pleasure and styling against geometric restrictions. Performance asks for a compact and form for function design. Where pleasure and styling asks for bringing up an emotion. The Bakker Me2 (name of the final production model) has the best of both. In this thesis the first part contains an analysis phase and starts with the problem definition and the assignment. This is followed by an internal and external analysis the determin the route to go for the ideation phase. Ideas are generated and followed by concepts. from which one direction is chosen. The final concept is further detailed and realised as a CAD model. The technical embodiment use and design are further described. The thesis ends with an evaluation of the design process and further recommendations for the future.","synthesis; performance; design","en","master thesis","","","","","","","Campus only","2011-09-08","Industrial Design Engineering","Industrial Design","","Master specialisation Automotive","",""
"uuid:b34a47c2-ae4c-496d-9350-531023bf3f07","http://resolver.tudelft.nl/uuid:b34a47c2-ae4c-496d-9350-531023bf3f07","Port Design - Nador","Heuts, R.A.R.","Ligteringen, H. (mentor); Verhagen, H.J. (mentor); Labeur, R.J. (mentor); Vis, F. (mentor)","2010","Along the northern coast of Morocco order has been given for the construction of a large transshipment port in the Mediterranean Sea, at a designated project location around the city of Nador. On this green-field coastal stretch a new transhipment port will have to be developed for various types of cargo. Throughputs of the terminals will have to be maximized, a plan for in-phased port development and expansion will have to be provided, cargo transport to the hinterland has to be taken into account and sufficient surface space should be included in the design for additional services. Relevant data regarding the project (location) has been identified and analyzed: hydrodynamic data (wind, waves, currents, water levels) and environmental site data (topography, bathymetry, geology, hydrology and morphology). Besides this, a forecast has been formulated with the expected design ships that will visit the new port. From this, cargo-vessel distributions and vessel-arrival distributions have been defined, resulting in the total amount of shipping traffic for every terminal. Subsequently, the design of the port master plan can commence in which first of all the approach channel, harbor basins and manoeuvring and berth areas have been designed. As a next step the characteristics of the various terminals have been determined, under which the number of berths, quay length and surface areas. After using all port elements listed above jointly, several port masterplan layouts have been drawn up. From these port masterplan layouts, the most promising alternative has been selected after comparison by means of a Multi Criteria Analysis (MCA) on various criteria under which nautical ease, safety, expansion possibilities and costs. Concluding to this, the selected port masterplan layout has been optimized. The resulting harbour layout has been assessed regarding the topic of in-port wave penetration and propagation. Limiting operational wave criteria have been defined and relevant wave processes have been evaluated with the wave simulation model DIFFRAC-2DH. In order to decrease wave reflection due to monolithic breakwaters (and thus the port’s downtime), new simulation runs were carried out with an improved breakwater configuration using low-reflectivity caissons. With these wave-dampening improvements included, the simulation model runs yielded very positive results. The wave study was concluded with an assessment on port oscillations as a result of earthquakes, tsunamis and meteorological forces. After the performed wave study, the port breakwaters have been designed. For this, two typical cross-sections were selected. After including construction constraints and wave damping measures, a rubble mound breakwater was designed with a specific armour layer, and a vertical composite breakwater as a perforated wall caisson on a rubble mound foundation bed. The application of wave energy absorbing measures is a necessity in order to minimize the port’s downtime, and will have to be included in a final design. The designed port masterplan layout meets all specifications and requirements and its breakwaters are adequate in creating calm in-port berthing conditions resulting in high uptimes of the berths.","port; design; masterplan; layout; container terminal; bulk terminal; Nador; Morocco; breakwater; wave penetration; wave study; diffrac; wadi; MCA; evaluation; multi criteria analysis","en","master thesis","","","","","","","","2012-09-02","Civil Engineering and Geosciences","Hydraulic Engineering","","","",""
"uuid:c7ada959-57bb-4559-bc3f-593914d49743","http://resolver.tudelft.nl/uuid:c7ada959-57bb-4559-bc3f-593914d49743","Design of an intrauterine insemination device","Tran, V.K.L.","Spitas, C. (mentor); Langeveld, L.H. (mentor)","2010","This master thesis shows the development and design of an intrauterine insemination (IUI) device. The graduation project is done by order of the VU medical university in Amsterdam. IUI is a treatment for couples that have problems with their fertility and is conducted by IVF-doctors. Basically the procedure contains the following steps: Drug treatment, when applicable Semen collection and preparation Insemination of the semen via a syringe-catheter combination Pregnancy test The insemination itself is a non-automated process, with a human factor involved. It appears that every IVF-doctor has her/his own velocity of injection of the semen into the uterus. The injection is not the only step with a human factor, but does seem to be the most important one that can be improved. The main challenge is that a device needs to be developed that controls the step of injection, but with variable velocities and therefore variable flow rates. The device should make it possible to standardize and control the IUI-procedure. The control occurs in different levels. Control has to do with the ability of the user to stabilize the device during the injection. Also, it has to with the technique/driving mechanism used to create a constant force output and therefore a constant velocity output of the syringe. The three injection velocities are 1.5, 2.5 and 3.5 [mm/sec]. The forces that are needed to create these velocities are 0.5, 0.8 and 1.1 [N] respectively. These numbers are based on experimental data and calculations through Bernoulli’s equation. Each force output has a range of minus 0.15 and plus 0.15 [N]. The starting point for the design phases was the search for a driving mechanism that can create the different velocities as mentioned above. Different solutions have been taken into: Air pressure Magnetic repulsion Spring Constant force spring When looking at the force output, only the ‘constant force spring’ fits inside the range. So this mechanism seems to be the best solution for the IUI device. The force output of the constant force spring depends on the material, thickness and the width. Basically, the manufacturer determines the force output of these springs and it’s not possible to choose the force output that fits inside the required range. Instead, a higher force output is chosen. The idea is to put the constant force spring inside a piston. This piston comes with o-rings that glide inside a tube. By making use of the friction of the rubber inside the hole of the tube, the force output can be controlled. When the diameter of this hole is reduced, then a higher load is applied to the rubber, resulting in a higher friction. By changing the diameter, three force outputs can be created. The device has two major functions: Locking and unlocking of the piston Attaching of the syringe Based on these functions, several solutions are presented. One of the solutions are chosen, which is done by the use of the Harris profile.","IUI; design; device; standardization","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master specialisation Medisign","",""
"uuid:e1891dc6-b544-423f-9b61-089491f374a0","http://resolver.tudelft.nl/uuid:e1891dc6-b544-423f-9b61-089491f374a0","Power Pebble: Redesign Universal Battery Charger","Jiang, Y.X.","Hultink, H.J. (mentor); Koster, R.P. (mentor); Odijk, F. (mentor)","2010","This unique graduation project covers the entire journey of a product development process, from the very beginning of an idea sketch to the production and the market introduction of the final product, named ‘Power Pebble’. The Power Pebble is a portable universal battery charger for all your mobile electronics, including cell phones, digital cameras, MP3 players, PDAs, game consoles, etc. The patented working principle allows all types of lithium-ion batteries to be inserted into the charger and charged without any annoying wires and plugs. And in order to give you a complete wireless charging experience, the Power Pebble contains its own energy storage to power your mobile devices everywhere at all times, so you will never have to be afraid of running out of battery again. Due to the expected micro-USB charging standard in year 2012, as all mobile phones will be charged by USB power, we have incorporated a USB power output in the design, which is compatible with all USB charge enabled devices, including iPhones and iPods. The Power Pebble is now available in the market. For more information, please visit our website www.power-pebble.com","power; pebble; design; universal; battery; charger; lithium; production; portable; mobile; USB; market; phone; camera; patent; redesign","en","master thesis","","","","","","","Campus only","2011-08-30","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:8cd0e8da-cf7b-41df-82c8-2c70eaccd68a","http://resolver.tudelft.nl/uuid:8cd0e8da-cf7b-41df-82c8-2c70eaccd68a","New Bamboo Product for the Western Market","Koren, G.W.","Brezet, J.C. (mentor); Christiaans, H.H.C.M. (mentor)","2010","An analysis and exploration of opportunities for the production of high value bamboo products by craftsmen for the Western market, using a new bamboo material.","bamboo; sustainability; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:822781e0-a3cb-4345-95fe-bf08b333055d","http://resolver.tudelft.nl/uuid:822781e0-a3cb-4345-95fe-bf08b333055d","Challenging children to choose a book in the library","Van Doorn, F.","Gielen, M.A. (mentor); Sleeswijk Visser, F. (mentor)","2010","To become the most modern library of the world, DOK is developing new concepts to adapt to the needs of their visitors. The public library branch is going through a renewal to withstand the decrease of library use. Less people, including children, are visiting the library since the nineties. Needs and expectations of customers have been changing and the library services should adapt to these changes. DOK wants to stimulate children, especially boys, to read. By making the searching process more appealing, DOK wants to make it nice and easy for children to find a book. The assignment for this master thesis was: Investigate the needs of the target group and based on that; design a product, service or combination that enables children aged between 9-12 to: Find a book they like, when they don’t know exactly what to read and enjoy the searching process. During the analysis, the information gathered through literature and experts raised questions. These research questions were answered in the user research phase through contextmapping sessions, video reports and class visits. The insights gathered in the user research phase functioned as input for the design phase in the form of design insights. The product, developed in the design phase, is finally evaluated and recommendations for DOK to further implement the design were made. The final design is a new system for children to return books. When children return a book they record a short video message with their opinion about the book. After taping the video the child places the book in one of the categories in the delivery box. On the children’s department a video closet is placed with the same categories as on the delivery box. In the video closet the librarian places the delivered books. On screens in the back of the closet the movies accompanying the books are played. The video closet and the delivery point are tested with prototypes in DOK. The insights from these tests were incorporated in the design. Overall the reactions of the children were very enthusiastic.","children; library; choices; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:60dc93db-8454-4cc0-9d05-473c87145954","http://resolver.tudelft.nl/uuid:60dc93db-8454-4cc0-9d05-473c87145954","Stand-by Mobility Device for Local Purposes","Van der Wee, R.G.A.","Flipsen, S.F.J. (mentor); Jellema, A.H. (mentor)","2010","This graduation project focuses on the design of a “Stand-by Mobility Device for Local Purposes” (SMDLP). The SMDLP is a multi-functional mobility device, designed for supermarket visiting. The concept can be best imagined as a fusion of a carrier cycle, shopping cart and baby stroller. Namely the SMDLP has three comparable configurations: (1) cycling - riding mode, (2) shopping - walking mode and (3) storage - stand-by mode. This enables people to use the same device for both transportation and supermarket visiting. This idea of combining three yet existing functionalities into one device came forth from the idea that current transportation means are lacking in efficiency in case of supermarket visiting. (Travelling by car may cause traffic-jams, environmental pollution and fatal accidents; using the public transport may result in delays and by riding a bike one is unable to transport bigger loads safely; walking requires a lot of effort and time). In case of supermarket visiting people have to decide whether they go by car, public transport, bicycle or walk to the supermarket. Especially citizens, living in highly urbanised areas are limited in transportation abilities; because of limited parking space for cars and bicycles, busy travel routes and crowded supermarkets. The SMDLP intents to be the alternative: the device is ‘dedicated’ to supermarket visiting. People living in highly urbanised areas could use the SMDLP to transport (over short distances of 0-1km) themselves to the supermarket, gather shoppings (average is 7,5 kg and max 15kg) inside the supermarket, cycle back home and take the SMDLP along inside when storing the shoppings in the fridge or closets. The SMDLP can be folded into a compact package so people are able to store the device itself; ‘stand-by’ in the hallway, balcony or in any desired room. The SMDLP has been enriched, in terms of creating a more ‘intelligent’ product by implementing both (1) a rental system and (2) a payment system. When implementing a payment and rental system, the main idea would be to sale the SMDLPs to the supermarket (guarantees high sale quantities) and implement some sort of customer bonding; users can freely make use of the supermarket’s SMDLP rental system (no cost of ownership for consumer) but are bond onto that one specific supermarket chain when using its transportation mean. With this system supermarkets can transform into a new formula where less conventional shopping cart, car parking spaces and bicycle racks are needed.","design; mobility; vehicle; supermarket","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:3e257559-dcf7-428f-bda7-1b70d286ff9a","http://resolver.tudelft.nl/uuid:3e257559-dcf7-428f-bda7-1b70d286ff9a","Bringing the Library home","Meijer, L.A.","Aprile, W. (mentor); De Groot, S.C.M. (mentor)","2010","With overloaded bookshelves, CD racks and film collections containing items that you do not necessarily need to keep, but neither want to throw away, we can make other people happy. Everyone who participates in this project is asked to give away some of these books, CDs and DVDs, and will receive collections from others in return. You give these items away because they are a misfit in your collection, a double copy, or something you just want to show the world. By creating this selection you will keep in mind it is for someone else, and you are asked to write a note along with your collection. Like this the selection will gain its own identity, and gives the receiver a bit of insight in the original creator. Upon receiving a selection, you are asked to leave a note as well, and when all selections keep passing by new people, the story of the collection itself is growing along. As a participant you are asked to leave your selection at DOK, and take another selection home. The selections keep on passing to others through a pick and drop spot at the library.","design; library; interaction; product; service","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:016b4b29-a8e1-4649-9e59-0dc6bf129cc0","http://resolver.tudelft.nl/uuid:016b4b29-a8e1-4649-9e59-0dc6bf129cc0","Creating a brand new Beixo: A folding bike for commuters","Ramselaar, J.A.J.","Christiaans, H.H.C.M. (mentor); Wartenberg, L.H. (mentor)","2010","A new folding bicycle was design for commuters. Focus on the design lays in rolling the bike in folded state rather than carrying. The forthcoming weight of a shaft drive makes the bicycle to heavy to carry.","design; folding bicycle; commuter","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:6889c38d-5fad-44a2-9a42-eac54be1fc29","http://resolver.tudelft.nl/uuid:6889c38d-5fad-44a2-9a42-eac54be1fc29","Upscaling the process for the collection, analysis, and delivery of information about emerging or existing technologies for enhanced decision making","Wilbers, W.","Thissen, W.A.H. (mentor); Cunningham, S.C. (mentor); De Bruijne, M.L.C. (mentor); Walde, P. (mentor)","2010","Standardized technology intelligence products nowadays have come within reach of almost any interested organization. The question remains how this can be applied on a large scale while maintaining on-time delivery and the quality of results. This paper develops and evaluates such a standardized TI process. The key elements for upscaling the technology intelligence are presented and the main characteristics, benefits, and challenges are discussed. A case, drawn upon corporate experiences in light of a project with more than 200 technology analyses is discussed. A new standardized technology intelligence process to enable upscaling and recommendations for the future best practices are related.","technology intelligence; TI; STIP; QTIP; technology analysis; agency theory; design","en","master thesis","","","","","","","","2011-06-28","Technology, Policy and Management","Policy Analysis","","Systems Engineering, Policy Analysis and Management","",""
"uuid:ca3b6f8c-58bb-4a4e-a14c-106dd15f0913","http://resolver.tudelft.nl/uuid:ca3b6f8c-58bb-4a4e-a14c-106dd15f0913","Remote Monitoring to Support Health Care: The designing of an application to ambulatory measure human back movements","Boon, R.J.G.","Moes, C.C.M. (mentor); Breemen, E.E.J. (mentor); Schwietert, H.R. (mentor)","2010","This report describes the “Remote Monitoring to Support Health Care” project in which an application is designed to ambulatory measure the movements of the human back. The final design of the application called the Remote Monitoring Navale Application is part of the existing Remote Monitoring System of Evalan. Together with the other components of the system, the RMNA is capable of ambulatory monitoring the movements of the patient’s back and to provide feedback which can be used to support the health care by improving treatments. The initial target group of the Navale Application is patients who are rehabilitation after a Hernia Nuclei Pulposi surgery through treatment at a physiotherapist. This target group is a result of an explorative study to search for new opportunities for the RMS of Evalan in order to increase their market off-set. During this study the market, the medical field, the stakeholders and future aspects of a new application are research and analyzed. The first conclusion of the analysis showed that Evalan should focus on health problems which treatments can be monitored with relatively simple and cost effective sensors. The second conclusion showed that there are three interesting combinations of medical treatments and monitoring possibilities; Osteoarthritis, Dorsopathies and Multiple Sclerosis. Finally the choice has been made to focus on the Dorsopathies and especially on the HNP patients. The target group can, after the development, be expanded to patients with health problems which are caused by or are in any other way related to movements of the (lower) human back such as chronic lower back problems. This is a very interesting option because yearly 1,6 million people have this complaint and it costs approximately nine billion each year in the Netherlands. The design of the RMNA comprises of a tight fitting garment with six flexible stretch sensors which will be worn under the clothes and assesses the movements of the back by measuring the elongation of the skin caused by the movements. The garment is especially developed to transfer the elongation of the skin to the attached sensors while maintaining a high level of comfort. A significant and yet unexplored aspect of the design is the locations of the flexible stretch sensors. The optimal placement is researched by conducting multiple tests with a prototype and by reviewing results of a finite element analysis of strain patterns on the back while performing movements by Mattmann (2008). The results are that the location for a flexion movement is vertically in the centre at the height of the L3-L5 vertebrae, the location for a lateral movement is vertically at the side of the body at the height of the L2-L4 vertebrae and the location for a rotational movement is diagonally, off-centre and at the height of the L3-L4 vertebrae. At the end of the project the design of the RMNA is evaluated by testing the performance of the prototype. The performance is defined as the ability to classify movements correctly and to measure the deflection of the movement accurately. At the same time the RMNA as part of the RMS is tested by adding a prototype algorithm which can translate the measurements of the RMNA automatically in a classification and the deflection of the movement. The results of this test show that the RMNA scores almost perfectly without clothes (classification 100% and deflection 95%) and a little less with clothes on top (classification and deflection 73%). The simple prototype algorithm has an average accuracy of 80%. The results of the test also indicated areas for improvement which are translated into recommendation for further development. The first recommendation is to adjust the RMNA to perform better with clothes on top. The second recommendation is to optimize the RMNA so that other movements of the body are having less influence on the sensors. The third recommendation is to improve the reliability of the software on the M-doc and to increase the number of sensor inputs. The last recommendation is to enable the algorithm to make iterative loops to optimize the accuracy of the classification and the deflection of a movement.","design; remote monitoring; flexible stretch sensors; Hernia Nuclei Pulposi; lower back problems; smart textile; integrated sensors","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Integrated Product Design","","","",""
"uuid:a3a95d94-81d2-4adb-a0c5-8a914208b4b2","http://resolver.tudelft.nl/uuid:a3a95d94-81d2-4adb-a0c5-8a914208b4b2","Layout design for greenfield port Filyos","Donders, L.B.","Ligteringen, H. (mentor)","2010","On a national level need has arisen for Turkey to realise a new large capacity gateway port. At the Black Sea coast in the province Zonguldak a flat area is available at the delta of the regional river Filyos. According to a previous feasibility study this location is considered optimal for the port. The extent of the captive area is promising. There is expected cargo transport demand from the metropolitan area of Ankara and of the planned local industry. Furthermore, the site conditions and possibility to connect with the hinterland are favourable at Filyos. The objective for the thesis study is to develop a port layout that offers capacity for the forecasted throughput at adequate operational conditions. To guarantee that the requirements with respect to operational conditions are met, several engineering solutions are implemented in the design. The operational conditions for merchant vessels depend to a large extent on the possibility to manoeuvre in the harbour and to load and unload at berth. These conditions are amongst others influenced by the climate of wind, waves and currents. Focus laid in this thesis study is on the wave climate in the harbour and at the berths. A well considered allocation, orientation and shape of the harbour entrance and berths is therefore essential. The other focus is laid on the dry infrastructure. Sufficient space for storage and through transport of cargo is required. Furthermore, advisory is needed with respect to the superstructures and the use of human resources. In order to design the port layout a thorough analysis is carried out in the thesis. The various boundary conditions for the project are analysed and reported. Amongst others, an overview is provided of socio-economic developments, hinterland connections and forecasts of throughput & vessel sizes for various scenarios. Furthermore, physical conditions are analysed, which are primarily based on obtained survey data. Where information about boundary conditions lacked, starting points are used of which a separate overview is provided. For the main requirements of the project an overview is made, which completes the boundary condition analysis. In order to develop the layouts, minimum component dimensions are required in combination with an overview of the preferred shape, orientation and location. For this purpose different design guidelines are followed. In order to derive required dimensions in time phasing of the project is chosen. Three significantly different alternatives are considered in the project including phasing for the medium term (until 2020) and long term (until 2030). These layouts are evaluated on the basis of the following requirements: nautical accessibility and safety, loading and unloading ability at berth, through transport and storage ability, robustness and coast morphological impact. The best layout is selected for further refinement on basis of a qualitative Multi-Criteria Evaluation (MCE) and on an analysis of capital costs. Costs have turned out to be decisive in the selection of the best alternative. The most promising alternative of the previous step is refined with respect to the inner harbour configuration. Different terminal and berth positions and orientations are considered, resulting in two variants of the layout alternative. The layouts are given a quantitative value with the use of an MCE, which are based on model simulations and engineering judgement. A coast morphological model (UNIBEST CL+) and a wave model (SWAN) have been setup for this purpose. Both the resulting values and estimated capital costs of the different layout variants turned out to be close to each other. The layout with the highest ratio of value over cost is selected as best.","Masterplan; Filyos; layout; design; port","en","master thesis","","","","","","","","","Civil Engineering and Geosciences","Hydraulic Engineering","","Ports & waterways","",""
"uuid:a47b838c-c755-454f-8e3f-81fc71994ddf","http://resolver.tudelft.nl/uuid:a47b838c-c755-454f-8e3f-81fc71994ddf","Flexstool: The next generation lecture room furniture.","Van de Kreke, T.P.","Molenbroek, J.F.M. (mentor); Van Breemen, E.J.J. (mentor); Van der Zanden, A.H.W. (mentor); De Waal, T. (mentor)","2010","Education is ever changing. The latest development, the introduction of the Bachelor-Master structure, has shifted the focus of the educational system to more activating and practical pedagogy. Parallel to this change, the number of students at the Delft University of Technology will increase drastically in the next ten years. Up till now, the solution was to build larger lecture rooms. However, research shows that on average only 32% of the seats in the Delft University of Technology lecture rooms is used. This calls for a different approach; not the number of seats should be increased, but the utilisation of seats. This utilisation can be increased by a higher flexibility of rooms. A part of this flexibility can be achieved by the upcoming technology of video conferencing; lecture rooms can be linked to each other and students in one lecture room can watch a lecture given in another lecture room. With the help of aiming microphones and cameras, students can even ask their questions to the teacher from another room. This is already being tested at the faculty of 3ME. The other possibility to increase flexibility is by changing furniture. The furniture in the rooms at the DUT currently has only one purpose; either lectures or group work. Increasing the possibilities of the rooms can cause more usage and thus enlarge efficiency. Such creation of flexibility by developing new furniture was the goal of this project. Furniture company Eromes also saw an opportunity in this project and with the help of their experience and manufacturing possibilities a piece of furniture had to be designed that could accommodate both lectures and group work. It had to be easy to use and combine the work space and comfort of a group work table, with power and network connections, and the practical side of fixed lecture furniture. The result of this project is the Flexstool; lecture room furniture capable to accommodate both lectures and group work or a combination of both. The latter allows lectures to have practical intermezzos. The Flexstool consists of a frame with a fixed table, a bench and two rotating chairs. Each Flexstool unit can be used by five or, if necessary, six persons. Two persons can take place on the rotating chairs in the front and three or four can be seated on the bench. The users seated on the bench use a fixed table, while the users on the rotating chairs use tables attached to their chairs. These will rotate with the chairs, resulting in an individual table when in lecture mode and, when joined with the fixed table, one large group table. If the Flexstool is used in three combined lecture rooms, each with a current capacity of 100 seats, the occupation of these rooms can be increased from 64% to 100% and the utilisation of the rooms can be increased from 21% to more than 60%. Besides a computer design, a prototype of the Flexstool was made. This prototype is a complete working model of the design, with the same aesthetics as the Flexstool would have when produced in series.","lecture room; ergonomics; furniture; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:8238a7d3-a68f-42c5-b191-a131181e257c","http://resolver.tudelft.nl/uuid:8238a7d3-a68f-42c5-b191-a131181e257c","Design for subjective well-being","Ruitenberg, H.P.","Desmet, P.M.A. (mentor); Aprile, W.A. (mentor)","2010","Happiness is often considered a universal goal of people. In the relatively new field of positive psychology, many studies have been conducted to understand the concept of happiness and its broader counterpart; subjective well-being, leading to a collection of theories that explain their determinants. It has been shown that although there are genetic influences on subjective well-being (SWB), people are not necessarily ‘born’ happy, but can and do change their levels of SWB. On the basis of these theories researchers have introduced and validated a variety of strategies to increase SWB. Although widely available in literature and validated to be useful, not many people seem to pick up on SWB strategies by implementing them into their daily lives. Comprehension is one thing; action is another. Here lies an opportunity for design, and the main design question of this graduation project is therefore: “Can strategies for subjective well-being be translated into or supported by tangible designs that inspire and persuade people to adopt these strategies into their daily lives?” To answer this question, SWB was studied in theory and practice, problems and opportunities for product design were identified, and these insights were translated into an interaction vision. The product should give hope, inspire and reassure the user that it’s OK to try new things (Active experimentation.) The product should allow the user to take some time for contemplation (Reflective observation.) After a diverging and converging stage of ideation, a set of concepts was designed that explored the interaction vision. Theory from behavioral psychology was used to design their persuasive qualities. These concepts were compared to and evaluated with existing companies that produce similar products. One concept was chosen, and further developed into a final design proposal: a system named Tinytask. Tinytask is a system that offers users new experiences. Users subscribe to Tinytask and receive key chains that contain small and concrete assignments related to SWB strategies. Users commit to the assignments and use the key chains as a reminder. They add and confirm assignments to their profile page on www.tinytask.nl, where they can also add comments to reflect on their experiences. Tinytask should inspire and persuade people to break with routine and have new experiences related to SWB strategies, by making a habit of active experimentation and reflective observation. A prototype was built and was tested by fifteen participants over the course of three weeks. Various strengths, weaknesses and recommendations were found as a result of this user test. Tinytask was successful in persuading participants to break with routine. The system inspired and triggered active experimentation. Due to limited functionality of the website prototype, participants could not reflect on their experiences online. However, conversations with others – in some cases elicited by the key chains – caused participants to contemplate their actions. Concluding, Tinytask has inspired and persuaded people to adopt strategies for subjective well-being into their daily lives, which answers the design question. Although the design is still premature, it is a case study that explores the possibilities of design for subjective well-being. There are many opportunities for design within this direction. Even though there is a large gap between abstract theories and concrete products, this study has shown that theory from behavioral psychology can successfully be used to make that translation.","design; subjective; well-being; behavior; persuasion; happiness","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:1dafacb8-5dd7-4915-8bc1-5796067b12f3","http://resolver.tudelft.nl/uuid:1dafacb8-5dd7-4915-8bc1-5796067b12f3","Recycling Plastics in Costa Rica: Creating Environmental Awareness through Strategic Brand and Product Design","Stoop, J.A.","Brezet, J.C. (mentor); Van der Meer, J.D. (mentor)","2010","This Master thesis shows how to create environmental awareness through the use of strategic brand and product design in the country of Costa Rica. An adaptation of the Delft Innovation Model has been constructed to determine the strategy for a new company. Using this model, the external factors (environment) can be analysed and the internal factors (company) can be adapted hereon. A product (portfolio) can be designed using the results of the external analysis and the company structure can be adapted to the production and marketing of the product (portfolio). At the end of the external analysis, a business model is constructed that incorporates all the vital elements, such as the company vision and mission and the branding strategy, to clearly determine the strategic direction of the company in the future. In this project, two products have been designed: 1) a 'green' guide, made from a recycled polypropylene cover with a content printed on recycled paper 2) a waterproof wallet, made from recycled polyethylene plastic bags.","plastics; recycling; Costa Rica; brand; design; awareness; sustainability","en","master thesis","","","","","","","Campus only","2010-06-03","Industrial Design Engineering","Strategic Product Design","","","",""
"uuid:95055299-7ce3-491b-8662-f132c0c5809b","http://resolver.tudelft.nl/uuid:95055299-7ce3-491b-8662-f132c0c5809b","Saving Energy Through Family Fun: Parents and Children Playfully Reducing Energy Consumption Together","Lavrysen, T.H.M.","Bakker, C. (mentor); Stappers, P.J. (mentor)","2010","In this project, the interactions between parents and their children, while performing daily activities were researched, as well as their opinions on energy saving and playing games together. Using these insights, a product had to be designed that fits within the current activities at Philips and that brings together parents and their children in their attempts to reduce their energy consumption. The focus for this product was on something fun that parents and children could do together. This design had to be evaluated, in order to assess its effectiveness to support behaviour change and family fun, but also to gain more insights in people’s needs and wishes towards sustainable family fun for future Philips projects.","sustainability; family dynamics; energy consumption; game; fun; design; research","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering, Industrial Design","","Master of Science Design for Interaction","",""
"uuid:3f52e004-f598-419e-ab05-e03c609d68ca","http://resolver.tudelft.nl/uuid:3f52e004-f598-419e-ab05-e03c609d68ca","Design of a product for Nurse Call purposes","Schreuders, P.A.","Freudenthal, A. (mentor); Neger, A.J. (mentor)","2010","In hospitals, care homes, nursing homes and other healthcare facilities patients and residents are dependent on the care of the nursing staff. They need to always be able to communicate with a nurse if they need help or when they want something. For these purposes Nurse Call systems and their associated products are used. Currently, patients in a hospital can call a nurse by using the handset by their bed. However, user research showed that these handsets are often difficult to reach and patients ask each other to call a nurse when they can´t call themselves. Because of the trend towards individual rooms in hospitals, patients will need to always be able to call a nurse on their own. Patients in a hospital will be in the same situation as the residents in a care home. These residents have transmitters that they wear which always allow them to call a nurse when they need assistance. However, these transmitters are not suitable to be used in hospitals. At the moment there are no transmitter like products available that would fulfill the needs that hospitals would have for these kinds of products. A new Nurse Call product with complementary products has been designed. Solo is a personal device that the user wears. By pressing the button, a nurse can be called. Link is a speech device that is installed in locations where it is desired that the nurses can talk with the patients when they call. Base is used to store and recharge a Solo when it is not being used. A management system will keep track of each Solo by monitoring its status and location. The nurses can assign a Solo to an individual patient and modify the settings if needed. The management system can warn the nurses if a Solo is lost or if the battery is low. For people with visual and/or auditory impairments Solo can provide additional auditory and/or tactile feedback. For people with dementia, Solo can be used for wanderer control so that they remain in the areas where the nurses can observe them. Removal detection alerts the nurses when a Solo is removed from the body of the patient. Solo is worn by placing it in an exchangeable shell. Using the different shells, Solo can be worn around the wrist with an ID-strap or wristband, as a necklace or with a clip. When a patient calls, the nurse receives a message on the phone. The nurse can see who is calling and if the patient is near a Link, the nurse can easily talk with the patient. This way, the nurse can determine the urgency of the call, let the patient know that the call will be answered and see if it is necessary to pick up something on the way over to the patient. The concept has been tested with users, both patients and nurses, and was considered to be a better alternative to the current Nurse Call products.","design; nurse; patient; resident; hospital; care; nurse call","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:d7c7d592-af97-40b9-9e17-d324be34e384","http://resolver.tudelft.nl/uuid:d7c7d592-af97-40b9-9e17-d324be34e384","Discovering the future of Titanium Bicycles","De Wolf, S.","Ninaber van Eyben, B. (mentor); De Groot, S.C.M. (mentor)","2010","The continuous search for better Titanium bicycles and the influences of contextual factors have lead to the birth of a new type of bicycles for Van Nicholas Bicycles B.V. The final product, the mitosis, symbolisis a new beginning: the start of an evolution.","titanium; bicycle; Van Nicholas; future; design; vision","en","master thesis","","","","","","","Campus only","2012-05-21","Industrial Design Engineering","Industrial Design","","","",""
"uuid:563e402f-ebdd-472a-b2c8-55e859265f13","http://resolver.tudelft.nl/uuid:563e402f-ebdd-472a-b2c8-55e859265f13","Designing an awareness display: Support awareness and promote peace of mind for the family carer of an independently living senior","Cruijsberg, M.","Vastenburg, M.H. (mentor); Stappers, P.J. (mentor)","2010","This report presents an awareness display for supporting family carers of independently living seniors. The focus was on providing awareness and promoting peace of mind. It was developed as part of a graduation project. In a literature research, family care, context awareness systems and state of the art were studied. User research was conducted to further explore the user context and the awareness needs of the family carers. The results of the literature research and user research were used to design a concept of the Family Care Book. In a field study, the final design was tested with end-users, in order to determine if the Family Care Book is able to support the family carer’s awareness and provide peace of mind. The increase of senior citizens will put pressure on the professional care system since the number of people providing the care is expected to stay the same. Senior citizens often prefer to live independently in a familiar setting. The trend of seniors living independently is recognized and supported by the government. Senior citizens living on their own can help lower the pressure on the care system. Aging often makes it harder for senior citizens to complete normal daily activities. Therefore it is very important for an independently living senior citizen in the need of a support to have a good supporting net. The family carers, the friends and family, often play an important role especially when a support starts to be needed. Family carers need to be aware of the senior citizens situation in order to provide care in the right way and pick up on changes in the situation. It often is difficult for family carers to be aware which causes them to worry about the senior. Often a balance needs to be found between the senior citizen’s desire to live independently in a familiar setting versus the need for a safe living situation. Awareness systems are considered a promising means to support independently living seniors and their caregivers. Currently there are remote monitoring products to capture everyday routines. However acceptance issues arise since the current options do not fit the need and pose a tension between privacy and independence. The results of the literature research confirmed context awareness systems as a promising means to support independently living seniors and their caregivers. The challenge is thus to design a device that incorporates contextawareness technology and fits the need of the family carer and is accepted by both the family carer and the senior. Literature suggested that when seniors notice the benefits of a technology, they are more likely to accept this technology. In an operational research conducted among 8 target users, the needs and wishes of this group were examined. This research provided insight into the lives and worries of the family carers. The research consisted of a contextmapping study and semi-structured interviews. The information need as described by literature and the user research are consistent. The user research confirmed that worries can cover all levels of human needs identified by Maslow. However the awareness displays developed in previous researches never provided awareness of all 5 levels of human needs. Often only the bottom two needs are monitored. The contextmapping study shows awareness is also wanted on all levels of human needs. The exact information can cover all human needs. Based on the literature research, research with the family carers, the awareness needed of the seniors situation to promote peace of mind and how to present the information was determined. The awareness needs included a combination of monitoring sensor data and communication. This combination provides a broader look on the situation and includes the senior in the system. Based on the awareness needs and findings from the user research and related work a final design was developed. The final design is named the Family Care Book. A journal metaphor is used to convey the information to the user. The interaction is based on the personal interest social intimates have for each other and the worries connected to an aging senior. The Family care book does not only tell the family carer when things are going wrong, but also shows when things are going right. The Family Care Book gives an overview of the senior citizens day. Sensors are used to provide a view on the senior’s day and indicate when it is going considerably different from normal. Communication through messages is used to share experiences, messages and feelings. In order to verify if the application reached its goal, a prototype was built and tested. The prototype was developed to enable the basic functionalities needed to test if the Family Care Book could help provide awareness and support peace of mind. A field test was conducted with two couples consisting of a family carer and the independently living senior they cared for. The family carer was given an iPhone and the senior had a touch screen in her home with the Family Care Book application. Unfortunately the validation of the test results is limited. In the first test the participants close living distance made the need for awareness support very low. During the second test many problems occurred with conveying the sensor information. The two participant couples involved in the field test confirmed the possible usefulness of the concept. - the Family Care Book is appreciated by the current family carers - the Family Care Book contributes to the family carer’s awareness - the Family Care Book will strengthen peace of mind. At the same time it is important to keep in mind that it has little value when there is a small distance between the carer and the carer receiver. Secondly basic computer skills are needed to be capable of using the Family Care Book. A larger-scale user study with a better functioning prototype is needed in order to collect significant results, these preliminary findings do suggest that the approach taken in terms of a portable awareness display which allows sharing practical information with social communication seems promising.","design; awareness systems; family care","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","ID/DCC","","Design for Interaction","",""
"uuid:d29d8506-828e-4f31-8549-7788ad70e3dd","http://resolver.tudelft.nl/uuid:d29d8506-828e-4f31-8549-7788ad70e3dd","Nederlandse ontwerpers in Italië - een studie naar strategieën om succesvol de Italiaanse markt te betreden","Hesseling, E.A.C.","Gemser, G. (mentor); Schoormans, J.P.L. (mentor); Ernst, B. (mentor); Schoenmakers, C.P.J.M. (mentor)","2010","This is a brief summary of a research which has been commissioned by the Royal Dutch Embassy in Rome in collaboration with the Technical University in Delft about the opportunities for designers from the Netherlands on the Italian design market. This research is conducted in 4 sectors in which Italy has an important position: The automotive sector, the yacht sector, the furniture sector and the household appliances sector. In order to find the opportunities and threats for designers from the Netherlands, a theoretical framework is constructed. The theory is the basis of 26 interviews with leading Italian and Dutch designers or design critics. The result of the research is a list of recommendations for designers from the Netherlands and the Dutch government, concerning design activities and perspectives on the design market in Italy. 2. Theoretical framework 2.1 Design in New Product Development Design is more and more recognized by companies as a differentiating factor. Especially in hard economic times companies are looking for new strategic differentiators. Previous research indicates that design has a positive effect on companies’ performance. (Gemser and Leenders, 2001) Innovative companies have a higher percentage of international employees. (Dell’Era and Verganti, 2009) This implies opportunities for designers from the Netherlands with a desire to enter the Italian design market. The biggest chances for them can be found in high tech and design minded companies. (Ravasi, Racotti en Stigliani, 2008) Some Italian companies use a different approach to innovation than other companies. The strategy they use is called Design Driven Innovation. (Verganti, 2009) 2.2 Innovation strategy Design driven innovation According to the Design driven innovation theory (Verganti, 2009), product innovation can follow from 3 types of information: Technology, user needs or product language. When the innovation is based on a technology it is called technology push. When it is based on user needs it is called market pull. When the innovation is based on the product language it is called design push. A user gives meaning to a product. This meaning is transferred from the product to the user by product language. The meaning is not just based on aesthetics of the product. It is also based on functional and symbolic or emotional values. Design driven innovation is innovation on the level of product language and it based on the translation of socio-cultural knowledge. 2.3 Typology Traditionally there is a dichotomy in the design world. There is a group of artistic designers and a group of market oriented designers. The difference between these two is visible in the end product as well as their approach to design. The most important differences are listed in table 1. Artistic designer Market oriented designer Niche products Mass products Artistic products Practical products Less market research More market research Design centered User centered Design Academy Eindhoven Technical University Delft 3. Methodology This research is divided in a qualitative and a quantitative part. The quantitative part contains figures about the 4 sectors, in Italy. For the qualitative part of the research 26 interviews are performed; 17 face-to-face interviews, 7 interviews by telephone and 2 interviews by mail. These interviews are the basis of the answers to the research questions and the verification of pre-assumptions. 4. Recommendations Based on the interviews the following recommendations for the Dutch Government and designers from the Netherlands are formulated. 4.1 Government 1. Focus promotion of the design sector in the Netherlands on the background of design from the Netherlands instead of focusing on the end products or on a few important designers which are connected to the Dutch Design label. 2. Focus the attention of design promotion in Italy on Milan and especially during the Milano Design Week. This is by far the most important moment in Italy to promote design products. This week is dedicated to the interior and household appliances sector. 3. The production clusters in Italy are very interesting to designers from the Netherlands for producing prototypes. This concerns designers who have their own production. (Mostly artistic designers) It is also interesting for Dutch production companies. 4. Improve the connections between the Italian and the Dutch parties in the design world. This could be done by supporting networking activities on fairs and supporting trade missions. 5. Focus the attention of the activities and the promotion of the Dutch design sector on the relevant industrial clusters. These clusters are most interesting for organizing activities. 6. Develop special programs specifically for the support of the design sector from the Netherlands in Italy. Such a program should be focusing on interior design and yacht design because these two sectors are best accessible and promising. The program should focus on the cooperation between Italian clusters and designers from the Netherlands and on Milan preferably during the Salone del Mobile. 4.2 Recommendations for designers 1. Study contextual design methods. In this way you can find a better connection to the Italian way of dealing with design problems. The Vision in Product Design (Loyd Hekkert & van Dijk 2006) or the Design driven innovation strategy (Verganti 2009) are interesting theories to look at. 2. Be sure to integrate in the Italian culture. Not only the language but also the way of doing business and organizing and implementing projects is crucial for the chances of success. 3. Italy has very important industrial clusters in which very high quality products can be produced. This is a very interesting possibility to produce prototypes. It is less interesting to larger scale production quantities because labor costs are relatively high. 4. It is important to present yourself in the right way in Italy. Make a strategic choice of presenting yourself as an architect, a designer or an engineer.","Italy; design; strategy","nl","master thesis","","","","","","","Campus only","2011-04-01","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:9598ff57-61a1-4ff3-8a03-9d1e6edd0644","http://resolver.tudelft.nl/uuid:9598ff57-61a1-4ff3-8a03-9d1e6edd0644","Vrachtfiets and the Cradle-to-Cradle islands - Ameland","Sminia, O.","Brezet, J.C. (mentor); Silvester, S. (mentor)","2010","During this graduation project, ‘Vrachtfiets and the C2C islands – Ameland’, the applications for Vrachtfiets that fit in the philosophy of the Cradle-to-Cradle islands project have been explored. Ameland was chosen as the context for development. Vrachtfiets is a modular transport bicycle that enables the creation of custom made mobility solutions. This includes the possibility to design Product-Service Systems in which different Vrachtfietsen with different purposes work together as an integral solution to local transport needs. The dematerialization of products into services create user sacrifices in our consumer society. Therefore it is vital to adapt a product to a local context and lower this sacrifice. The combination of the modular Vrachtfiets which is adaptable to local contexts and PSS creation in practice provides an interesting case. The project started with the development of a ‘Vrachtfiets module and Product-Service System (PSS) creation Methodology’. This methodology has been used throughout the project to aid the creation and communication of ideas. First an analysis of the specific context was made including material flows and stakeholders. From this analysis, conclusions about possible Vrachtfiets applications were drawn and translated into scenarios. These scenarios were ideas and concepts for Product-Service Systems based on the Vrachtfiets and its customizable modules. Meetings with local actors and discussion of these scenarios resulted in the collaboration with a holiday park on Ameland. This holiday park was interested in Vrachtfiets mobility solutions for both its internal and external transport needs. The internal transport needs are the movements of the park its employees including the cleaning ladies, the technical service department, the park manager and the animation team. The external transport needs are the transport needs of their guests that arrive by boat. Analysis of these transportation needs resulted in the design of three different modules and a PSS in which these modules work together. The different transport needs have a fluctuating demand. By interchanging the modules on the Vrachtfiets however, its application can be changed to meet the transport need of the moment. One of the designs is a Tourist Vrachtfiets on which tourists are able to transport themselves, their family and their luggage between the ferry and the holiday park. This service can be booked on beforehand and provides the tourists with an alternative to bringing their car along to Ameland. This reduces the amount of cars on Ameland, saves money by not bringing your car on the ferry and creates a unique and fun experience. As a visible and comprehensible example of a ‘green’ product it inspires people and communicates the relationship between Ameland and the environment. The design of the Tourist module has been prototyped and tested in user test on Ameland in February 2010. The tourists react enthusiastically and eager to use the service when it becomes available. The employees of the holiday park are enthusiastic as well but they will need some time to adjust. The prototype has been made possible by the province of Fryslan.","design; modular transport bicycle","en","master thesis","","","","","","","Campus only","2011-03-26","Industrial Design Engineering","Industrial Design","","","",""
"uuid:940b88ed-be28-4a3c-9d83-db8220deb53c","http://resolver.tudelft.nl/uuid:940b88ed-be28-4a3c-9d83-db8220deb53c","Design of a product to position monitors ergonomically for Minimally Invasive Surgery","Hensbroek, M.C.","Goossens, R.H.M. (mentor); Buzink, S.N. (mentor); Jakimowicz, J.J. (mentor)","2010","AIMS: Monitors mounted on boom?arms, provide the opportunity to position the monitor to establish an ergonomically optimal way. Unfortunately users are unaware of the ergonomic monitor position and often therefore suffer physical discomfort. The aims of the study were to: establish the ergonomic guidelines for the monitor position in minimally invasive surgery (MIS), develop a product that provides guidance where to position the monitor and evaluate this system during surgical procedures. METHODS: To determine the ergonomic guidelines and the requirements for the system, a literature review and observations of MIS procedures took place. A product was designed that supports users to allow optimal positioning of the monitor for respective MIS procedures. To conduct a usage research a functional prototype was built. RESULTS: Based on guidelines for a physical ergonomic work environment, it is recommended to position the monitor, surgeon and operating field in one vertical plane. The monitor height should be adjusted to provide an average viewing angle of 15º. The developed product is a handheld product that can be connected to the monitor. The product displays the current and ergonomic recommended location of the surgeon’s eyes and the operating field. The OR?assistant repositions the monitor until the location of the surgeon’s eyes and the operating field match with the recommended location. The product usability evaluation is conducted by performing the monitor positioning task with the prototype by OR?assistants. The outcome of the usability evaluation shows that positioning the monitors with the product is easy to learn and straightforward in use. 16 times the monitor was positioned using the prototype during MIS procedures. The monitor position was assessed by 10 different surgeons. The surgeons considered the vertical monitor position to be the correct one. In general, the surgeons preferred a lesser degree of gaze down (10 out of 16 settings), (1 out of 16 settings was considered to be positioned to high, 2 were positioned correctly, 3 no opinion). CONCLUSIONS: The product meets the requirements to allow users to position monitors ergonomically optimal. The product supports positioning the monitor to user preferred gaze down angles as surgeons participating in this study in general prefer a lesser degree of gaze down than ergonomic guidelines recommend.","design; ergonomics; monitor; Minimally Invasive Surgery","en","master thesis","","","","","","","Campus only","2011-03-19","Industrial Design Engineering","Industrial Design","","","",""
"uuid:619b97d8-3207-4645-b64b-46ee8fd708a9","http://resolver.tudelft.nl/uuid:619b97d8-3207-4645-b64b-46ee8fd708a9","Innovation in wheelchair tiedown and occupant restraint systems","Noorlander, P.P.","Ruiter, I.A. (mentor); Prins, J.F. (mentor)","2010","In general, for transportation of wheelchairs by taxi buses, so called ‘four-point strap-type tiedown systems’ are used for securing wheelchairs. At four points around the wheelchair self-retracting straps are connected to the vehicle floor. These straps are equipped with hooks which can be attached to various points of the basic geometry of the wheelchair. After attachment the straps are tightened. In 2006, LOCOmotion carried out a research in commission of Sociaal Fonds Taxi on the physical workload for taxi drivers for four different restraint systems, including two variants of the four-point-system. It was found that the driver needs to work in positions that are physically stressful for a large part of the time. For all four restraint systems, frequent bending and kneeling is necessary. In long term this will bring health risks. The goal of this project is to do research on the current wheelchair transportation system and develop a wheelchair tiedown and occupant restraint system that improves the usability and working conditions and reduces the physical workload for the taxi driver. Wheelchair transportation can be considered as a system that consists of three main components; the vehicle, the wheelchair and the securement system. In this system, the securement system functions as the link between the vehicle and the wheelchair; it has to connect these two components to each other. The main problem is that there is still no standard attachment point on wheelchairs, like a towing hook on cars. With the consequence that the securement system needs to be very flexible in order to adapt to the large variation in wheelchair types and brands. A central question in the analysis phase was: How to design a securement system that fits to as many different wheelchair types as possible on the one side, and depends as less as possible on standardization on the other side? From the analysis was found that if new standard attachment points are going to be developed, they need to be detachable, discreet and lightweight. Wheelchair geometry from different kinds of wheelchairs was analyzed and it was found that the frame areas near the suspension of the rear wheels offer the best possibilities for attachment points. A range of height and width in which the adapter could be placed is also necessary, because the variation in wheelchair sizes and construction is too large. By means of user observation was concluded that it is desired to secure the wheelchair from a standing position as much as possible and that manoeuvres around the wheelchair should be reduced as much as possible. In the development of a new securement system a gradual market introduction was taken as a starting point. This implies that the new system will be used next to the current four-point strap-type tiedown system. The attachment points on the wheelchair and the vehicle need to be suited for both the old and new system. Five development directions were formulated ranging from short term solutions like optimizing the four-point strap-type system, to long term solutions like an automated system integrated into the vehicle floor. A combination of two directions was chosen: adapters on the wheelchair that provide the flexibility instead of the securement system and securement from the rear side. Three diverse concepts were developed. The concept that consisted of the idea to pin the wheelchair to the ground with two sticks was preferred and has been further developed. The result is a securement system that consists of two separate clamp units that can be clicked onto the wheelchair from the rear side from a standing posture. The clamp units fit into a crosswise airline track that should be installed into the vehicle floor. A lever on each clamp unit can be pulled to secure everything at once. A three point occupant restraint is also incorporated into the design. The final design proposal has been evaluated on different aspects. A strength analysis was performed to evaluate the construction and a functional prototype was built to test the clamping mechanism and the usability of the system. Considering the system was developed from scratch in only five months time, many aspects for further development were found. The usability can be further improved by making actions such as securing the clamps or detaching the clamps easier. The construction should be more robust to make it better resistant to rough usage and stronger to make it better resistant to impact loadings. It should be noted that extensive testing, by means of crash-tests, will be required in order to make judgments about safety with certainty. Nonetheless it was demonstrated that the clamping mechanism is a feasible solution. The comparison to the four-point strap-type tiedown system showed significant reduction of physical workload and application time. The report concludes with different scenarios for future development. This project illustrates a scenario where each stakeholder is only required to take a small step towards a certain degree of standardization. Wheelchair manufacturers should take small and lightweight adapters into account in their development. An additional advantage is that the adapter can be positioned at any height or width. The car conversion companies should apply crosswise airline tracks in the bus interiors. A separate ramp containing crosswise tracks could be retrofitted to existing buses. Crosswise tracks could also be combined with existing floor integrated systems. Other scenarios will illustrate that if stakeholders are willing to apply a higher degree of standardization, the usability of wheelchair securement systems and the working conditions for taxi drivers could be improved even more.","design; wheelchair; tiedown; securement; restraint","en","master thesis","","","","","","","Campus only","2011-03-19","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:cc85f9bc-78c1-4c85-b062-5821fcca6325","http://resolver.tudelft.nl/uuid:cc85f9bc-78c1-4c85-b062-5821fcca6325","Time Trace: Visual Project Management for Designers","Borthwick, M.E.G.","Pasman, G.J. (mentor); Stappers, P.J. (mentor)","2010","Time management is an essential part of every company, and the amount of energy devoted to keeping a business running smoothly can be surprisingly large. To keep track of the relevant factors there are a variety of management tools available, with different focuses and purposes. Companies tend to use a mix of these tools to fit their specific needs, and also use self-created tools such as whiteboards and checklists. Because time management is scattered over many tools, there is limited flexibility to update a project when something changes. The majority is text and numerically based, which makes them slower to update, and means that people cannot gain an overview of their situation without reading a lot. In the case of designers, the complexity of the situation increases. Most tools are suited to businesses with well-structured processes. This doesn’t match with the needs of designers, who have a less structured process. Expert designers tend to work intuitively, so time plans are followed ‘opportunistically’; only for as long as they are of benefit. Task durations are difficult to estimate, since there is great variation between projects. Also, one good idea can change a whole plan, so the need for a flexible tool is even greater. To have such a tool, that was used consistently, would also mean that planning knowledge could be recorded accurately for use in the future. Primary research conducted at Kiss the Frog Productions B.V. (referred to as KTF) confirmed these assumptions, and revealed deeper insights into what planning factors make a project effective and satisfying to work on. Using the results of this study, a prototype was created for a new time management system. This prototype was tested with four design companies to gain further insights for its development. The end result, TimeTrace, is a living, breathing time planning software for design companies, which gives an accurate visualisation of what is happening with all design projects at all times. The default screen is an overview, showing a visualisation of all projects. This screen is used to create popup windows, which extract the relevant information needed for planning activities, by any person at any moment. All visualisations can be directly manipulated to change the plan, without the need to type in a lot of text/numbers. Information is synchronised to update across the whole system. TimeTrace addresses the problems and insights uncovered throughout the project, and in doing so effects changes to three paradigms of current time management processes: Visual not Numerical: unlike most management programs, TimeTrace does not present project data using numbers. All time-related information is represented through visual proportions, and elements such as people and projects are represented through icons and colour codes. This makes it fast to ‘read’ and flexible to adjust. It is also more in keeping with how people perceive the passing of time; as proportions of their day orweek; not numerical figures. Shared Responsibility: the usual management scheme for companies is top-down; project managers make the decisions. TimeTrace encourages managers to benefit from their employees knowledge, by providing a system that can be contributed to by everyone, and ensures that everyone stays informed. Situational Awareness: Plans are usually used to provide a framework at the beginning of a project, and are intended to be followed as closely as possible, and updated when necessary. For designer, this close following of the plan is not a reality, so TimeTrace instead puts the focus on offering continuous situational awareness. Instead of making decisions based on the initial plan, it is possible to make decisions based on the reality of how the project and organisation is running at any given moment. It stays up to date by doubling as a financial system; when tasks are confirmed for financial purposes, they are fed back into the system and used to renew the visualisations. TimeTrace is also a very important record for the company. It stores all past project information, so that it may be of help in making future plans. Information about the usual duration of tasks is offered as suggestions, when a new plan is being made. It also keeps a record of the typical process of the company; by detailing the main phases and sub-phases of a project, project managers and designers are reminded of the full range of the tool box they can draw on for every project.","interface; time management; project management; information design; situational awareness; software; interaction; design","en","master thesis","","","","","","","Campus only","2011-03-19","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:a01b1a37-a9fd-457d-8527-718ea7d7cdb2","http://resolver.tudelft.nl/uuid:a01b1a37-a9fd-457d-8527-718ea7d7cdb2","Flex Fingers: Design of a partial hand prosthesis","Stoop, E.M.","Jansen, A.J. (mentor); Albayrak, A. (mentor); Plettenburg, D.H. (mentor)","2010","This master thesis describes the development of Flex Fingers, a prosthesis for people with a partial hand defect. People with a partial hand defect miss fingers and sometimes part of their hand, they do have a functioning wrist. There are already many types of prostheses on the market, but there is no suitable prosthesis for the target group. The existing prostheses were studied to determine which development direction was preferable. It was decided to develop a wrist driven prosthesis, because of the high amount of remaining and additional tactile feedback. People with a partial hand defect are not able to grasp all objects and perform certain tasks. To gain more insight in the types of grasp the users need most and objects they would like to grasp, patients, therapists and instrument makers were interviewed. The interviews led to the following project goals: 1. Offer a prosthesis for as much patients as possible with various personal preferences and types of defects. 2. Make the appearance of the prosthesis either natural or mechanical and preferably offer both options. 3. Cover as little of the stump as possible. 4. Improve the patients grasping possibilities as much as possible. 5. Sensory feedback of both stump and prosthesis should be as high as possible. First developmental step was the ideation. The ideas were evaluated on the project goals and by the patients, therapists and instrument makers. This led to the decision to go on with the idea of developing ‘low power fingers’. The ‘low power fingers’ were optimized using a morphological chart. Further development resulted in 2 concepts with differences in appearance and working principle. Both concepts were evaluated on project goals by a Harris-profile. ‘The finger alternative’; a bar-driven, non-human appearing design was chosen. This design was optimized into a final producable product. The most important innovation in this phase was the application of Rapid Manufacturing for the production of the fingers. This is a promising technique for prosthetic production, where low batch sizes are common. A prototype was build and was tested by a person with a partial hand defect. The user-test showed the pinch force is around 40% of the pinch force of the human hand. Some adaptations can be made to improve comfort. The final design functioned properly during the test and offers added value to the lifes of people with a partial hand defect.","design; prosthesis; prosthetic; partial hand","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design, Master specialisation Medisign","",""
"uuid:af2e1738-486e-4457-b029-fdff43324b45","http://resolver.tudelft.nl/uuid:af2e1738-486e-4457-b029-fdff43324b45","Uncovering new business concepts within greenhouse industry in the Middle East","Kabiri, A.","Smulders, F.E.H.M. (mentor); Wang, J. (mentor)","2010","The effect of the financial crisis is definitely being felt in the greenhouse sector of the Netherlands. There has been a significant decrease in the trade of flowers, plants. The import of flowers and plants to the Dutch flower auctions, in January 2009 has dropped by 14% compared to January 2008. Import of plants dropped by 6% for this period, where the import of flowers has dropped by 18% for this period [de Bont(2009)]. The export of cut flowers has dropped by 10% for this period (Jan 2008 - Jan 2009) and the export of pot plants has dropped by 3% [de Bont(2009)]. In addition the Dutch greenhouse industry, profitable production and assemblage of the logistics systems have become increasingly difficult and competitive. Moreover the greenhouse market has been changing. The bargaining power of customers and suppliers has increased, since they are getting integrated; the horticultural production units have been shifted from developed countries to the rest of the world; the value chain of the market has been transforming continually and also market trend alters all the time. From another point of view the flower export to the new market (Poland and Russia) has been increased from 2007 to 2008, while the traditional clients of Netherlands (Germany and Great Britain) imported fewer flowers in the same time period. Therefore one of the best possible options for Dutch companies such as CODEMA is to target international markets. Aims In general and through implementation of this project, CODEMA will achieve: 1. New Global Business Strategy 2. Market extension 3. Designing Innovative Product concepts And specifically the goal of CODEMA in Iran, the first target market in the Middle East is as follow: CODEMA, the Dutch holding company, is specializes in manufacturing greenhouse logistics systems, flower sorting machines, ERP systems, and manufacturing aluminium structures. To extend its market internationally, the company will provide equipments and services in the Middle East. CODEMA as the market leader in Iran will penetrate in the market with innovative, first to market, high quality products and services. The company will establish its flower distribution channel, will produce presentation tables and COOLBOX , and export its sorting machine to the region. The company also plans to cooperate with Dutch companies to provide packaging machines for the flower growers. Finally with the execution of robust strategy with an international brand name, we expect to reach the financial forecasts, cited in this chapter.","greenhouse industry; Middle East; Iran; strategy; design; flower; business","en","master thesis","","","","","","","Campus only","2011-02-26","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:214d8f13-4a2c-4589-8a4a-d13231730237","http://resolver.tudelft.nl/uuid:214d8f13-4a2c-4589-8a4a-d13231730237","Positioning Dijkstra Lampen in the project market","Hagelaar, S.M.","Gemser, G. (mentor); Smulders, F.E.H.M. (mentor)","2010","For 85 years, Dijkstra Lampenfabriek BV has been a luminaire manufacturer that co-designs, develops and produces architectural luminaires using the name Dijkstra Lampen. For the last five years, the management of the company has focused on the professional market, the project market. Dijkstra Lampenfabriek B.V. wants to support the selection of suitable luminaires for each specific architectural design of the client using its own product portfolio or a custom-made luminaire. This strategy is related to the customer intimacy strategy that focuses on the desires of (potential) clients. Dijkstra Lampenfabriek B.V. is a small company that has a lot of knowledge of lighting and technique. These strengths make it possible to fulfil some opportunities in the project market. The target groups in the project market expressed a need to increase knowledge and expertise concerning: artificial lighting, light sources, selection of luminaires and the development of a custom-made luminaire and lighting plan. To develop a concept that is profitable and meets the needs of the target groups using the strengths of the company, the following strategic issues are formulated: 1. How can we enhance the identity before we inform the project market about custom-made luminaires and the development of a lighting plan? 2. How can we enhance the communication of being an expert before we inform the project market about custom-made luminaires and the development of a lighting plan? 3. How can we use the fact that Dijkstra Lampenfabriek B.V. is service focused as an advantage in serving the need for help during the development of a custom-made luminaire and a lighting plan? The identity and strategy is (re)formulated to enhance the identity and influence the image of Dijkstra Lampen (fabriek B.V.). To communicate the values of the company (to increase the image of the company), the following communication touch points have the most potential for Dijkstra and for the target groups: - Website; - Representative/advice team; - Catalogue; - Workshops and presentations; - Newsletter; - Fair; - E-mail advertising. When the identity is communicated clearly to the target groups and the right image is generated in the project market, it is time to launch the new developed concept “Lighting Development Centre” for Dijkstra Lampen (fabriek B.V.). This centre is part of the company Dijkstra Lampenfabriek B.V. where (potential) clients can increase their knowledge and skills of the development of a lighting plan. This centre will offer: - lectures and workshops to increase knowledge and skills of the development of a lighting plan but also of the development of a custom-made luminaire; - experimental labs to explore and increase knowledge of light sources, lighting, the influence of a luminaire and the influence of materials; - an inspiration area where literature about lighting, posters and information about earlier developed lighting plans and custom-made luminaires are presented. - An atmospheric luminaire book that represents well considered lighting plans with tips and tricks to implement such a plan in a new project. The added value of this centre is that long term relationships will be build with (potential) clients. Because the (potential) clients will come to the “Lighting Development Centre”, the (potential) clients and the company form a closer relationship. Thus, needs of the project market are defined more easily to implement in new products and services. This will result in more interest of (potential) clients in the company and the product portfolio from Dijkstra Lampen. Eventually more orders will be collected.","positioning; identity; relationship; service; development; market research; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:9af73180-efca-4421-8fa8-987997cdb5dc","http://resolver.tudelft.nl/uuid:9af73180-efca-4421-8fa8-987997cdb5dc","Creating a business with craft in Haiti: Transform local craft into a product that fits the Western market","Van Toorenburg, H.M.","Van Boeijen, A.C.G. (mentor); Roscam Abbing, E. (mentor)","2010","The objective of this project was to develop a product that can be produced by basket weavers in Haiti for the Western market, creating employment and income. The product that was developed is a wicker cradle that is based on the sustainable thought of longer use time, natural material use and transparent business.","fair trade; Haiti; cradle; bassinet; wicker; craft; sustainability; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"uuid:cff28819-d09f-4c74-91a1-e9afecb3914c","http://resolver.tudelft.nl/uuid:cff28819-d09f-4c74-91a1-e9afecb3914c","Creating an innovative device for head protection during welding activities","Versluijs, A.","Moes, C.C.M. (mentor); Brand, D.I. (mentor); De Winter, R. (mentor)","2010","Welding is a heavy and dangerous job; the heat, smoke, splashes, radiation and gasses that arise make protection very important. Good protective accessories are necessary. Welders use; gloves, glasses, jackets, hats and welding helmets to protect themselves. The extensive use of protective accessories and especially a welding helmet causes lots of comfort problems during welding activities. Most welders make long working days using their protection; therefore quality and comfort are very important aspects. Vlamboog is a supplier of welding accessories and personal protective equipment. Vlamboog produces electrode holders, gauging clamps and the Multi Vision welding helmets. These welding helmets are on the market for over 13 years and Vlamboog sees possibilities for innovation and improvement. That is why this graduation project was originated. An extended research on the welding market and the current protective accessories clarified the need for an innovative and more comfortable protective device. The current products offer sufficient protection for welding, but there is a lack of comfort in all day use. The safety regulations become more severe and the need for more advanced welding helmets is growing. The welding market is very conservative but more often combinations of welding helmets, safety helmets and fresh air units are used for personal protection. This research has led to a vision for designing a new protective device; that needs to become a successor of the Multi Vision products. The device should be multifunctional protecting welders in all their diverse activities. It needs to offer protection against all welding dangers; heat, radiation, smoke, flying particles and falling objects. Acceptation by the users is important; therefore it must be comfortable for all day use. Especially weight reduction and distribution are important, as well as robustness and protection aspects. The device needs to appeal to future welders. This vision is used in a design process and concept ideas where developed. These ideas where translated into three concepts and the one with most potential is selected. This concept is based upon the current product layout in order to be accepted in the conservative welding market. Some innovative functions are implemented and the whole product will be designed for full protection and comfortable use. During the third phase the embodiment design is made and the innovative functions are given form. The whole shell is designed for appeal and functions as base of the device. A concept for 2020 was created. And the design is translated into a prototype that is used for testing the new features. Most functions have potential to become successful. Although some changes need to be implemented for final production, the working principles are tested on their functionality. The complete design appeals well and has potential to become successful in the welding market. The process to market introduction has been described in the fourth phase of the project. This implies a product development planning with recommendation for design changes. The pricing and promotion strategies are mainly based upon existing structures within Vlamboog. The device will be branded under the Multi Vision brand. The project resulted in a new design which has potential on the market. The knowledge and resources of Vlamboog will enable welders of the future to use a more comfortable and healthier protective device during welding activities.","design; head protection","en","master thesis","","","","","","","Campus only","2011-02-16","Industrial Design Engineering","Design Engineering","","","",""
"uuid:01348554-9025-4f7c-9aa3-78ed6e5b5c76","http://resolver.tudelft.nl/uuid:01348554-9025-4f7c-9aa3-78ed6e5b5c76","Design of a product for affective communication in video consultations","De Groot, B.","Esser, P.E. (mentor); De Ridder, H. (mentor)","2010","Teleconsultation is a consultation between a doctor and a patient by means of video communication technology. It is a promising solution for the growing demand for health care. However, the medium has depersonalizing qualities. Emotions have an important role in doctor-patient relationship and are related to positive medical outcomes of consultations. Nonverbal behaviour is an important bearer of emotional messages. Nonverbal behaviour, like body posture and touching, are harder to distinguish. Therefore a product is designed for affective communication in teleconsultations, with focus on touch. A literature study has been performed on nonverbal affective communication in teleconsultations. Then a context analysis has been done by means of personas, interviews with specialists and an observational study on touching behaviour of patients during teleconsultations. The importance of the handshake at the beginning and end of a teleconsultation has been discovered and a virtual handshake has been developed. Different user studies gave a direction for the visualization of the handshake. Tactility, form and colour studies helped to design the input device and interface of the product. Finally the product is evaluated with a user test and evaluations with specialists. The product ‘Handmate’ is designed. The doctor and patient both have a pad. When the doctor and patient both put their hand on their pad, the screen will show a visualization of two figures shaking hands. The figures are designed for easy identification and friendly appearance. The doctor and patient can both initiate a handshake and decide on the duration of the handshake. The doctor can switch to the conversation mode, with a full screen webcam of the other person. The handshake product will give structure and clarity to the teleconsultation. It will help to establish rules of conduct for teleconsultations. The doctor and patient can greet each with the product. It will help to comfort the patient and it enables the doctor to show interest and empathy. The interaction between doctor and patient will become stronger and more personal.","design; video communication technology; teleconsultation; nonverbal communication; emotions; touch; handshake","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction - Medisign","",""
"uuid:d6976ffb-38f2-46d2-8116-b48c9ed4cd47","http://resolver.tudelft.nl/uuid:d6976ffb-38f2-46d2-8116-b48c9ed4cd47","Mighty with milk: Development of a new dairy product for a new segment","Van Nieuwenhuijzen, A.G.P.","Saaksjarvi, M.C. (mentor); Creusen, M.E.H. (mentor)","2010","This project is executed for the department Campina Dagvers of the company FrieslandCampina. Campina is one of the largest brands in daily fresh dairy in the Netherlands. Unfortunately the sales are decreasing due to the rise of the private labels of supermarkets. In this project a new product is developed to strengthen the market position of Campina. Campina’s strengths lie in their cooperative set-up and segmented products. Together 17.000 farmers own the company FrieslandCampina. The company controls the whole value chain; from the raw milk of the cow, to the filled packaging in the supermarket. The segmented products of Campina, like Boerenland and Calcium Plus, that target a specific group of consumers perform best. The basic dairy, like semi-skimmed milk and yoghurt, mainly suffer from the competition of private label. Opportunities for new product development are found in recent trends. Several sets of trends are identified. The trends of the Dutch governmental institution EVD and of brand consultant Clear are chosen because of their Dutch origin. These two sets of trends are the starting point of the detected search areas. The products of FrieslandCampina and competing dairy brands are mapped according to the trends of EVD; ‘convenience’, ‘functional’, ‘organic’ and ‘regional’. Many products fit in two directions, for example Vifit fits in both ‘convenience’ and ‘functional’. None of the products fits in both ‘organic’ and ‘regional’. A product combining these two directions could be positioned here. This product, named ‘Pure’, is further defined as a product that is pure (no additives) and close to the origin. Clear mapped the current brands of Campina by the characteristics ‘enjoyment’, ‘belonging’, ‘functional’ and ‘power’. In this mapping a gap can be identified in the area between ‘power’ and ‘enjoyment’. A product concerning Vitality could be positioned here. This product is further defined as a drink for sports men. Emphasis will be on the product intrinsic benefits of dairy for sports men. Vitality is considered as a very innovative and commercial feasible direction. The pressure on social aspects is low and the trustworthiness of Vitality is high because the benefits are easy to understand for most consumers. Therefore there was chosen to further develop this product. The result is called ‘Dynamilk’: a refreshing dairy drink in a 0,5L bottle specifically for sports men. Dynamillk is for people who play sports on a regular basis, in the Netherlands this group has the size of 6.5 million people. The drink offers many functional benefits which originate in the basic ingredients of milk. The vitamins and calcium are optimal for bones and muscles. The protein will give the sports men a good feeling about building muscles or recovering them and the potassium benefits the hydration process. The taste will be like a fresh yoghurt drink, to improve taste the product should be cooled before served. The drink will be long-perishable by room temperature. Dynamilk will be an individual brand, though Campina will be displayed as the umbrella brand. In this way both brands can profit from each other. The marketing and sales of Dynamilk will be assigned to Campina Dagvers, although the product is technically not fresh but only has the desired image to be fresh. Before Dynamilk can be implemented the product needs to be further developed by food scientists. The packaging should be optimized and made ready for production. Promotional activities are needed towards middleman (supermarkets, wholesalers, sports facilities) as well as directly towards the consumer. The sales team of Campina Dagvers will be responsible to create accounts at supermarkets, wholesalers and sports facilities. Besides their own experience in the daily fresh dairy field they can make use of the experience in the field of sports drinks of the brand Extran, which is also a product of FrieslandCampina. The consumer needs to be attracted by promotional activities. Dynamilk should gain brand awareness by sponsoring a large typically Dutch sport, sports event or sports men. The product can best be introduced in September 2010.","design; dairy; campina; milk; sport","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Strategic Product Design","",""
"uuid:7d0334bb-a6b7-4658-80d8-5db19ea392ab","http://resolver.tudelft.nl/uuid:7d0334bb-a6b7-4658-80d8-5db19ea392ab","An assistive device for eye drop administration","Damsteeg, M.","Wauben, L.S.G.L. (mentor); Nijenhuis, G. (mentor); Heidweiller, A.J. (mentor)","2009","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.","design; eye drop applicator; medisign","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Integrated Product Design - Master specialisation Medisign","",""
"uuid:f5f4e5e1-4cc1-4d15-a917-0047e96080a3","http://resolver.tudelft.nl/uuid:f5f4e5e1-4cc1-4d15-a917-0047e96080a3","Document Management System design architecture for interdepartmental organization","Safari Asl, H.; Tang, Y.F.","Kleipool, C. (mentor); Sodoyer, B. (mentor)","2009","Our daily life is governed by rules, standards and policies, trying to guide our life as untainted as possible. This is also applicable to organizations. Often unity within organizations is achieved through management systems. Alongside management system are documentations, which form a vital aspect of the veins of the organization. Having a Document Management System(DMS) prevents congestions. Designing such a DMS will enable the organizations to achieve more efficiency, more simplification, more overview and creating a contemporary environment for its employees. Through usage of a framework such a DMS can be designed. The DMS provides valuable components such as wiki, knowledge base, work flow managements, document libraries, visualizations, templates and excellent collaboration tool. Projects need collaboration to be more effective and successful. However this collaboration must not be at the expense of security. Security is vital to survival of an organization, hence choosing the right DMS can be the success or the downfall. In this case SharePoint has proven itself as a formidable choice within the DMS domain.","DMS; Archimate; knowledge; workflow; SharePoint; document management system; Design architecture; Enterprise architecture; template; Layered structure; design template; business processes; requirements; policy; visualization; collaboration; Efficiency; architecture; design; Security","en","master thesis","","","","","","","","2010-01-26","Electrical Engineering, Mathematics and Computer Science","Information Architecture","","","",""
"uuid:125b66c4-6b9f-48a5-b831-a38dc5a3eea7","http://resolver.tudelft.nl/uuid:125b66c4-6b9f-48a5-b831-a38dc5a3eea7","Design the next generation packaging machine for Compax Total Packaging","Bouaziz, F.","Van de Geer, S. (mentor); Ninaber, B. (mentor)","2009","This master thesis shows the process for designing a completely new concept for a packaging machine. - PROBLEM DEFINITION: Conpax produces and retails packaging machines for supermarkets, mostly in the Benelux. In the last year, supermarkets have been buying pre-packed products instead of packing in the butchery. This is a big threat for Conpax since their machines are only suited for the packaging of fresh meat and cheese products. - ANALYSIS: Field research has been realized in supermarkets to analyse the existing usage of the machine. Supermarket butcheries do not have much space, so the new design should be compact. The expectations of consumers have been researched and lead to new presentation and packaging concepts. - FINAL DESIGN: A machine with a new architecture has been designed for Conpax. The machine has be rethought for automation, improved ergonomics and friendlier shape and material.","design; packaging machine; Conpax; supermarket","en","master thesis","","","","","","","Campus only","2010-12-16","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:eefb19d8-6e6c-4e20-b7ce-1345995f41b2","http://resolver.tudelft.nl/uuid:eefb19d8-6e6c-4e20-b7ce-1345995f41b2","MeetMe - A cyberassistant to support seniors' independence","Wensveen, S.","Kooijman, A. (mentor); Horváth, I. (mentor)","2009","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.","seniors; elderly; independence; social network; design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Design for Interaction","",""
"uuid:8a3fb0f5-f188-4ec0-a611-fc3ce24c7fe5","http://resolver.tudelft.nl/uuid:8a3fb0f5-f188-4ec0-a611-fc3ce24c7fe5","Design of a leg support for an ultrasound-guided nerve block","Joustra, L.","Albayrak, A. (mentor); Vogt, M. (mentor); Goossens, R.H.M. (mentor)","2009","In this report the project of designing a leg support for use during the procedure of an ultrasound-guided nerve block is described. The ultrasound-guided peripheral nerve block is a new regional anesthesia technique that is very promising. This new technique encounters problems when parts of a patients leg needs to be sedated for a certain operation. In most cases there are two nerves that need to be blocked, the n. Femoralis and the n. Ischiadicus. The first one is positioned in the groin while the other is positioned in the subgluteal region (buttock). In general pediatric patients are under general anesthesia while performing the ultrasound-guided peripheral nerve blocks. This results in that there is a problem when the n. Ischiadicus needs to be reached, because the pediatric patient is lying unconscious on his back. The conventional way is to turn the patient around with two to three anesthetic staff members. This causes problems for the staff and the patient. In this report a new solution is explored, one that is staff and patient friendly. The end result is a product that can be placed by one anesthetic staff member while the patient lies unconscious on his back. The product lifts the leg that needs to be operated and in this way create a large workspace for the anesthesiologist to perform the ultrasound-guide nerve block of the n. Ischiadicus.","design; ultrasound; nerve block; anesthesiology","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master specialisation Medisign (IPD)","",""
"uuid:b06d074d-0ce9-460f-97bf-777a756bdb5b","http://resolver.tudelft.nl/uuid:b06d074d-0ce9-460f-97bf-777a756bdb5b","Meaningful use of depth cues within the design of automotive Head-Up Display Interfaces","Mariet, R.C.E.","Van Mourik, F. (mentor); De Ridder, H. (mentor)","2009","The project described in this thesis is named “Meaningful use of depth cues within the design of automotive Head-up Display Interfaces”. It strives to research whether spatial impression on the automotive Head-up Display (HUD) interfaces can be beneficial for usability and user acceptance.","design; head-up display; 3D","en","master thesis","","","","","","","Campus only","2010-12-11","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:b2dda5ac-b72f-4342-bcbf-89d6aa0a99ba","http://resolver.tudelft.nl/uuid:b2dda5ac-b72f-4342-bcbf-89d6aa0a99ba","On the design and synthesis of voting games: Exact solutions for the inverse problems","De Keijzer, B.","Witteveen, C. (mentor); Klos, T.B. (mentor); Zhang, Y. (mentor)","2009","In many real-world decision making settings, situations arise in which the parties (or: players) involved must collectively make decisions while not every player is supposed to have an equal amount of influence in the outcome of such a decision. The ""weighted voting game"" is a model that is often used to make such decisions. The amount of influence that a player has in a weighted voting game can be measured by means of various power indices. Weighted voting games are part of the more general class of simple games. In this thesis, we study the problem of finding for a given class of simple games (including weighted voting games), the game in which the distribution of the influence among the players is as close as possible to a given target value (i.e. power index). We investigate the posibilities that we have for exactly solving this problem. For the case of weighted voting games, we obtain a method that relies on a new efficient procedure for enumerating weighted voting games of a fixed number of players. The enumeration algorithm we propose works by exploiting the properties of a specific partial order over the class of weighted voting games, for which we prove existence. The algorithm enumerates weighted voting games of a fixed number of players in time exponential in the number of players, but polynomial in the number of games output. As a consequence we obtain an exact anytime algorithm for designing weighted voting games. We look at various ways to improve on this algorithm. A large improvement follows by exploiting the properties of two specific types of coalitions, which we refer to as roof coalitions and ceiling coalitions. The algorithm, together with these improvements, has been implemented in order to measure the practical performance and to obtain various data on the class of weighted voting games. Our method for solving the voting game design problem heavily relies on the ability to transform between different representations of simple games, which we refer to as ""voting game synthesis problems"". We give an extensive treatment of these synthesis problems, and in particular we prove that there does not exist a polynomial time algorithm that transforms the list of ceiling coalitions of a game into the list of roof coalitions. However, we also show that an output-polynomial time algorithm for this problem actually does exist, by providing one.","voting; power index; cooperative game theory; algorithm; simple game; design; weighted voting game","en","master thesis","","","","","","","","","Electrical Engineering, Mathematics and Computer Science","Software Technology","","","",""
"uuid:511a5675-b03a-4cd1-9f88-f64d11f81374","http://resolver.tudelft.nl/uuid:511a5675-b03a-4cd1-9f88-f64d11f81374","Design for the Mobile OR, a mobile operation room which provides medical aid in Africa and Europe","Salters, E.L.","De Kruif, J.W. (mentor); Goossens, R.H.M. (mentor)","2009","Nowadays there are often problems appearing when applying medical care during emergency situations, specifically in remote areas. There can be extreme circumstances in which important and vital environmental factors have to be taken into consideration, like the accessibility of the area, extreme temperatures and the ability of having a sterile room available. The organization WoE wants to provide mobile units containing operation rooms (OR) for medical organizations to make it possible for them to work in disaster areas. Mobile units are already available on the market today, but are heavy and only available to specialized operations, like the army. A mobile clinic with build in OR, does not exist yet. Therefore, a student has been invited to design this unit as a graduation assignment. The organization (WoE) also contacted the company Lamboo Specials Sales B.V., who are specialized in designing mobile and relocatable medical units, and therefore linked to this project. The challenge at hand is to design a mobile transport solution for an operation room which can be used at, for instance, crisis and war zones where extreme environmental conditions like high temperatures and dust are present all over the place. This creates an overall setting in which it is extremely difficult to operate in a sterile environment.","design; medical; operation room; developing countries","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:ba932298-8cf8-4427-aa0e-0089571c9cb8","http://resolver.tudelft.nl/uuid:ba932298-8cf8-4427-aa0e-0089571c9cb8","Development of an attachable handbike","Ten-Jet-Foei, S.T.W.","Ruiter, I.A. (mentor); Boezel, J.W. (mentor); Prins, J.F. (mentor)","2009","Mobility makes people independent and is a necessity of life. This is also for people with a spinal chord lesion. They are fully depending on their wheelchair and this is not an efficient transport product for distances further then 2 km. A handbike is the solution and give the users more freedom to become mobile in the city and at the same time maintain a proper health. For my graduation project I have developed an attachable handbike which can be used on fixed frame and foldable wheelchairs. The advantage is that the user can maintain his personal wheelchair and convert this to a tricycle with arm propulsion. The project is done at Van Raam BV in Varsseveld in cooperation with Welzorg sport. Van Raam makes people mobile with specialized and unique bicycles like tandems, wheelchair bikes, three wheel bikes and comfort bikes. Welzorg supply products for people with a function or mobility disability, such as walkers, wheelchairs, handbikes and mobility scooters. Welzorg has the knowledge about handbikes and contact with end users and Van Raam has the knowledge to manufacture the handbike. My graduation assignment is to design an attachable handbike which is technically, functional and aesthetically outstanding. It will need a universal mounting system that suit several types of wheelchairs and the size of the handbike need to be adjustable to several user dimensions. After analyzing the context of the handbike the design guidelines are listed and the starting points for the design phase are generated. In the conceptualization phase principle solutions are generated for the mounting system that can be divided in a docking station on the wheelchair and a coupling mechanism on the handbike. Several quick mock ups are made to test the working principle of some ideas. Several sketches are made for the design of the frame which will have a slim, solid and sportive look. From these ideas three concepts for the coupling mechanism and the appearance where chosen to elaborate further on. One of the concepts is chosen and detailed in the realization phase. The mounting mechanism had to fit on several wheelchairs tubes, be light and have enough strength. The result is a docking station that is easy to add on and of on the wheelchair from the side while the user maintain his position in the wheelchair. The coupling mechanism is working like an excavator which hooks and lock the docking station and lift the front wheels of the wheelchair from the ground. With a lever the coupling block is compressed with the docking station. The system is easy to release with a squeeze lever at the top of the handbike and the lever at the coupling mechanism. From a 3D CAD model a 1:1 scale prototype of the handbike is build so it can be tested for functionality, appearance and usability. The users where enthusiastic about the design and would fit their lifestyle. The driving performance was comfortable but they where used to a smaller turning radius. The coupling mechanism worked but the users needed some practice to get used to the coupling movement. Recommendation for optimization are fine tuning the accuracy of the coupling mechanism so it will be fluent and reliable in use. The weight can be reduced of the docking station by using aluminum and the frame can made by aluminum extrusion so parts will be reduced. A big trend at the moment is to apply electric engines on bicycles and also for the handbike a power assist engine with battery can be applied on the handbike which is an optional feature. The product assortment can become deeper by making a children version and supply accessories for the handbike. Innovation for the handbike was needed on usability level and resulted in technical innovation of the handbike coupling with and modern sportive appearance.","construction; design; mobility","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated Product Design","",""
"uuid:c0b4d9a9-6379-43ba-ade0-752d38a64e82","http://resolver.tudelft.nl/uuid:c0b4d9a9-6379-43ba-ade0-752d38a64e82","Interior Design for UTVS","Orth, T.I.","Van Grondelle, E.D. (mentor); Ninaber van Eyben, B. (mentor)","2009","Urban Transport Vehicle Service is a low-end manifestation of a more general idea of integrating public and personal transport as a more sustainable way of mobility. The aim of UTVS is to make this integral system more efficient in door to door journeys compared to the private car use as a typical less sustainable choice. This report describes the interior design of this vehicle.","interior; design","en","master thesis","","","","","","","Campus only","2010-11-20","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:d4be9dc4-5565-4021-950e-809e648356ed","http://resolver.tudelft.nl/uuid:d4be9dc4-5565-4021-950e-809e648356ed","Design of a Household Monitoring Solution for Urban Patients with Heart Failure in China","Yang, F.","Molenbroek, J.F.M. (mentor); Goossens, R.H.M. (mentor)","2009","This assignment can be seen as an integration of IPD and SPD assignment. The original assignment received from Philips is to design a new monitoring solution for the Chinese market. This is too broad for designing a product and as a result, need to be concretized obviously. Researches must be done to the healthcare status of Chinese people in order to define the design direction. The target group and the application environment must be decided after the analysis to the target market as well. Researches to the Life style of the anticipated target group was considered to be vital for this assignment since one main design aim is to improve the life quality of the patients. Designing of a new solution started after most the questions had been answered during the phase of analysis. A household monitoring solution for the urban patients with heart failure (stage III) was designed as the final product. This is a system composed of a garment and a glove which enables the doctors to monitor the development of the disease and the health status of the patients in distance and helps the users to find the boundaries of life with regard to their health condition. It also provides protections to the users with its alarming system which connects the users together with their families and the medical institutions in case of emergency.","design; research","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:35cd1bee-7723-43a9-b581-1cc4dc4ce07d","http://resolver.tudelft.nl/uuid:35cd1bee-7723-43a9-b581-1cc4dc4ce07d","A Study of Synchronization Issues of Wavelet Packet based Multicarrier Modulation","Karamehmedovic, D.","Nikookar, H. (mentor); Lakshmanan, M. (mentor)","2009","Wavelet Packet based Multi-Carrier Modulation (WPMCM) offers an alternative to the well-established OFDM as an efficient multicarrier modulation technique. It has strong advantage of being generic transmission scheme whose actual characteristics can be widely customized to fulfill several requirements and constraints of advanced communication systems. In the last decades wavelets have been favorably applied in signal and image processing fields but they just recently attracted attention of the telecommunication community. Therefore, some research questions remain to be addressed before novel WPMCM can be used in practice. One of the major concerns involves the performance of WPMCM transceivers under various synchronization errors. In this thesis we analyze the interference in WPMCM transmission caused by the carrier frequency offset, phase noise and time synchronization errors. Using standard wavelets the sensitivity of WPMCM transceivers to these errors is evaluated through simulation studies and their performances are compared and contrasted to OFDM. New wavelets are designed to alleviate the WPMCMs vulnerability to synchronization errors. Consequently, a filter design framework is built that facilitates the development of new wavelet bases according to the specific demands. In this regard the expressions for Inter Carrier Interference (ICI) and Inter Symbol Interference (ISI) in WPMCM transmission are first derived and stated as a convex optimization problem. Then an optimal filter that best handles these deleterious effects is designed and developed by means of Semi Definite Programming (SDP). Through computer simulations the performance advantage of the newly designed filter over standard wavelet filters is proven and further its performance is compared to the conventional OFDM.","wavelets; synchronization; filters; design; wpmcm","en","master thesis","TU Delft, Electrical Engineering, Mathematics and Computer Science, Telecommunications","","","","","","","","Electrical Engineering, Mathematics and Computer Science","","","","",""
"uuid:c02cfae3-5070-4fa5-99de-039a016ec637","http://resolver.tudelft.nl/uuid:c02cfae3-5070-4fa5-99de-039a016ec637","In search for balance in contrasts: graduation project for a designcentre in Rotterdam","Chang, H.J.","Komossa, S. (mentor); Marzott, N. (mentor); Fokkinga, J.D. (mentor)","2008","There is no Rotterdam identity. Rotterdam has characterizations that everybody can sense namely the big contrasts in Rotterdam. Contrasts originated from top-down-planning of urban renewal projects due to the bombardment in WOI. In my opinion people need these contrasts, to adapt themselves to the changes that are occurring at the moment, to reposition themselves in the society. The way to do this is to search for a balance in these contrasts. Problem statement: what kind of attitude must one adopt himself when people want to stimulate the public realm by means of a public building at the Delftsestraat in Rotterdam? According to me, public realm is where different social people intervene and where exchange takes place. This exchange could be a physical contact, but also just by observing the other. This statement results in the theme: Balance in Contrasts. With contrasts I mean the different contrasts between parochial domains and by balance I mean the opportunity to observe, adapt and resulting in participation. In our analysis we have seen that the municipality of Rotterdam wants to stimulate the livelihood at the location the Delftsestraat. According to different sources, the best way to do this is to develop creative industry on the location. We have implemented this creative industry in our masterplan: industrial zone, creative display zone and office zone. The composition of our masterplan is a plinth and an upper world. This design is a designcenter where different design disciplines, institutions and local citizens can meet each other. It is located in the centre of the masterplan, where the three zones will be integrated in the building. It is like the masterplan divided in a plinth and a building on top of it. The way to have this balance in contrasts is to have the opportunity to observe. This can be done by using louvres. These louvres have a large depth, causing different views when passing by. It causes different shadows during the day, causing a threshold between the different spaces. In daytime these louvres are introvert, changing in an extrovert building in the evening. The contrasts in the building will be done by making a contrast with the wooden louvres inside the building and with the massive precast concrete envelope fae. It results in the concept: Envelope VS Innerspaces The massive precasted concrete fae is in such a way designed that every time you look there will be different shadows and lighting. To enhance the envelope idea, the fae hangs over the plinth, it rises over the building, it is disconnected from the floor, and the thickness of the fae is enhanced by window openings. To give different characteristics between the two atria, one atria opens above the building and the other opens down in the building. The louvres that shape the atria can be seen as folded planes, which folds in to the building with splits in it where people can walk through. The louvres also make a connection with the louvres-ceiling which establishes the continuity in the building. Behind the louvres, cracked glass walls are placed, which give a diffuse see-through, just like the louvres. The three zones are connected with meeting platforms, where people can oversee the whole atria. This building should be a building where all users senses should be used, where users perception should be stimulated. Then maybe through observing, adapting or even participation the public realm can be stimulated.","public realm; public building; rotterdam; hui jun chang; design","en","master thesis","TU Delft, Architecture","","","","","","","","Architecture","","","","",""
"uuid:dae6a162-3fb8-4186-8c4e-82a7248e0da9","http://resolver.tudelft.nl/uuid:dae6a162-3fb8-4186-8c4e-82a7248e0da9","The Future of Delft Open Courseware - How to build a sustainable environment for Open Educational Resources","Hennis, T.A.","Sjoer, E. (mentor); Veen, W. (mentor)","2008","Delft University of Technology started publishing some of her course materials online from September 2007 in a project called Delft Open Courseware (OCW). This report discusses the future of this project, describes important issues that should be addressed in order to become sustainable, and ends with an advice on how this can be done.","ocw; open courseware; open educational resources; sustainability; design; oer; learning; education; networked learning","en","master thesis","","","","","","","Campus only","","Technology, Policy and Management","Education & Didactics","","","",""
"uuid:95d6e4fd-dd15-440f-8640-07dadd1aca48","http://resolver.tudelft.nl/uuid:95d6e4fd-dd15-440f-8640-07dadd1aca48","Development of a multiobjective design optimization procedure for marine propellers","Pouw, C.P.","Van Terwisga, T.J.C. (mentor); Zondervan, G.J.D. (mentor); De Koning Gans, H.J. (mentor); Hopman, J.J. (mentor); Van Beek, T. (mentor); Maritime Research Institute Netherlands (contributor)","2008","The design of a marine propeller is characterized by its complexity rather then its shortcoming of knowledge how to asses its performance. There are several constraints to satisfy and all are in a different field. The three major considerations are strength, performance (efficiency) and cavitation behavior. There is not a perfect design methodology for the engineer how to use the different analysis tools available to come to a final design. The process is in most cases an iterative one that ends with a satisfying design rather then an optimal design. Optimal in this case means optimal in the sense of the best compromise possible. The application of a multiobjective optimizer makes it possible to visualise the trade-off among different conflicting objectives to guide the engineer in making his compromise. Furthermore it gives more insight in the problem at hand. The goal of this thesis is therefore two-fold. First one is the implementation of a multiobjective optimiser to show what the gains are when an analysis tool can be turned into a design tool. The second one is to apply it and investigate what the trade-off is between cavitation performance and efficiency for a test case based on a container vessel. The implemented algorithm is the non-dominated sorting genetic algorithm (NSGA) which is currently used in many other practical design problems. Genetic Algorithms are in general robust but not very efficient when it comes to the number of design evaluations it has to do. The algorithm is able to give a good approximation of the trade-off with a good diversity among its solutions. The propeller is analysed by the lifting surface program ANPRO which has an extension to predict sheet cavitation and bubble cavitation at both sides of the blade. In the test case considered there were additional constraints for a minimum blade thickness, the avoidance of bubble cavitation and a maximum allowance of sheet cavitation at the pressure side. The algorithm is able to converge to a trade-off between the two conflicting objectives. The size of the population is chosen as 80 and the algorithm run for 300 generations. From statistical data of the average age of the individuals in the population, converge could be determined. The simulations were not able to converge completely but sufficiently enough to obtain an approximation of the Pareto front. The trade-off show a decrease from maximum efficiency of 4% while gaining a reduction of sheet cavitation at the suction side of 27%. The amount of reduction of efficiency was roughly the same for different test cases but the cavitation percentages showed more variation. The method showed to be sensitive to the interpretation of the cavitation data produced by the propeller analysis program ANPRO.","marine; propeller; design; multiobjective; optimisation","en","master thesis","TU Delft, Mechanical Maritime and Materials Engineering, Marine and Transport Technology","","","","","","","","Mechanical Maritime and Materials Engineering","","","","",""
"uuid:854ccd6f-d6fd-4684-bc19-6e83966981f8","http://resolver.tudelft.nl/uuid:854ccd6f-d6fd-4684-bc19-6e83966981f8","LINKX, a language toy for autistic toddlers developed in co-creation with parents and pedagogues","Van Rijn, H.","Stappers, P.J. (mentor); Hummels, C.C.M. (mentor)","2007","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.","design; autism; language; toy; children","en","master thesis","TU Delft, Industrial Design Engineering, Design for Interaction","","","","","","","","Industrial Design Engineering","","","","",""