"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:f16ea364-adf7-45f4-b83f-a4e93c61a37e","http://resolver.tudelft.nl/uuid:f16ea364-adf7-45f4-b83f-a4e93c61a37e","Nurture in Nature: Contributing to childhood development in Bressoux & Droixhe by strengthening nature connectivity","Ooijevaar, Jasmijn (TU Delft Architecture and the Built Environment)","Vermeulen, P.E.L.J.C. (mentor); Schreurs, E.P.N. (mentor); van Deudekom, A.B.J. (mentor); van der Schans, R.M. (mentor); Delft University of Technology (degree granting institution)","2023","'The Scarred City', the theme of the Urban Architecture graduation studio in 2022/2023. This location-based studio started with Droixhe/Bressoux, a troublesome and difficult area in Liège (Belgium), as the overarching project site. Starting with fieldwork and participatory research into the hidden social structures of Bressoux and Droixhe and resulting in the importance and absence of nature in the area and its relevance, this thesis grew into a project aiming to contribute to childhood development in Bressoux and Droixhe by strengthening nature connectivity. Drawing workshops on the theme: 'what is nature?' with primary schools in Rotterdam, in comparable demographic neighbourhoods, where key to understanding children's perception of nature and observing their nature connectivity and inspired and aided in the design of a children’s community/leisure centre in Park de l’Oasis. A building which functions as the anchor between child and nature and where the design and its current natural environment go hand in hand to achieve the project’s aim.","Urban Architecture; Design for children; Nature; Kindergarten; Bressoux; children; Ecology","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences | Public Building","","50.638798, 5.599852"
"uuid:eade26cd-37de-4815-9c35-85662821156d","http://resolver.tudelft.nl/uuid:eade26cd-37de-4815-9c35-85662821156d","Leesbaarheid: An Empirical Exploration of the Applicability of Dutch Traditional Readability Formulas to Texts Targeting Children","Voogt, Joris (TU Delft Electrical Engineering, Mathematics and Computer Science)","Pera, M.S. (mentor); Murukannaiah, P.K. (graduation committee); Delft University of Technology (degree granting institution)","2023","Readability plays a vital role in the transfer of knowledge or information. This is especially true for children who are more than anyone gaining new knowledge every day, yet their reading abilities are still in active development. Although readability assessment of children's literature is an active topic of research in many different languages, research into the assessment capabilities of well-known Dutch traditional readability formulas on texts aimed at Dutch children remains in its infancy. In this paper, we explore the performance of four well-known Dutch traditional readability formulas when applied to different types of texts targeting Dutch children. More specifically, we examine the applicability of the Flesch-Douma, Leesindex A, CLIB and CILT formulas on excerpts of school materials, books, and media for children aged 6-14 years old. Outcomes from this empirical exploration reveal that the readability formulas do not perform similarly across reading materials. As a result, choosing a readability formula based on both the type of reading material and a child's age can improve the readability estimation, which in turn can help connect children to understandable resources.","readability assessment; readability formulas; children; dutch","en","bachelor thesis","","","","","","","","","","","","Computer Science and Engineering","CSE3000 Research Project",""
"uuid:acbc24ec-7505-41a6-bb2d-0e0213544ec4","http://resolver.tudelft.nl/uuid:acbc24ec-7505-41a6-bb2d-0e0213544ec4","Covering Covers: Characterization Of Visual Elements Regarding Sleeves","Beyhan, Yessin (TU Delft Electrical Engineering, Mathematics and Computer Science)","Pera, M.S. (mentor); Delft University of Technology (degree granting institution)","2023","The cover of a children's book could play a crucial role in attracting the attention of young readers and influencing their decision to pick up and read the book. In this study, we aim to identify the factors that contribute to the appeal of children's book covers. Given that the target audience for children's books changes as children grow older, we divide our analysis into five age groups. We conduct a series of experiments in which we analyze three distinct aspects of covers: the visual attributes, visible objects, and implied story. Our results show that visual attributes play an important role in determining the appeal of a book. We also find that objects and themes present on a book cover vary between age groups. By understanding the elements that contribute to the appeal of children's book covers, we hope to improve recommendations for young readers and encourage a lifelong love of reading.","recommender system; children; cover; book","en","bachelor thesis","","","","","","","","","","","","Computer Science and Engineering","CSE3000 Research Project",""
"uuid:37bfe063-1ed2-4191-89c9-2e6408dec47f","http://resolver.tudelft.nl/uuid:37bfe063-1ed2-4191-89c9-2e6408dec47f","AstroMission: A game that facilitates the emotional connection between children with cancer and their parents","Karaosmanoğlu, Eda (TU Delft Industrial Design Engineering)","Ruiter, I.A. (mentor); Gielen, M.A. (graduation committee); Delft University of Technology (degree granting institution)","2022","In Turkey, roughly 3000 children and adolescents are diagnosed with cancer every year (Kebudi, 2012). Although there are different types of pediatric cancers, their trajectory is similar and filled with various physical and psychosocial challenges for the patients and their families. Moreover, cancer usually causes a drastic life change for the whole family. To adjust to the changes and cope better with the challenges, it is crucial that children understand cancer, its course, and the treatment (Eiser & Havermans, 1992; Scott, Prictor & Watt, 2003 as cited in Mant et al., 2018). However, in Turkey, parents often avoid sharing cancer-related information with their children, which hinders children’s understanding, adjustment, and coping (Dr. N. Yıldız Silahlı (MD), personal communication, 2022). Therefore, this thesis aims to improve children’s understanding, adjustment, and coping by nudging parents into changing their attitudes and encouraging children to express themselves. To do so, the project utilises the power of play.
The project starts by exploring the context of pediatric cancers, the factors that affect children’s understanding, adjustment, and coping, and the strategies to utilise play in the pediatric cancer context through a literature review. Then, the project analyses families’ current experiences, needs and wishes, and the barriers and opportunities in the context through generative interviews with the families and interviews with healthcare professionals, which reveal the reasons behind parents’ attitudes and another key problem: limited emotional sharing between children and parents. Based on the interview results, the project visualises the users’ experiences, needs, and challenges through personas and a user journey map, which shows the need of focusing on the hospitalisation stage.
In the light of new findings, the project analyses and reframes the initial design problem and envisions the solution space by defining the design goal, vision and requirements. After generating various solutions that fit within the envisioned space through ideation and conceptualisation, the project introduces the final design: AstroMission, a space-themed role-playing game that aims to facilitate the emotional connection between children and parents.
AstroMission consists of several elements with different functions:
1. Storyline: It is a metaphorical representation of cancer, treatments, and psychosocial challenges. Parents can use this storyline to give children cancer-related information.
2. Missions: They are play opportunities that require the collaboration of children and parents. Their content nudges families into talking about cancer and sharing their emotions with each other in a fun way.
3. Emotion puppets: They are a set of toys that represent four basic emotions of joy, anger, sadness, and fear. They help children to express their feelings. Also, some missions require the family to play with them.
4. Hospital room decorations and objects: They reframe the hospital room into a less scary, even fun environment for children. Also, some missions require the family use the objects in the room.
5. Mobile app: It presents the missions and the story of the game to the family. Also, it has a social function of connecting the families going through the same experience.
Due to the project duration, the project iterates on and validates only the first three elements of the game with the users. However, user evaluations show that AstroMission is desirable and holds great potential to facilitate cancer-related conversations and emotional sharing between parents and children throughout the cancer trajectory.
Lastly, the project shows how to put AstroMission into practice by proposing a material and production method and estimating implementation costs. Also, the project presents the recommendations for further development of AstroMission.
To conclude, the outcome of this project creates value for the users by improving children’s understanding, adjustment, and coping, and alleviating parents’ psycho-emotional burden. It also creates value for the hospitals by improving the user experience.","cancer; children; play; parent-child interaction; emotional connection; hospital; reframing","en","master thesis","","","","","","","","","","","","Integrated Product Design","",""
"uuid:8ae09e82-28bb-4000-b7da-0613b1e3d0a2","http://resolver.tudelft.nl/uuid:8ae09e82-28bb-4000-b7da-0613b1e3d0a2","Playful learning through designing toys: Developing a design education toolkit for a non-profit organisation in rural Kenya","Westerhof, Marten (TU Delft Industrial Design Engineering)","van Boeijen, A.G.C. (graduation committee); Gielen, M.A. (mentor); Delft University of Technology (degree granting institution)","2021","Sustainable Rural Initiatives (SRI) is a non-profit organisation in Okana, a rural community in West Kenya. SRI provides the community members of Okana with opportunities to develop practical skills such as carpentry and tailoring. SRI also works with international partners with specific expertise to give local community members opportunities to develop skills they would otherwise not have had. In all these efforts, there is a strong focus on reflecting the culture, surroundings, and values of the community. Play is an important aspect of how children develop and make sense of their surroundings. Toys are tools through which play is facilitated, but making toys itself is a common form of play too. The literature on play suggests that by providing kids with joyful, engaging, iterative and socially interactive play experiences, adults can guide children’s play to help children develop skills directly involved with that play experience, but also more general learning-to-learn skills. My project had two goals; the first was to give children the opportunity to develop design skills in a fun and playful way. Design is an exciting medium for kids to develop several valuable design skills, that are broadly applicable. The second was to give SRI the tools and practical knowledge to provide children with design activities through which they can develop those skills, both now and in the future. To reach these goals I designed a toolkit, consisting of a manual and several videos, that allows SRI to organise playful design workshops for kids to help the children develop these design skills. In the workshops, the children design toys from materials such as clay and wood, that are available around SRI’s community centre. In the workshops the design process is structured in three phases. In the first phase, a topic is introduced through a video, that then poses several questions to help the kids discuss that topic. These discussions help them to make their goal concrete, as they practise working together. In the second phase they build and test their idea. The kids first gather materials, and then use those materials to prototype their toy. They practise making their ideas tangible and learn from making mistakes. Finally they present their designs to each other, allowing the others to ask questions and give feedback. In doing so, they practise their communication skills and their capacity to reflect. From the third workshop onward, the facilitator has to introduce the topic and questions to the children himself, replacing the video. The facilitator can find suggestions for topics and stories in the manual to help him come up with other challenges for the kids. This toolkit gives children in Okana a fun pastime through which they are introduced to the design process, and can develop valuable design skills. This toolkit has given SRI the knowledge and tools to host those workshops. It has also given SRI a model they can use to effectively transfer knowledge from external partners to the local community.","design education; learning through play; playful education; non-profit organisation; sustainable development; toy designs; children; Kenya; toolkit","en","master thesis","","","","","","","","","","","","Design for Interaction","","-0.14595490998160826, 34.8732468153794"
"uuid:005b8667-f314-4c34-beee-4ce57c497e26","http://resolver.tudelft.nl/uuid:005b8667-f314-4c34-beee-4ce57c497e26","Designing an entertaining game for children that measures their social/emotional development","Pieters, M.S. (TU Delft Industrial Design Engineering)","Gielen, M.A. (mentor); Vegt, N.J.H. (mentor); Delft University of Technology (degree granting institution)","2020","In order to support the development of children, they are continuously monitored at all types of care they go to. The goal of SWKGroep is to improve this support of the development. In order to do this, and enrich their portfolio, they want to know the possibilities of measuring the development with the use of a physical game.
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.
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:80e1c489-f67a-432d-a42b-972a739c437c","http://resolver.tudelft.nl/uuid:80e1c489-f67a-432d-a42b-972a739c437c","The frequently replaceable prosthetic hand concept: The design of an appealing solution for growing children with an upper limb deficiency","Noë, tom (TU Delft Mechanical, Maritime and Materials Engineering; TU Delft Biomechanical Engineering)","Plettenburg, D.H. (mentor); Delft University of Technology (degree granting institution)","2019","Children missing an upper limb face a wide range of issues. Besides the difficulties adult prosthetic users face, such as unsatisfactory function, comfort, and appearance, children also have to deal with the challenges associated with growth. The goal of this thesis was to design an appealing solution for these growing children with an upper limb deficiency. With the specific focus on accommodating the physical dimension changes, as well as their ever-changing tastes and preferences. To find solutions for these issues, a design process was started. Ideas were generated, which were narrowed down into 3 concepts, before the winning concept was further developed into the final design. Crucial aspects of the final design were then validated before finally the thesis work in its entirety was evaluated. The end result of the design process is the Frequently Replaceable Hand concept (FR Hand). Instead of replacing a prosthetic arm every 18 months, the arm is replaced every few months. This allows the arm to always be the right size and keep up with the changing demands of the growing user. For the concept to work, the prosthetic replacement process needs to become significantly easier, cheaper, and faster. In order to achieve this, two main parts were developed. First, a natural looking body-powered hand, which is 3D printed using a combination of flexible and rigid parts. The hand can be quickly and easily assembled without using any tools or fasteners. The 3D CAD (Computer Aided Design) model behind the FR Hand is designed from the ground up to be scalable. The hand’s dimensions are driven by 7 main independent variables.
Second, a Graphical User Interface (GUI) is developed. This allows the user or their family to generate a perfectly fitting prosthetic hand, without requiring any modeling experience or help from a professional. The resulting 3D model can then be sent to any 3D printing service to be printed and shipped to the user.
Some of the most significant aspects of the FR Hand were validated. The durability of the flexible hinges was tested by cycling the hand 300,000 times, none of the hinges failed. The scalability of the CAD model was tested by generating 1320 hands based on randomized dimensions derived from an anthropometric database, the program was able to generate 96% of the hands without any errors. The hand prototype weighs 99 grams, has an actuation force of 14 Newton and a single finger can handle a tensile load of 157 Newton. The FR hand costs under €6 in material costs and can be delivered to the user for less than €100. In conclusion, the FR Hand is a functional prosthetic hand system that is aesthetically pleasing, always the right size and keeps up with the user’s preferences, which were the goals at the start of this project. Currently, the scalable forearm and socket interface to accompany the FR Hand are missing. Overall, the FR Hand is not ready yet to be deployed in the real world, more development and testing need to be conducted before this is a viable option for growing children missing an upper limb.","3D Printing; prosthesis; prosthetic; hand; children; growing; replaceable; upper limb; appealing; GUI; child; arm; trans radial; body powered","en","master thesis","","","","","","","","2021-01-01","","","","Biomedical Engineering","",""
"uuid:cf7f7a77-5efa-4f3f-8d58-8553184c05f3","http://resolver.tudelft.nl/uuid:cf7f7a77-5efa-4f3f-8d58-8553184c05f3","Preteen use and perception of public space in Utrecht in 1996, 2016 and into the future: Regenerating urban social structures by building on child-friendly spatial characteristics","Kiliçoğlu, Ihsan (TU Delft Architecture and the Built Environment; TU Delft Urbanism)","van Dorst, Machiel (mentor); van Nes, Akkelies (mentor); Koorstra, Peter (graduation committee); Delft University of Technology (degree granting institution)","2018","This thesis explores the possible effects of spatial characteristics on the use and
perception public space by pre-teen children. The aim of this thesis was to identify spatial patterns that can be used to create urban public spaces which enhance the ability of children to make (diverse) friends, to explore different urban landscapes, interact with different types of people and situation, and to participate in social life and democratic processes. A short investigation of the general history of children in communal spaces is presented to contextualize the situation of urban children today. This is followed by an evaluation of recurring themes in scientific literature, which shows the diversity of definitions and approaches which are applied today. In order to find possible spatial effects,
empirical research was conducted in two neighbourhoods - one urban and one sub-urbanof Utrecht, the Netherlands. A novel mapping method was used. Self-reported neighbourhood maps were drawn by children around the age of 10 during mapping workshops at four primary schools in Utrecht. The validity of the maps was evaluated by comparing them to on-site observations. Statistical analysis indicates that the effects of certain spatial characteristics near a residence are stronger than non-spatial factors such as going to school independently, living in an area where children make up over 20% of the population, of having one or more siblings. Especially the presence of courtyards or large parks is shown to benefit the social life of children in public space. Children who live near a courtyard have one to two neighbourhood more than average, while children who live near a large park have twice the spatial reach as the average child. The results of this thesis may be of interest to municipalities, urban planners and parents in general.","Spatial freedom; independent mobility; public space; children; urban youth; citizenship","en","master thesis","","","","","","","","","","","","Architecture, Urbanism and Building Sciences","",""
"uuid:4b857df4-0042-437a-9b36-9ea010e96ba2","http://resolver.tudelft.nl/uuid:4b857df4-0042-437a-9b36-9ea010e96ba2","Improving children's experience during blood drawing procedure","Vilarasau Creus, Núria (TU Delft Industrial Design Engineering; TU Delft Industrial Design)","Goossens, Richard (mentor); Groeneveld, Bob (graduation committee); Illera Massana, Helena (graduation committee); Delft University of Technology (degree granting institution)","2018","This project aims at improving the experience of children during blood drawing procedure at Sant Joan de Déu Barcelona Children’s Hospital.
Blood test is a procedure that creates stress and anxiety for patients, and it can result in a very traumatic experience for children. This brings other issues that make the blood draw more complicated, therefore, it is important to reduce their fear and anxiety.
A design for experience approach was used to carry out the project, which focuses on the experience of the user and involves the patients and stakeholders in the design process in order to design a relevant solution for them.
The final design proposal consists in a story around the blood drawing procedure. The key purpose of the story is to change the meaning of the blood test into something positive and to give support throughout the process, by giving them some tools to cope with anxiety and fear. This should reduce the need to force and restrain the patients.
The story gives a challenge to the children to complete all the steps of the blood test to get a Superkid badge. Each step involves an element that brings physical and mental benefits. These are thought to strengthen the kid’s confidence, help them to take initiative and to relax.
Reducing the fear and anxiety of patients makes the blood drawing procedure smoother and faster. From the patient’s point of view, this will result in a more positive experience and a less traumatizing event. From the parent’s perspective, this would also improve their experience and create a less stressful situation, which would make them gain reliability on the hospital. From the professional’s perspective, the procedure would be easier and smoother. If the patient doesn’t offer resistance, it would be easier to find the vein and poke correctly. Time and workload savings would result in a reduction in delays and a smoother patient flow, which is beneficial for the hospital. A better experience of the patients (and parents) would also result in a higher patient satisfaction, which leads to financial benefits.
The P-AMU will provide 24/7 care, and focuses on rapid and effective diagnostics, formulating treatment plans, and starting the execution of said plans within a maximum of 72 hours. The current plans for the P-AMU are made from an organizational or management perspective. The patient perspective is not yet included in this stage of development. Literature research showed many benefits of an AMU from the organizational perspective with the main benefit being; containing chaos in one place makes the other regular nursing departments more plannable and will improve the quality of care. The main goal is for children to go back home as quickly as possible. Medical professionals consider this to be in the child patients best interest.
To include the patient perspective in the plans, design research was conducted to fully understand the patient experience during the paediatric acute admission process. The result identified two main themes; unsure: not knowing when, where, and what to expect; and bored: which occurs during the many moments of waiting. This uncertainty consists of two kinds; the medical uncertainty and the uncertainty about the process, where the medical uncertainty is a stable factor and the uncertainty about the process is a variable. The patient journey clearly showed more fluctuation in patient’s emotions and more innovation opportunities at the ED in comparison to the paediatric nursing department. Therefore, improving the patient experience at the P-AMU already starts at the ED.
The design goal was formulated as followed:
‘‘Design a tool that improves the communication of child patients and parents with the healthcare system about the acute admission process, and that puts the children in control in a playful and understandable way, in order to make the feel less unsure and bored during the acute admission.”
An iterative design process was performed where child patients, medical professionals, and technical and design experts provided feedback from their perspective on the intermediate designs. This eventually led to the development the final concept design ‘Mijn Buddy’. ‘Mijn Buddy’ is a digital application designed for children, aged 8-13 years old, that provides insights in order to reduce the uncertainty about the acute admission process, which will eventually lead to a better patient experience. The connection of ‘Mijn Buddy’ with EPIC, the digital patient record, makes sure the journey is personalized and adjusted to a patient’s individual situation, so the right information is provided at the right moment. It helps child patients and parents to manage their expectation by providing information about what, who, where, and when things will happen.
An interactive prototype was developed to evaluate ‘Mijn Buddy’ with both a number of child patients and (non-patient) children in their home environment, as well as pediatricians and ED-doctors. The feedback and outcomes of this evaluation study were very positive. ‘Mijn Buddy’ increased the knowledge about an acute admission for appendicitis, so it can be assumed it will reduce the uncertainty about the process. Children perceived it as fun and easy to use. Not only did child patients that were unfamiliar with the hospital and their journey see a clear added value, familiar patients also perceived the information provided by ‘Mijn Buddy’, like who to expect and when, as useful. Recommendations to further improve the design were also identified from this evaluation study, such as showing the possibility of a transfer to another hospital in the patient journey.
However, more research is needed since ‘Mijn Buddy’ was only tested with one kind of acute admission (appendicitis), whereas there are a variety of reasons for an acute admission. Further research and pilot tests are needed to implement the application in the current healthcare system. ‘Mijn Buddy’ has the potential for many future extensions and build-ins like feedback surveys and pain measurements. Furthermore, with small adjustments ‘Mijn Buddy’ can also be valuable for a larger age-range. It is recommended to bring ‘Mijn Buddy’ into the market in various phases with continuous testing, adjusting, and developing.","patient experience; acute admission; children; healthcare; application","en","master thesis","","","","","","","Campus only","","","","","Design for Interaction","",""
"uuid:2a27a487-17ab-4379-8ecc-ecfb3e37fc45","http://resolver.tudelft.nl/uuid:2a27a487-17ab-4379-8ecc-ecfb3e37fc45","Blocks with an Attitude...: Putting a Rebellious toy concept to the test","Verweij, Kees (TU Delft Industrial Design Engineering)","Gielen, Mathieu (mentor); Boon, Boudewijn (mentor); Delft University of Technology (degree granting institution)","2017","Play objects designed for for rebellious play offer possibilities for physically and socially active play and derives its play value from balancing rebellion and conformism, rulemaking and rule-breaking. In doing so it is aimed to provide a setting where children can behave in ways that may not normally be stimulated. playing with a rebellious toy is meant to help children to explore the boundaries of how they can behave and the consequences that might derive from that, in a safe and playful way. The concept of rebellious play was introduced in the paper ‘Rebel by Design’ (Gielen & Van Leeuwen, 2013). BlockMe is a first attempt to methodically study an intentionally designed rebellious toy. The BlockMe prototype toy that resulted from this vision consists of a building block set that allows for quick creation of child-sized tower structures. Two of these blocks were made interactive and acted as a sort of time-bomb. these interactive blocks would respond to loud sounds, waking the block up. Subsequently it gets progressively more agitated over time. When the interactive block reaches a certain level of ‘agitation’ it starts to vigorously shake, causing the construction to collapse. Before this happens the block can also be calmed and ‘subdued’ by gently touching and stroking it. By doing so the construction can be saved. By offering these opposite play schemes the concepts plays on a perceived struggle between the inherent joy of creating something, but also the excitement of eventually destroying what was built. Offering these two possibilities is meant to provide an incentive to switch from one to the other when the urge arises to do so. It acts as an incentive for children to balance their individual desires with group expectations. This should result in a potentially difficult decision to make: do you (selfishly) act by reacting on these urges, or do you continue to be in service of the group and conform by doing what is expected of you? A study was conducted to put the BlockMe prototype to the test. To do so observations were conducted at a primary school, where four play sessions were organized. A total of 47 children, both boys and girls aged from 8-10 years old, participated in the study in groups of varying sizes. From the observations there were 38 relevant play situations identified. Only 4 of which were determined to have happened because of the prototype. It seems therefore clear that play with the prototype did not lead to any structural rebellious behavior. Fundamentally, it seems that the opposite possibilities for play that BlockMe is supposed to provide, do not actually manifest themselves as such in the prototype that was trailed. Seeing as this is the main mechanism that is supposed to trigger rebelliousness and conflict, the general perceived absence of these opposite possibilities in the prototype may provide an explanation for the lack of intended rebelliousness","rebelliousness; children; play; interplay; interactive toys","en","master thesis","","","","","","","Campus only","","","","","Integrated Product Design","",""
"uuid:a93c7dcf-83e7-4c4a-82da-f2d372f12639","http://resolver.tudelft.nl/uuid:a93c7dcf-83e7-4c4a-82da-f2d372f12639","RekenRobot: Assisting primary school teachers in arithmetic education","de Boer, Jelmer (TU Delft Electrical Engineering, Mathematics and Computer Science); de Bree, Emilie (TU Delft Electrical Engineering, Mathematics and Computer Science); Remeijsen, Pascal (TU Delft Electrical Engineering, Mathematics and Computer Science); Verzijl, Matthijs (TU Delft Electrical Engineering, Mathematics and Computer Science)","Hindriks, Koen (mentor); Broekens, Joost (graduation committee); Visser, Otto (graduation committee); Wang, Huijuan (graduation committee); Delft University of Technology (degree granting institution)","2017","A large problem that primary schools face is that the ratio of pupils to teachers is too high, the class sizes are too large and this makes it difficult for a single teacher to have a good oversight of how the development of a given child is going. The aim of Interactive Robotics is to tackle this problem by bringing robots into the classroom to aid teachers. They aim to have a single robot in a classroom that has the ability to teach different lessons and subjects; the RekenRobot being specifically for basic arithmetic. During the research phase, ideas were gathered regarding how to create teaching methods that are motivating and stimulating. For instance, personalisation, humanising the robot and adaptability of the teaching material were desired functions. The software for the RekenRobot was built from scratch, using the programming language GOAL, JavaScript, CSS, HTML and JSP. The original target audience of the project were children between the ages of 6 and 8. Later this was changed to cover different school years: 3-4, 5-6 and 7-8, making use of levels with different degrees of difficulty. The robot can work one-on-one with a child, being able to practice addition, subtraction, times tables and telling time, as well as 2 forms of explanations can be given: making use of a bus and a number line. Using no explanation to rather focus on automation is also an option. The idea of the project was to lay the groundwork for the later development of the RekenRobot, as this will be an ongoing project for Interactive Robotics. The application designed in this project will be adapted to become part of the Interactive Robotics system. The first user tests at primary schools yielded a largely positive result. The children were excited and motivated to work with the product. The system is simple enough to require very little explanation. This project was never meant to realise a product that can be deployed tomorrow, but the result is a very solid basis for further improvements.","arithmetic; children; teaching; robot; robotics; primary school; teacher","en","bachelor thesis","","","","","","","","2018-01-15","","","","","",""
"uuid:6535a98c-31c6-4c5e-9372-95c90d569557","http://resolver.tudelft.nl/uuid:6535a98c-31c6-4c5e-9372-95c90d569557","Light-Sound-Material: design of an interactive museum exhibit","de Groot, Jens (TU Delft Industrial Design Engineering)","van Egmond, Rene (graduation committee); Pont, Sylvia (mentor); Delft University of Technology (degree granting institution)","2017","This report describes the project of designing an interactive exhibit for children in the context of Science Centre Delft to actively explore, and thereby learn about, the interactions of light and sound beams with materials. It involves the application of a directional speaker in a totally new and dynamic way to trigger sound and light effects. The project is an example of a design project which is not about problem solving. It involves children as target group, which do not have urgent problems with current exhibits about light and sound interactions and do not have a specific need to learn about it. A solution space can thus not be defined by the needs of the target group. Therefore the context, the target group and the subjects of sound and light are thoroughly researched first. Then three iterations of experimentation, ideation, prototyping and evaluation are performed to gain a design vision. A final concept is developed which is evaluated with children in the context by means of a working prototype. The final concept, Sonolum, demonstrates a totally new dynamic application of a directional speaker to actively explore multi-sensory interactions with materials. With the Sonolum children can aim directional sound at modules to trigger sound and light effects. The children are invited to configure and explore patterns of modules with different materials on a magnetic wall. By doing so they can explore and learn more about different sound-light-material interactions. For example a module with a mirror reflects the sound and light in a specular and directed way, while a module with black foam will absorb the sound and light. The final prototype of Sonolum is evaluated upon enjoyment, stimulation of exploratory behaviour and bringing across the subjects of sound and light interactions with materials. The study was performed with 48 children over 2 days in the context of ‘Gamelab’ inside Science Centre Delft. The results show that children enjoy the exhibit, that the exhibit shows promise in supporting exploratory behaviour, but unfortunately does not yet bring across sound and light interactions with materials, although the children do indicate that the subject of the exhibit is light, sound and music. This may be due to some limitations of the prototype. Future development and investigation is needed to improve the perceivability of the sound-material effects in the exhibit.","sound; light; interactive exhibit; children; open-ended play; museum; directional speaker","en","master thesis","","","","","","","Campus only","","","","","","","52.0070726, 4.367312617"
"uuid:03043c35-806d-47f3-8aa6-c3ebb0df3924","http://resolver.tudelft.nl/uuid:03043c35-806d-47f3-8aa6-c3ebb0df3924","ObeCity","Ten Brug, L.F.","Hackauf, U.D. (mentor); Van Dorst, M.J. (mentor); Van der Sanden, M.C.A. (mentor); Wehrman, C. (mentor)","2017","Double Degree: Faculty of Architecture, Urbanism and the Built Environment / Urbanism AND Faculty of Applied Sciences / Science ommunication. Obesity is appointed as a pressing 21st century public health threat by the World health organization. Current sedentary behaviour in Western society is key in fast spread of the obesity epidemic. Children are most vulnerable to obesity because overweight children have a 50% chance to become obese as an adult. Latest research pleads for the approach of obesity as a contagious disease. The obesity epidemic spreads to social ties by shared social norms on eating and activity behaviour. The urban environment had played a role in the stopping contagious diseases from spreading in the beginning of the 20th century. Now urban design should find a way to stop the spread of this social epidemic, obesity. In this research four methods were used. The first method is a literature study. Through studying literature the approach of obesity in the last 30 years, the new approaches in social epidemiology and the approach through urban design were studied. Additional semi-structured interviews with experts in both The Netherlands and New York gave more insight in the latest trends and future challenges for this approach of obesity. The literature study formed the base for the ObeCity model, containing essential urban design intervention that would reduce the obesity spread among children. Solutions in this model are general and not yet applicable to a specific design location. Through a context analysis in Beverwaard, the second method used in this research, a more in depth understanding of the local context was obtained. The ObeCity model was adjusted and prioritized based on this local context. In Beverwaard active transport is already well integrated in the urban structure. However means to prevent the social epidemic from spreading, like surprising elements in the streets, were lacking. Research suggested Participatory Action Research (PAR) as a sufficient method to strengthen health perception and encourage the use of public space. Through this method the participants are involved and gain control over their environment. Also the involvement of community members when designing public space increases the chance for the community to use this space for physical activity. So this method on the one hand served the community. On the other hand it served the research and gave more insight in the needs of the target group to become physically active in the urban environment. Through this data the ObeCity model was adjusted for the last time. The creative ideas of the target group during the PAR process were direct design inspiration. These designs were adjusted to the guidelines of the model and applied in the neighbourhood through drawings and models in the final design process. So the ObeCity model involves both trends in research, spatial context and social dynamics in the neighbourhood. The use of this model when designing public space is therefore likely to stimulate physical activity in the neighbourhood among children. The in the translation of the model to spatial design, interpretation of the designer and inspiration from the PAR process eventually create the design. In Beverwaard playgrounds for functional, dramatic and explorative play contribute to the reduction of obesity. Pedestrian lanes were transformed in thematic spaces for social bounding and bridging and testing social norms. Further research is needed to monitor the effects of this design and specify the applicable elements of the ObeCity model and PAR process in order to stimulate physical activity among children even better.","Healthy city; obesity; urban design; communication; participatory action research; cocreation; children","en","master thesis","","","","","","","","","Architecture and The Built Environment","Urbanism","","","",""
"uuid:ab6d9c94-48d1-4107-915a-bc354bfa439d","http://resolver.tudelft.nl/uuid:ab6d9c94-48d1-4107-915a-bc354bfa439d","Developing an outdoors game for children","Kik, R.M.","Molenbroek, J.F.M. (mentor); Boon, M.J.B. (mentor); Andrik, M.A.C.M. (mentor); Kok, J.E. (mentor)","2017","One out of seven primary school children is suffering from overweight and sometimes even obesity. This is caused by a lack of physical activity and unhealthy food diets. Children playing outdoors is positively and significantly associated with the child’s physical activity. Peerdrops is a small Dutch company that creates product, graphic and experience designs. Next to working for clients, Peerdrops also develops its own products. One idea of such a product is the game Buiten Baas. This graduation project focusses on developing the product idea of Buiten Baas by Peerdrops, into a finished product. Buiten Baas is a game that encourages children between the age of seven and twelve years old, to play more outdoors and therefore empowers the children’s physical activity. This by playing a fun game! The overall product idea of Buiten Baas is a dice shaped game with on each face six medals. On each medal a (physical) challenge is written, which should be performed by the player in turn. Sometimes the player should perform this challenge alone, against one other player or with the entire group. The challenges are divided in six different categories: speed, agility, endurance, create, guess and chance. The player who first collects one medal of each category (except chance), wins the game. The final design of Buiten Baas is a dice of 140 x 140 x 140 mm. All faces of the dice have an indent, preventing the medals from sticking out and influencing the way the dice will roll. The material of the dice is EVA foam, because this material is soft and flexible to throw with. Moreover, it is resistant to outdoors use and it is often used for children’s products. The material cannot be easily damaged and it has a very neatly finishing. Injection molding is chosen as the most suitable production technique for the dice and the design is made suitable for this production technique. The medals of the game are made of PP. This material is very child friendly and not toxic. The medals will have a diameter of 38 mm and a thickness of 3 mm. The medals are injection molded to create an aesthetically pleasing product, which is worth paying for. The medals are imprinted with the challenges and the logo of the game. For Buiten Baas it is suggested to have a batch size of at least 10000 pieces, which will have a cost price of around €6 per game. This results in a selling price of around €30, if Peerdrops would sell the product to a reseller, who would sell it to the customers.","outdoors; game; children; physical; activity","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Integrated Product Design","",""
"uuid:0932fda8-512c-4ddb-8865-897ae704c535","http://resolver.tudelft.nl/uuid:0932fda8-512c-4ddb-8865-897ae704c535","Parametric design of a 3D printable hand prosthesis for children in developing countries","Moreo, M.","Cuellar Lopez, J.S. (mentor)","2016","In developing countries amputation surgeries are performed more often than in western countries due to a lack of medical knowledge and the prevalence of illnesses that have been defeated in the developed world. Only 5% of the amputees own a prosthesis because there are distribution and maintenance problems, as well as cultural issues surrounding the reputation of amputees, therefore only a few of the available devices are used. It is very important to have a prosthetic hand that resemble the real human hand to avoid discrimination and exclusion from the society. This is especially an issue for children due to the fast changing anatomy. The aim of the project is \textit{to develop a generalized 3D printable body-powered prosthetic hand design for children in developing countries that allows parametric design}. The advantages of parametric design is that it can be personalized for every user and every child can be fitted with a prosthesis that most resembles the size of his/her sound hand. A statistical analysis has been conducted to understand which parameters are the best choice for a parametric design. Starting from 8 parameters, only four were found important to draw a prosthetic hand (grip circumference, palm breadth, thumb breadth and palm length), while the others can be connected to the main ones. It was possible to connect all the parameters, including the four main ones, to a single parameter (palm breadth). The design was done in Solidwork and it was connected to an external file that allows to change and adapt the design without needs to open the CAD file. The hand is body powered and it is activated with a lever that, when pushed, closes the fingers. Elastic bands reopen the hand when the tension on the lever is released. The connection between the moving part (fingers) and the fixed part (palm and thumb) is a sliding curved joint, considered the best option due to the easiness of printing and similarity with a human hand. It was found that the best printing strategy is to print the device into 3 parts and then connecting it with glue and elastic bends. The prosthesis was successfully 3D printed and it fulfilled all the requirements concerning price, weight and hand shape. The device is required to support a pinch force of 10 N and mechanical tests proved that it is able to provide force up to 35 N for a child of 13 years old. User testing showed that the hand is as functional as already existing devices and that it can perform daily activities. The main problem of the hand is the durability, which needs to be improved with studies regarding support and printing strategies. Future work is needed to design a 3D printable wrist and socket.","hand prosthesis; 3D printing; parametric design; children; developing countries","en","master thesis","","","","","","","","","Mechanical, Maritime and Materials Engineering","Biomechanical Engineering","","","",""
"uuid:53cebbc2-6fd9-48f8-be36-9a148ed51306","http://resolver.tudelft.nl/uuid:53cebbc2-6fd9-48f8-be36-9a148ed51306","Improving the visitor experience at Avifauna","van der Ende, E.","Desmet, P.M.A. (mentor); van Boeijen, A.G.C. (mentor)","2016","This thesis describes the development of Voogel, a collection of bird masks with which children can experience a bird’s vision with their human eyes. Recent research showed that word of mouth marketing has lately been the most effective way of marketing for Avifauna and not other marketing programs they conduct, like flyers and posters. The goal of this project was to find out what and in which way visitors tell about their experiences at the park, with the purpose of stimulating the word of mouth marketing of Avifauna. The focus lays on their largest target group: parents with children. Avifauna has different main objectives: preservation of the park and of biodiversity, education, conservation, providing bird shelter and scientific research. Although entertainment is not seen as the main goal, visitors want to be entertained when they visit Avifauna. This is not only the case for Avifauna but for most zoos. The visitors want to interact with the animals and see them active. This is entertainment for them but it can conflict with the welfare of the animals. Still, the visitors need entertainment because the park needs revenues from the ticket sales to be able to work on their main objectives. Most people do not seem to have a realistic image of birds, this was the outcome of a survey that was done during the analysis phase. The opinion of the respondents of the survey was often based on how birds are represented in the media and how they are referred to in sayings. It is the job of the zoos to educate their visitors. Therefore Avifauna can help giving a more realistic representation of birds and help to change the prejudices, especially the negative ones. As explained before education should also be entertaining; the reason why visitors come to Avifauna. Interviews during the analysis showed that parents go to Avifauna because their children enjoy it. They love to tell about the reaction of their children during specific moments, especially about the expressions on their children’s face. These were often moments that were a bit scary for the children, because it was new for them. Seeing these different kind of emotions on their faces was something the parents loved to talk about. To get parents to talk about their experience in the park the design goal is to create an adventurous experience for the children, that shows them the fascinating and realistic image of birds and result in enthusiasm by the children. As a result the parents want to share this experience with others in a tangible way. The design needs to evoke curiosity, which evolves into fascination and astonishment during the experience by the children and results in enthusiasm that can be seen by the parents. This resulted in Voogel, a collection of bird masks that let children experience how birds can see. The bird masks let the children experience the visual capacities of a duck, an eagle and an owl, each with their own mask. The masks have a realistic look so the birds can be recognized. A fairy tale twist will trigger the fantasy of the children and make the masks more attractive for a picture. Birds have different visual capacities than humans and can see more. Putting on the mask will give the children a feeling of this difference. The user will be fascinated by what a bird is able to see. This is done by using special lenses and mirrors. Because the depth perception of the user is altered when wearing the mask the user can feel a bit disoriented. This makes it more exciting, because they have to be careful when walking. The masks are located at a special Avifauna cart where educational elements are represented. A volunteer will guide the user by telling them about the birds’ views and giving them small assignments. These assignments will help the child to get more into the role of a bird. The mask is combined with an optical illusion of 3D nest on the ground. The children are asked to find their nest, this will stimulate the walking which let them experience the differences in depth perception. This will also stimulate the photographing by the parents. The parents will often and easily share a picture with family and friends, especially if it is a cute picture of their child combined that also shows where they are and what they are doing. Testing the prototype of the duck mask with the target group showed the potential of this product. The children reacted enthusiastically and the parents took a lot of pictures. Still, some elements have to be improved. For example the information given should be made more interesting. It is expected that improving this point will increase the experience even more.","Experience; Zoo; children; adventure; birds","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:846f8086-1f1e-4cd0-891b-11aeb066f353","http://resolver.tudelft.nl/uuid:846f8086-1f1e-4cd0-891b-11aeb066f353","‘Empowering’ the caregivers of toddler rehabilitation groups: Creating a lifting system for caregivers, to lift toddlers with physical and cognitive disabilities from the ground","Gerlag, P.L.L.","Ruiter, I.A. (mentor); Molenbroek, J.F.M. (mentor)","2016","INTRO Rijndam is a rehabilitation centre in Rotterdam that is specialised in complex rehabilitation problems. Rijndam has different locations and different departments. At the Ringdijk there is a children’s department where the toddlers are supported by caregivers of rehabilitation daycare, social workers, psychologists, rehabilitation pediatricians, speech therapists, physiotherapists and an occupational therapists. This graduation assignment focuses on the therapeutic toddler groups (TTG) (age 2-4) treated at Rijndam location Ringdijk. IDENTITY & DISCOVER One of the TTG is Dikkie Dik, a group with children who have cognitive and physical limitations. During these toddler classes the caregivers and therapists play and exercise with the children. They change the childern’s diapers and feed them. The TTG takes places twice a week, for three hours. Due to all the different activities in this time frame a toddler at the Dikkie Dik group needs to be transferred by a caregiver approximately 8 times an hour. A lot of these activities are performed on the rehabilitation mat (on the floor). Lifting the children up and down from a low level so many times can cause back and knee problems for the caregivers and therapists. Observations and interviews showed that the lift from the mat (ground) is one of the most common lifts and also the heaviest lift. Although the caregivers suffer from knee and back pain, they only use muscle power to lift the toddlers. It is easier and much faster to lift the children than grabbing a lifting tool. It is important for the caregivers to stay close to the children. Due to the cognitive limitations it is very important that the (inter)action between the child and caregiver is familiar and pleasant. EXPLORE As concluded from the observations the caregivers want the transfer to be fast, personal and pleasant for the children. The available lifting equipment is not capable of these interactions. Especially for lifting from the ground no solutions that do not cost a lot of time to set up, are available. When designing a new product it is important that the caregivers are motivated and willing to use the product. Motivation is more easily triggered by tasks that are easy to perform. A good trigger could also be a product that benefits the rehabilitation of a child. It is very important to make use of the childern’s capabilities and possibilities. Otherwise the toddlers can be discouraged and this will also influence the caregivers use. DEFINE Out of the first phase some conditions for the design can be summed up. The caregiver should be triggered to use the design, it should be easy to set up and relieve tension from the knees and back. The child should have the ability to use the design. It is extra beneficial if the product stimulates the revalidation process of the toddlers. The interaction should be personal, empowering and clarifying. From this a design goal is formulated. DESIGN GOAL Relieve weight fast and easily for the caregivers during the transfer from the ground while lifting a toddler. The design should be able to support the childern’s rehabilitation process. This design goal should fit in the context of Rijndam. Rijndam is constructing a new building with an emphasis on different themes. Living Lab, Flex Workspaces and Healing Environment. These themes are important for the context of the design. DEVELOP & DESIGN With these findings and an ideation phase, the first concept direction was created. The concept direction of a mat that can move up and down was evaluated and iterated. This mat, named UP, is an adjustment of the current rehabilitation mat. The mat replaces the vertical lift from the ground. A scenario was presented to the employees of Rijndam and discussed. The main concerns of the employees were: being afraid that the child could fall; all the children have to go up and down at the same time; and the ability to reach each child. The caregivers from different TTG’s were positive about the concept direction. They could see themselves working with the product and found it useful. After the feedback and conversations with experts the design was iterated and the user tests where conducted. The users test tested a few interactions and gave an idea of the user scenario. With this information the UP was created. The UP, has a lifting system similar to an electric pallet lifter and a sensory screen to stimulate the rehabilitation of the toddlers. The mat is able to move to different heights. This makes it possible to not only work on the ground, but also at sitting and at standing height. By making the mat able to go all the way down to the ground the children are still able to crawl on and off the mat. The implemented railings with adjustable hinges on the sides of the mat can be put in an upward position to prevent the children from falling off. With the UP the vertical lift can be avoided for the caregivers, only horizontal lifts are needed. This can relieve the back and knees of the caregivers. VALIDATION A final user test was conducted with a prototype scale 1:1. This was done to find out if the measurements were right and how the product was used during different tasks. The working regulations were analysed and a safety risk matrix was made to make sure the UP meets these standards. A working height of 1.10 m and no sharp edges are of these standards. This information was processed in the design. CONCLUSION The design goal described the qualities the product should have. The interaction qualities describe how the use of the product should feel. With questions asked and tasks performed during the user test, there could be seen if the interaction qualities were triggered. Personal. Using the UP still feels personal. The design felt personal, because the caregivers are still able to feel and make contact with the child. The interaction is less personal than lifting the child. But this way is more personal than current solutions. Instantly clarifying. This quality was difficult to test. Only the main function of the UP could be tested. The fact that the UP can move up and down was instantly clarified and easy to use. The railing system was clear. Furthermore a child lock should be added to both the railing system and the controller. If this is instantly clear needs to be tested. Also folding the mat for storage and locking the wheels could not be tested. When the final prototype is made this can be determined. Empowering. The UP is empowering on different levels. The caregivers need less strength while transferring, during a rehabilitation class. It gives the caregivers more power during the classes for extra activities. If they suffer from less physical pain this can also be beneficial outside their working environment. The classes cost less physically effort this will benefit the working attitude. In another way it empowers the children by providing an extra stimulus with the sensory screen. During this project several tests were performed to try out the use and principle of the UP. The product still needs another iteration and testing round with a final prototype before the UP can be implemented. A safety expert should check the final design on different safety aspects. By finding a partner who is willing and able to develop the product, manufacturing of the UP could be realised.","lifting; transfer; rehabilitation; children; caregivers","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"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:bb207d97-a58a-43d3-9bc1-dba488cbf345","http://resolver.tudelft.nl/uuid:bb207d97-a58a-43d3-9bc1-dba488cbf345","Hoboken asthma centre for children / Hoboken astmacentrum voor kinderen","Deighton, E.M.","Stuhlmacher, M.E. (mentor); Alvarez, L. (mentor); Fokkinga, J.D. (mentor)","2016","","astma; asthma; children; healthcare; Hoboken; Rotterdam","en","master thesis","","","","","","","","","Architecture and The Built Environment","Architecture","","Interior - The healthy environment","",""
"uuid:f3ad38d1-208b-4564-b1f6-1a6f3ae3a636","http://resolver.tudelft.nl/uuid:f3ad38d1-208b-4564-b1f6-1a6f3ae3a636","The ABC of Happiness","Jakubowska, B.M.","Nottrot, R. (mentor); Wagenaar, C. (mentor); Van de Voort, J. (mentor)","2016","The project focuses mostly on the social aspect, precisely on the relationship between immigrant and native Dutch children, as well as their families in order to bridge the gap between those groups.","immigration; children; happiness; structuralism","en","master thesis","","","","","","","","2016-02-04","Delft University of Technology","Architecture","","Explore Lab","","51.9225000, 4.4791700"
"uuid:3cd16a1f-59cf-496f-b68c-bb144f89fe01","http://resolver.tudelft.nl/uuid:3cd16a1f-59cf-496f-b68c-bb144f89fe01","Redesigning KLM's Service Regarding Unaccompanied Minors","Uña Borràs, M.","De Lille, C.S.H. (mentor); Hiemstra-van Mastrigt, S. (mentor)","2015","Unaccompanied Minors Service (UMS) is one of the products offered by the airline Koninklijke Luchtvaart Maatschappij N.V., better known as KLM. This pre-requested service offers an escort to children between the ages of five to fourteen, who travel alone. Children who recieve this service are called Unaccompanied Minors (UM). The current UMS is a complex process, which involves different actors (i.e. UMs, their families, KLM, other partneer airlines, Schiphol services, etc.) and interactions between them through many steps in the journey. The connections and procedures between these different components lack harmony and synchronization, which in turn adversely affects the performance of the service. In addition, UMS’s innovation needs have been overlooked as the service has not been included in KLM’s management priority list until today. Due to recent delicate incidents compromising the security of KLM UMS’ minors and the pressure of a revelling audit report on the service performances, the company decided to bring the service up to priority focus. This graduation project from the Master Design for Interaction from TU Delft complements KLM’s efforts to improve the UMS service. It does so through an analysis of the current state of the service, by researching opportunities for improvement, and by proposing a design solution to be implemented by KLM within one to three years. The final design solution consists on a new Product Service System based on an Application for KLM employees which could be integrated in the new employees platform “Appy2help” (starting piloting November 2015). This application will gather different functionalities that will facilitate the service performance on several levels. The application will be complemented with an “UM wristband” which will be delivered to the UM at the beginning of their journey and which will substitute most of the current paper work as well as optimize different steps of their journey. A new direct communication channel between families and the company was also created in order to keep them updated on the minor’s status among other extra services. The access to this new channel will be via KLM’s core application. The minors travelling alone will also have access to a travelling and entertainment application which would make their solo journeys much more enjoyable.","Unaccompanied Minors; product service system; wristband; children; service platform; staff workload","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","PIM","","","",""
"uuid:7403ac26-c11d-4b69-b034-7ea463a4b9ed","http://resolver.tudelft.nl/uuid:7403ac26-c11d-4b69-b034-7ea463a4b9ed","Meaningful transformable wearable's","Copini, H.","Vroom, R.W. (mentor); Molenbroek, J.F.M. (mentor)","2015","In the last couple of years there has been a massive increase in the development of wearable self-monitoring products and services. Within this project the initial goal was to explore the possibilities how parents of young children could be supported with a wearable device which is able to monitor vital signs or detect specific symptoms when dealing with an acute sick child. The project was specified by setting out to develop a product with wearable capabilities which could transform or adapt to provide the needed health information of a child and support parents who are in doubt of their child’s health. The analysis phase revealed temperature is seen by both parents and GP´s as a valuable indicator to determine/track the severity of sick child and was therefore selected as the main vital sign to monitor. Other vital signs and symptoms which would provide extra support but were also technically feasible to monitor were explored. Monitoring respiration and detecting febrile convulsions were identified as sources of health information which in combination with temperature could create a greater level of support for parents. The design goal which formed the scope of the development phase was to develop a product which is already used in the existing life context of parents but has an additional unobtrusive, comfortable, wearable core temperature monitoring functionality. Existing thermometers offer two functionalities, either a spot-check measurement or continuous core temperature measurement in the form of a wearable. These wearables proofed to be neither reliable nor comfortable. A combination of these functionalities in one product was identified as an opportunity as it could create a device which could adapt to the information needed by the parents. A product which is able to give quick and accurate access to information on the child’s temperature and the possibility to track the temperature over longer periods of time when necessary. Based on additional research, brainstorm sessions with expert, guidelines and co-creations sessions with parents a product idea was selected which is able to transform for spot-check to wearable thermometer positioned on the edge of a diaper. In the embodiment phase a working prototype of a sensor was build to test two different methods to unobtrusively measure core temperature. Two product designs were 3D printed to test what method to connect the probe and the wearable and attach the wearable to the diaper would be convenient and reliable. The product proposal in which this resulted is called Snappy, a thermometer which is able to transform from a spot check-thermometer to a wearable which can continuously monitor core temperature, respiration and possibly detect febrile convulsions. A novel feature is that the Snappy combines wearable and spot-check temperature measurements in one device, using the spot-check measurement to calibrate the wearable.","wearable; thermometer; transformable; children","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","Master of Science Integrated 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:f630a579-92a1-4da7-a122-cd30d35ee1f7","http://resolver.tudelft.nl/uuid:f630a579-92a1-4da7-a122-cd30d35ee1f7","A cognitive approach to a child-safe and elderly-friendly bottle cap design","Blok, D.","Ruiter, I. (mentor); Wever, R. (mentor); Van der Knaap, S. (mentor)","2015","Child-resistant caps (CRC) are well-known as a solution to create a child-resistant barrier for bottles with toxic chemicals inside such as bleach or turpentine. The problem of intoxications with children however still exists. The problem lies in the fact that the real reasons of intoxications are not being tackled. Almost every CRC on the market today is a force-based design. Meaning that the force required to open the caps is high, a force so high a child is not able to open the caps. This statement is true, but only for the caps that are sold in the stores. After the first use, the caps are often not placed back with the same amount of force at which the cap was released from the bottle. Then, the child still only needs little force to open the cap and take a sip of the liquid inside the bottle. In other cases, intoxication occurs while the cap is separated from the bottle. In an unguarded moment, the child simply grabs the bottle and the inevitable occurs. Next to the problems of intoxications is the fact that any adults seems to have a bad experience and therefore trouble with opening any CRC. It takes too much force for any healthy adult, let alone people with physical limitations in hand force and dexterity such as people with rheumatism and elderly. The aim for this project has been to create a cap design which could be opened by people with physical limitations, next to still being child-resistant. The new cap design aims to no longer try to solve the problem of intoxications with children by creating a force-based child-resistant packaging, but looking at the problem differently.","child-resistant; caps; rheumatism; elderly; children; intoxications","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Design Engineering","","","",""
"uuid:bec18f28-74c9-4c01-97a2-b784ced26e2e","http://resolver.tudelft.nl/uuid:bec18f28-74c9-4c01-97a2-b784ced26e2e","Street Smart: A Social Learning Perspective on the Restructuring of Oud-Charlois","Koomen, I.M.I.C.","Stolk, E.H. (mentor); Harteveld, M.G.A.D. (mentor); Meijers, W.L.E.C. (mentor)","2014","The graduation process Street Smart focuses on the problems prevalent in problem neighbourhoods, particularly those that affect young people. By creating a link between the social sciences and urbanism, this projects aims to create socio-spatial interventions that target both the social and spatial dimension of the problems at play. This approach is illustrated through a practical case study of the neighbourhood of Oud-Charlois. It's design is specifically focused on supporting children and adolescents, who are not merely target groups but also co-designers of the project.","problem neighbourhood; socio-spatial transformation; social learning; spatial determinants; Oud-Charlois; young people; children; adolescents; patterns; pattern language","en","master thesis","","","","","","","","","Architecture and The Built Environment","Urbanism","","","",""
"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: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:3540ec70-a8de-498b-baea-f8dedd05284f","http://resolver.tudelft.nl/uuid:3540ec70-a8de-498b-baea-f8dedd05284f","Magic Magnetic:Playground equipment for improving girls’ gross motor manipulative skills","De Groot, D.M.","Boersema, T. (mentor); Wormgoor, R. (mentor)","2014","Today’s 10 year olds will die at a younger age than their parents will (Sportnext, 2012). For the first time in years the life expectancy of a human has declined. During the last few decades in Europe young people’s physical performance has declined. A decrease can be identified in most of the motor abilities, and physical performances such as speed, endurance and strength (Brettschneider & Naul, 2004). Research has been done in order to determine the differences between boys and girls concerning physical activity. Literature research and interviews with experts indicated that girls are less physically active than boys (Harten, Olds & Dollman, 2007). Girls also have less developed gross motor manipulative skills (GMMS). Reasons for the differences between boys and girls might be both internal and external. Internal reasons for example are the differences in interests of the two sexes. An external reason is that girls and boys are stimulated differently by culture and environment. Girls also feel that boys have greater skills in sports, which results in girls participating less in certain sport and activities (Frost, Wortham & Reifel, 2012). Many sports and games played by children require mastering GMMS (ball skills). In order to enable more equal chances among boys and girls a solution should be found. It is assumed that helping girls to develop GMMS will also help them gaining confidence to participate more in ball sports and games. In collaboration with Studio Jan Ooms playground equipment is developed in order to give six to eight year old girls a chance to practice and develop ball skills. To further develop the chosen concept and to test the interaction between user and product a mock-up model of the Magic Magnetic was tested with eight boys and girls. It was evident that the participating children were enjoying themselves a lot when they were playing with the Magic Magnetic (§ 5.3.3).The children also believed that the game will help developing ball skills. It was noticed during the test that the playing area was too small and the table’s shape needed to be changed. Using strong magnets increases the effect on the movement of the ball. For that reason in the final design even stronger magnets will be placed inside the table than the ones used in the mock-up model. Different patterns of the magnets and two settings were tested during the mock-up test. The game has been played and tested with and without bowling pins. Both were experienced as a lot of fun. For the final design a decision has been made to leave out the bowling pins. In future product development the bowling pins can be reconsidered as they add a lot of game possibilities to the product. The Magic Magnetic is a magnetic table with a magnetic ball hanging above this table. It consists of a ball suspended from a pole by a chain, and a bowl shaped table underneath. A strong magnet is inserted inside the ball to make it magnetic. The table’s surface contains several groups of strong magnets as well. The magnets inside the table’s surface are repelling the magnet inside the ball. This is causing the ball to move unpredictably. Children can stand around the table and inside the gaps of the table’s surface to play with the ball. They can discover the magnets and try to play and throw around them. On the surface of the table are coloured lines. These lines are positioned in a way that when a ball is being thrown exactly in that direction the ball will follow the path of the line. Because this game only requires the use of hands, it is also possible for children in a wheelchair to play. The product will be placed in a public outdoor environment. Girls are given the opportunity to practice and play whenever they want to. Further research is required to evaluate the final design. In order to check the play value and the interaction with the final design a prototype must be built and tested with the target group.","children; motor skills; gross motor manipulative skills; ball skills; magnets","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:d7edda4e-b9c9-4156-83a3-fb416177a5e7","http://resolver.tudelft.nl/uuid:d7edda4e-b9c9-4156-83a3-fb416177a5e7","Rebels at play: Exploring co-research to design a rebellious playground","Luijpers, B.J.M.","Van Doorn, F.A.P. (mentor); Gielen, M.A. (mentor)","2014","For this project the goal was to obtain user insights about the perspectives of children about rebellion in play. After conducting a literature study it was found that being rebellious is beneficial for children, because it allows them to escape from the adult world. This leads to developing multiple capabilities like self-reliance, co-operation, problem solving and interpersonal skills (Gielen and van Leeuwen, 2013). The literature review ended with two research questions about rebellion in play and multiple sub research questions. The main questions are: How do children perceive rebellion and rebellion in play? How do children perceive rules and rules within play? Research method: Co-research To obtain user insights, a novel method called co-research was used. Co-research is a method in which the user takes the role of researcher, researching his or her peers. This might lead to rich contextual insights (van Doorn, 2013). The previous described research questions were translated to interview questions for children, in order to obtain insights about rebellion in play. After, co-research was conducted with two groups of five children. During three sessions, the children were trained in conducting interviews and conducted the actual interviews with their peers. The co-research sessions also served as a case study to evaluate provisional guidelines about conducting research. This can be found at the end of the report. All the sessions and interviews were transcribed and analyzed. Interesting quotes were selected and interpreted by a group of five industrial design students. This led to the following insights about rebellion in play. The transcripts of the co-research sessions and the interviews were taken to the next phase of the project: Analysis Analysis It was found that children have clear motivations to act rebellious. The rebellious acts have certain consequences, but children tend to avoid these consequences. In general they try to seek their personal limit of acting rebellious, without having to deal with the consequences. Motivation to act rebellious Children have several motivations to act rebellious: personal reputation, competition, revenge and inner urge. Different types of rebellious children could be identified, which have different motivations to act rebellious or not (personal reputation). For instance, The little shy girl, would not act rebellious on a regular base, because she is scared of the consequences. If she acts rebellious, she would do it to experience how it feels so she can talk along with her friends. The popular guy acts rebellious, to maintain his popular reputation. He will make fun of others and pretend to be the best in everything. The bad boy wants to look tough and therefore acts rebellious openly. The second motivation is about competition: they rebel because they want to win a game. The third motivation: inner urges, is about feeling the urge to act rebellious, just because a certain act is forbidden. Sometimes children act rebellious just for fun or for example after a long time of conforming behavior. The last motivation is about revenge: you act rebellious because you are angry with someone. What is rebellion? During the co-research sessions it was found that children perceive rebellion as fun. Rebellious behavior can be divided in different categories: doing bad things secretly, bullying, cheating, demolishing and physically hurting. Rebellion was perceived as something nice, especially when they are able to avoid the consequences like punishment. Consequences of rebellious behavior While being rebellious in the attendance of some adult, you will get punished for your behavior, while in the attendance of other children; there are multiple possible reactions, depending on the character of the child. Some children get angry, some children have to cry while get cheated on, because they find it unfair and other children have to laugh when someone cheats. It seems that cheating is not a big issue, because after some minutes the game continues again. There is interplay between rebellious behavior and the consequences: avoiding the consequences of rebellious behavior. This friction field seems to be the most interesting for the children. They want to act rebellious, find their personal limit of rebellious behavior, but avoid the consequences. Limits of rebellion This leads to the limit of rebellious behavior; you should not hurt others, force others, or demolish others’ properties. There is a rule, which all the children agreed on: Treat others the way you want to be treated yourself. In general, children like to play without parents, because this enables them to do what they want. The rules of behavior are clear between peers. If there are problems, mostly they are able to solve these themselves. The research findings were represented in a research scheme (figure 2 in this report). This scheme together with the interaction vision could be used as the starting point for designing. Applying the research scheme (figure 2 in this report). Several categories of rebellious behavior were described in the scheme with corresponding rebellious actions. These actions can be used as the starting point of a brainstorm session, because those are the things that children perceive as rebellious. When an idea is born, it is important to look at the motivations in the scheme. Children have different motivations to act rebellious. These motivations could be used as user cues in your design in order to trigger the children to act rebellious. The rebellious actions lead to several consequences, which children tend to avoid. It is important to look at the consequences of your design: what are the consequences of being rebellious and which of the consequences should be removed/remained? Rebellious behavior leads to four kinds of consequences: 1. A conflict with your inner self: the dilemma to act rebellious or not. 2. A conflict with a peer - When being rebellious against a person, a conflict between those two might arise. 3. A group conflict - when being rebellious and the group results suffer from it, a group conflict might arise. 4. A conflict with the outer world - another possibility is that people who are not directly participating in your environment, get in a conflict with you about your behaviour. For example: parents, teachers or a different group of children not participating the game. When designing, it is important to question yourself what kind of conflict you want to trigger with your design. Based on this scheme, multiple ideas and three concepts were generated. The concept serve as an illustration of how to use the research scheme and as an inspiration to designers. Example of concept As an illustration of how to use this scheme, three concepts were generated. One of the concepts will shortly be described below. Moving base: Moving base is a concept based on the conventional game “hide and seek”. In hide and seek there is a base, where the seeker has to tag someone he/she found or were the hiders can set themselves free. In this concept there are five bases instead of one. During the game, the hiders can change the location of the active base. In the conventional game “hide and seek” it was perceived as cheating to hide close to the base or when the seeker was staying close to the base. By playing ‘moving base’, children are being rebellious against the rules of the conventional game. The value of this game lies in the fact that children can use certain strategies to win the game, for example by moving the base closer to them. Also they can betray their opponents by revealing their spot or ruining their strategy. Children are being rebellious against their peers, which might result in conflicts with peers or group conflicts. Evaluation of designing for rebellion in play After using the scheme to generate concepts, an evaluation of designing for rebellion in play was done. Is it possible to design rebellious games or playgrounds? Once you design something, that facilitates rebellious behaviour, it might not be rebellious anymore, because you approve it. On the other hand, when forbidding things and setting up clear rules which children might break, it becomes too obvious and becomes conforming soon enough as well. On conclusion, when designing for rebellion, try to design subtle cues that provide children with the opportunity to rebel. The value of rebellious behaviour might lie in the interaction between children, which is the result of rebellious behaviour. This interaction has to do with the four types of conflict described earlier (Confict with inner self, with a peer, group conflict and with the outer world). When designing, try to trigger these kinds of conflicts, based on the motivations named in the scheme. Use the acts of rebellious behaviour as an inspiration of what kind of rebellious things to design, but try to not literally translate them into ideas. After the research phase, it was concluded that there is a friction field for children in the scheme: seeking their personal limit of rebellious behaviour without having to deal with the consequences. At the end of this project, it can be concluded that the designer should not focus on this friction field, because when focusing on removing the consequences the rebellious feeling might vanish. Therefore, the designer should focus on the friction field: Consequences and avoiding the consequences. New vision This lead to a new vision for designing for rebel in play: “The playground should trigger conflicts by giving children options to experience the dilemma between being rebellious and conform.”","co-research; rebellion in play; children; play; child participation","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Strategic Product Design","",""
"uuid:fa4a3891-4951-4d48-a38d-0d444f39ab28","http://resolver.tudelft.nl/uuid:fa4a3891-4951-4d48-a38d-0d444f39ab28","Dining out with kids","Baeten, J.","Wormgoor, R. (mentor); Van Egmond, R. (mentor)","2014","This master thesis is about dining out with kids. Visiting a restaurant with children is sometimes hard, because children get bored and misbehave. The waiting time is most hard to overcome for children. Restaurant miss profit here, because parents do not order an extra dish or glass of wine. This report analyses the niche market of products for children in restaurants. The restaurant market is analyzed and a research about the development of children and their play is conducted. At the end a product is developed that helps children to overcome the waiting time. The product is a chalkboard with different template games. Materialization and production are also described in this thesis.","dining; children","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","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: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:f46a3aff-eb7a-407a-9d51-d8cfd86d5dd8","http://resolver.tudelft.nl/uuid:f46a3aff-eb7a-407a-9d51-d8cfd86d5dd8","Interacting with patients and their parents: Exploring design opportunities for supporting pediatric oncology nursing staff","Heikamp, A.","Melles, M. (mentor); Cuijpers, C.F. (mentor); Lakerveld, M. (mentor)","2013","The assignment of this graduation project was to investigate the current interaction strategies of the pediatric oncology nursing staff in challenging situations on the pediatric oncology unit. Which interaction problems exist on the pediatric oncology unit? And which interaction strategies between the pediatric oncology nursing staff and patients and their parents can be identified? The goal of this project was to define design opportunities for supporting the pediatric oncology nursing staff in these challenging situations. An overview is created for designers where pediatric oncology nursing staff can be supported in dealing with the interaction problems with patients and their parents. These supporting designs can help the pediatric nursing staff to interact with patients and their parents in such a way that the child feels safe physically and emotionally. This will foster the curing process.","Prinses Maxima Center; childhood cancer; research; interaction; pediatric oncology nursing staff; parents; children; communication","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:5c36630e-6291-432a-b527-fa7802980451","http://resolver.tudelft.nl/uuid:5c36630e-6291-432a-b527-fa7802980451","Reframing Foundation Cinekid","Van Mastbergen, L.A.","Verlinden, J.C. (mentor); Tabeau, K.E. (mentor)","2013","Media plays an increasingly prominent role in modern day households. The use of media among young children is growing and a growing amount of media content is aimed directly at this target group. It is foundation Cinekid’s aim to contribute to the improvement of children’s position towards media and to improve image culture for children. Due to the dynamics of the current media climate Cinekid sees the need to rethink their positioning: A future vision and suiting product service design provides opportunity for this. This report describes the process of the graduation project ‘Reframing Cinekid: a new frame of reference for foundation Cinekid’. The topic of this report is foundation Cinekid, based in the Netherlands. Foundation Cinekid organizes the largest media festival for children worldwide, covering cinema, television and new media. Due to several changes in their working field, Cinekid sees the need to rethink their positioning. For this graduation project the Vision In Product method is applied as used within the company of KVD Reframing. KVD Reframing has further developed the ViP method into the Reframing method. This report describes the results of the application of this method. In accordance with Cinekid the research domain was established as ‘Media for children in 2020’. Extensive context research was done on a broad range of factors that influence Cinekid company as a whole. In order to structure the information found, the factors where grouped into clusters. These clusters served as the input for the formation of a framework. This framework represents the future context, based on the found factors in the research domain. The framework describes the future media use of children in general. In accordance with Cinekid, a vision statement was developed that describes the position Cinekid will take in response to the future context. To give more depth to the vision statement, suiting interaction qualities and product qualities were developed. An internal analysis of Cinekid was executed to gain insights on how the vision statement can find the best strategical fit within Cinekid. This altogether provided a list of requirements, and in combination with the vision statement served as the basis for product development. Several concepts were developed, one was chosen and further elaborated. Research was done on the way children make distinctions between media and how they search for media. The final design is an online media portal for children, designed to fit to children’s way of searching for media. The core idea behind the website is to stimulate children to take control of their own media consumption, by allowing them to search for and select media of their interest. An interactive prototype was made and tested in Science Centre Nemo. The report concludes with the results of this research and a reflection on the final design.","vision in product; media; website; Cinekid; children","en","master thesis","","","","","","","Campus only","2014-05-30","Industrial Design Engineering","Design Engineering","","","",""
"uuid:b4f3e6c7-5e73-4f7d-917e-2b7ebb24bf64","http://resolver.tudelft.nl/uuid:b4f3e6c7-5e73-4f7d-917e-2b7ebb24bf64","The Apelication: An educational concept for children at primate park Apenheul","Stone, R.C.","Van Mourik, F. (mentor); Kamp, I. (mentor)","2013","A concept creating a bond between children visiting Apenheul and the primates they see. The Apelication is a mobile phone application that encourages children to take a closer look at primates and stimulates mirrored behavior, showing the similarities between visitor and primate. After the visit at Apenheul a personal memory book can be taken home, where there is room for more learning about primates.","mobile; application; primates; zoo; monkeys; apes; children; interaction design","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"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:f90d8c61-62ae-46c6-8744-a41688f74850","http://resolver.tudelft.nl/uuid:f90d8c61-62ae-46c6-8744-a41688f74850","Can you keep a secret?","Van den Berg, M.P.","Willers, W. (mentor); Koopman, F.W.A. (mentor)","2012","""Can you keep a secret?"" is about a urban design for redevelopment of the Heijplaat area, and about an architectural design to transforming the former submarine shed of the RDM into an educational center for sustainable science. The thesis is relevant to the assignment we now face: finding a way to deal with the giant built structures left to us by our industrial past.","heritage; industrial; onderzeebootloods; sustainability; science; children; educational; Heijplaat; RDM; submarine; RDM campus; stadshavens; continuous; value assessment","en","master thesis","","","","","","","","2012-12-14","Architecture","RMIT","","RMIT","",""
"uuid:d6eea5c0-d95b-4020-b5fb-db11aa01fd1c","http://resolver.tudelft.nl/uuid:d6eea5c0-d95b-4020-b5fb-db11aa01fd1c","Designing an E-learning platform for the Aflatoun Academy","Xue, B.","Van Mourik, F. (mentor); Van Doorn, F. (mentor); Pudjiatie, C. (mentor)","2012","Nowadays, E- learning has became an realistic education alternative to everyone with an internet connection. It is not only about learning, it is also about online socializing, communication and personalizing. There is no teacher and classroom, students have more freedom of time and location. The use of multi-media and ICT (information-communication-technology) makes E-learning more dynamic and interactive than traditional paper-based materials. However, it also takes time and effort to design a good E-learning product. Without face-to -face teaching and introduction, E-learning designs need to be clear enough for learners. A good using experience is also asked by the learners, which can make their learning more fun and motivating. This master graduation project focused on designing an E-learning platform for the Aflatoun Academy. As a part of the Aflatoun program, Aflatoun Academy’s aim is to help teachers through training of teaching the Aflatoun curriculum. Currently Aflatoun teachers are from all around the world and they are usually trained by local trainers in a three-day-workshop. The challenges of this project are to develop a new digital way of processing the educational content to teachers on an E-learning platform, work together with the paper format curriculum; To support and inspire teachers’ work on the platform; And to stimulate the communication between Aflatoun and teachers and also between teachers from different schools. Starting from the preliminary research of the design context, a context analysis was performed, including two parts. The first, an Internal study, was aimed to get a deep understanding of the relevant company information in this project, including the materials they are using, the training activities they are doing and the future strategy. The second part is an analysis of E-learning theories and E-learning products, which could guide the future design. At end of this research, the design opportunities are mapped. After finding the design opportunities, the target user group was studied, for understanding teachers’ behaviors in their current work situation and their behaviors in digital activities. The data gained from this study helps to form the user model for further design’s use. From the design research of the context and users, the design brief has been defined for guiding the conceptualization phase. In conceptualization, a scientific interface design approach has been taken, including 5 steps: Defining functions and features; Building information structure; Sketching flowcharts and wireframes; Preliminary concept evaluation and finally the Design visualization. At end of this phase, the framework of the concept has been formed. Then the concept has been detailed and evaluated. The Evaluation was done with a functional prototype. Insights are gained, about both usability and user experience. Finally design improvements have been made based on the evaluation results. The final design of the Aflatoun Academy E-learning includes four basic elements: Program information, Aflatoun educational content, Communication&socialization and finally Personalization. They have been translated into functional features. These features are arranged into the information structure with some other supporting functions. The final concept has four main functional parts in the information structure. They are ‘About Aflatoun’, ‘Aflatoun Resources’, ‘ Teacher Community’ and ‘Personalizing functions & Others’. About Aflatoun: Includes two sub.-parts, ‘Aflatoun intro.’ and ‘News & Events’. Here users can get to know Aflatoun program and keep updated with the program information. Aflatoun Resources: Includes two sub-parts, ‘Training refreshing’ and ‘ Teacher supports’.‘Training Refreshing’ is aiming to help teachers refresh the content in training workshops. Users can check out the training manual and watch corresponding workshop videos. In ‘Teacher supports’, users can access the teacher manuals’ content and get further materials from Aflatoun. They get tips, teaching aids and other inspirations without hard searching. Because the topics on the platform are all tagged, the system offers a thoughtful way of relevant resources searching too. Teacher Community: Includes two semi-parts, ‘Share & Discuss’ and ‘Groups’. As an important part of the platform, the teacher community stimulates group learning and communications. Teachers’ experience, stories and questions are shared here. Teachers feel getting more involved by participating the online activities. Aflatoun Academy will also hear more from the teachers and make efficiently use of their feedback. Personalizing functions & Others: The platform also offers personalizing functions such as users profiles, editing their tags and manage the information they are interested in by marking it. It gives the users more control. Other supporting functions such as the searching engine and the online guide are also offered on the E-learning platform. The four main parts explained, offer many more functionalities than described. The report presents the research results and design details, which can be used as a basis for the further development and implementation.","E-learning; website design; Aflatoun; teachers; education; interaction design; children; platform; online community","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:a4c6d38b-e040-4479-9b63-2b50b2d67c77","http://resolver.tudelft.nl/uuid:a4c6d38b-e040-4479-9b63-2b50b2d67c77","Band: A social music player for children in middle childhood","Overkamp, T.W.J.","Mulder, I.J. (mentor); Gielen, M.A. (mentor); Kock, J. (mentor)","2012","Band is a product service system which has a physical music player and an online music service as core components. It allows children to listen to music alone and with friends. The songs are provided by a streaming music service and can be shared online and offline. When children are about 8 years old, they enter a new phase in their development, the so-called operational phase. This phase is characterised by a number of changes. Firstly, friendships and relationships with peers begin to take a more prominent place. Belonging to a group becomes more important. Secondly, children start to share objects and stories with their peers. The fact that their senses mature and their increased focus on detail help them to assess the value of these objects and the equality of these exchanges. Another effect of the increased focus on detail is the desire of children to have more complex and real toys. Finally, the formation of their personality becomes more concrete when children are between 8 and 10 years of age. Children form and can communicate their preferences. Their music preference changes rapidly and is often decided upon within a group of friends. Current music players do not offer a combination of a detailed, mature appearance and the possibility to stay in contact with friends, aspects that are important to children between 8 and 10. The Band ecosystem takes these elements of child development and product desires into account and allows children to listen to music both alone and with friends. Firstly a player that can be used to by children to play their favorite music at home. The songs that are played are the songs they have stored in their account of the music service. Apart from listening to songs on their own, they can invite friends who also have Band to listen along. Secondly a music service where children can search for new songs, manage their current songs and see what music their friends have in their account. Behind this service is a database of streaming music. In order to be able to see what music friends have in their account of the service, children can exchange avatars that come with the player. This exchange connects the accounts online. Avatars can only be exchanged when children meet in person, which limits the risk of children connecting to strangers. Finally, children can also share music using so-called mixtapes. On these mixtapes they can store links to songs in the database of streaming music. By exchanging these mixtapes they can introduce new songs to their friends.","product service system; social; music; children","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:092cfddd-aa07-4e25-ac66-fd51faf33092","http://resolver.tudelft.nl/uuid:092cfddd-aa07-4e25-ac66-fd51faf33092","SmartLEGO: Enrich physical LEGO play","Voncken, R.","Pasman, G. (mentor); Aprile, W. (mentor)","2012","Smart devices have become more integrated in daily life over the past few years. Nowadays they are a fast growing market with rapidly changing technological developments. LEGO noticed that even young children aged between 4 and 6 years are playing with smart devices. To keep up with this new type of play, LEGO wants to explore the possibilities of integrating smart devices into a physical LEGO object. The aim of this study was to find out what children of this age are capable of doing with a smart device and to develop now concepts to enrich the physical LEGO play experience while keeping up to date with the new technical development. During this thesis an extensive literature study has been carried out to learn more about the development of children. Several user studies have been conducted to gather information about what children can do with a smartdevice and what is the essence of the LEGO play experience. The gathered information has been translated into design specifications and four design directions. The final design directions are: smart device becomes LEGO brick, combine physical and virtual play, analyse and enrich gameplay, create and support gameplay. Four concepts were developed based on the four design directions and from these four concepts the SmartLEGO concept was chosen to be further developed. The SmartLEGO concepts makes use of the technical features of a smartphone to create more realistic and inspiring LEGO gameplay. The gameplay encourages children to explore new possibilities by means of constructing and make-believe play. In order to fit different types of LEGO gameplay there was chosen to develop two concepts that use the same interaction but represent different types of LEGO objects. There is a deviation between static and mobile LEGO objects. The different types of objects stimulate different types of gameplay. Eventually a prototype was build to test the concept with the user during several user tests. These tests resulted in recommendations for additional research and improvement for the concept by LEGO. The validation showed that an external stimulus can stimulate creativity among children that are between 4 and 6 years old. The SmartLEGO concept provides children with an excellent external stimulus while it does not interfere with the originated LEGO gameplay.","LEGO; children; play; smartdevices; creativity","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:867ae669-99e2-45b1-8fd2-ea2566713f31","http://resolver.tudelft.nl/uuid:867ae669-99e2-45b1-8fd2-ea2566713f31","A high-end wheelchair for kids","Oosterhuis, D.S.","Molenbroek, J.F.M. (mentor); Thomassen, E.W. (mentor)","2012","Subject of this graduation project is a manually propelled wheelchair for children, intended for daily use over a period of multiple years. Products like this are in general reimbursed by local governments which has resulted in a complex and static market situation with numerous stakeholders. A completely unconventional paediatric wheelchair design has been developed that integrally solves the major problems in the current market situation that are faced by stakeholders of paediatric wheelchairs (being end-users, manufacturers, distributors, therapists and (local) governments). Key of the design is an intelligent adjustment principle based on detailed research of anthropometric data regarding growth and correlation of body dimensions combined with a critical market analysis. The research outcomes have been translated into a product design that is suitable for industrialized series-/ mass production. A fully functional prototype of the design was build.","wheelchair; children; growth; anthropometry","en","master thesis","","","","","","","Campus only","2014-05-04","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:a38dc453-df78-4bb5-9c89-ca94789d59f7","http://resolver.tudelft.nl/uuid:a38dc453-df78-4bb5-9c89-ca94789d59f7","Child Friendly Cities: The Case of Wroclaw in Poland","Pieterse, S.","Rocco de Campos Pereira, R. (mentor); Berghauser Pont, M. (mentor)","2012","Like many other cities in Europe, Wroc?aw in Poland aims to improve the livability of children by implementing sustainable urban mobility measures, but fails to be successful. Due to an ongoing outflow of families from the city to the periphery and region, a vicious circle of an ongoing increase in car use has occured which increasingly threatens the livability of children. Because the travelling distances have increased, many children are not able to overcome their distance constraints anymore, which forces them to travel by car. That is why in this project the need for children to travel by car to school has been measured and reduced, to create a situation in which future measures to improve the livability of children can be effective. The analysis shows that from the 75767 children in the age between 3 and 15 years old that were living in Wroc?aw at the end of 2005, 12573 ( 16,6%) were reliant on the car to travel to school. This means that in case every car trip would carry 1,5 child, 16.000 daily car trips need to be made, which explains the high demand on space for cars in the city. By the implementation of strategic interventions, the amount of daily car trips that need to be made between the homes of children and schools can be reduced with 7.000. This means that many future sustainable urban mobility measures can be implemented effectively. However, to relocate schools and to provide new schools, the precondition needs to be met that housing will be developed in areas where the exploitation of schools is not (yet) profitable. Unfortunately, Wroc?aw’s planned housing development areas are not similar to the areas where development is preffered. The consequence is that many interventions in the spreading of schools, which are mainly responsible for the reduction in daily car trips, in practice cannot be realized. This means that not only the current reliance on the car is likely to remain in tact, but even more important that the future reliance on car use is likely to increase. And thus, future sustainable urban mobility measures are likely to become ineffective as well, which makes it likely for the livability of children in Wroc?aw to remain threatened. To become a child friendly city, Wroc?aw needs to implement an integrated strategy of sustainable urban mobility measures and land use development, which is based on the spatial requirements of children. Because the development of housing in the city has been market driven, the specific demand that children put on their living environment has not been protected. As a result, many housing areas have been developed where children are not able to overcome their distance constraints and therefore need to travel by car to school. To prevent a further increase in the need for children to travel by car, Wroc?aw needs to take a more active role in the development of housing in the city, whereby clear choices need to be made for the location and design of new housing projects. As a starter, Wroc?aw would do good to change its planned housing development areas to the areas where development is preffered. This will strategically reduce the need for children to travel by car and thus stimulate future sustainable urban mobility measures in the city to become effective.","mobility; children; Wroclaw","en","master thesis","","","","","","","","2013-11-28","Architecture and The Built Environment","Urbanism","","Complex Cities","",""
"uuid:85fcb5a8-5c87-4e8d-9ef2-ebef589a50c9","http://resolver.tudelft.nl/uuid:85fcb5a8-5c87-4e8d-9ef2-ebef589a50c9","Tailoring Qibbel for Northern Europe","Schmeits, P.L.G.","Ninaber van Eyben, B. (mentor); De Jong, A.M. (mentor); De Kwant, W. (mentor)","2012","Design of a children's bicycle seat, targeted at the Northern European market, excluding the Netherlands. A research was performed to cultural differences in cycling with children, and the proposed design reflects the outcomes of that research.","children; cycling; bicycle; child seat; cultural differences","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design Aesthetics","",""
"uuid:9ac9dbd0-39a1-4c3c-8fb1-9f93678e3247","http://resolver.tudelft.nl/uuid:9ac9dbd0-39a1-4c3c-8fb1-9f93678e3247","The adventure of a hospitalization: Designing a tool for the childcare workers in the Emma Children's hospital","Ruijs, F.","Desmet, P.M.A. (mentor); Sonneveld, M.H. (mentor); Konings-Kramer, J.C. (mentor)","2011","Designing a tool for the childcare workers in the Emma Children's hospital","emotional well-being; hospitalization; protective framework; children","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","","",""
"uuid:957bfa68-6c98-4d63-af5e-2ca1d824a6c3","http://resolver.tudelft.nl/uuid:957bfa68-6c98-4d63-af5e-2ca1d824a6c3","Molly: Hand hygiene for children at child day care centres","Ho, J.","Melles, M. (mentor); Sonneveld, M.H. (mentor)","2011","This graduation report shows the development of Molly. It documents all the researches performed and all the conclusions that were made can be found in this report.","hand hygiene; children; child day care centres; behaviour; stimulate","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:b70b161d-761c-4bf5-bde6-9f549d23ec30","http://resolver.tudelft.nl/uuid:b70b161d-761c-4bf5-bde6-9f549d23ec30","Stimulating the physical activity of children","Van Haneghem, R.","Jacobs, J.J. (mentor); Gielen, M.A. (mentor); Lieveld, W.O. (mentor)","2011","Obesity is a growing problem among children. They seem to eat less healthy and live a sedentary lifestyle. Children who are overweight have troubles during sport, can get depressed and suffer more consequences. But are they really to blame? The parents of these children have the responsibly of keeping their children healthy. However some parents need a little help, preventing their children to get obese. By making them aware of the lifestyle of their children, they can support their children to be more physically active. The aim was to accomplish this, with the idea of monitoring the physical activity and use this to motivate children and the family to get even more active. The function of the Sensi will be to monitor the movement and activity of children and other family members during the day and motivate them to be more active. For this concept to be effective, the children and parents need to wear it as often as possible. Therefore the Sensi should be comfortable in use and wearable during several activities. The project focuses on the needs of children and their perception of the world: What they would want from a Motion Monitor. It included a lot of parts concerning the life of a child, like social elements, personal preferences, school and the home of children. The goal of the project was to design a product that reaches children and motivates them to get physically active and stay physically active. The design should encourage children to use it and become aware of the fun of physical activity. One condition was that the design should include the motion tracking of children for obtaining insight in the behaviour of physical activity of children. The result will contain a solution, meant to be on the national market in 5 years.","children; sensor; obesity","en","master thesis","","","","","","","Campus only","2012-10-21","Industrial Design Engineering","Industrial Design","","","",""
"uuid:3c7a77bb-e03d-4b21-9af8-d297128e4314","http://resolver.tudelft.nl/uuid:3c7a77bb-e03d-4b21-9af8-d297128e4314","Bengels: Multi-sensory playground equipment for active play","Jongman, K.","Ruiter, I.A. (mentor); Haagsman, E.M. (mentor); Rijnders, L. (mentor)","2011","This graduation report shows the design process followed during designing new playground equipment for Boer Speeltoestellen in Nieuwendijk. The assignment for this project was: Develop a new product for outdoor playground equipment for the Dutch sub-urban environment, that interacts on a multi-sensory level with both boys and girls in the age of six to nine years. While focus lies on this target group, it should be possible for younger and less able-bodied children to understand the product and participate in the play. The product should help children develop their skills, but learning should not be the main goal of the design. Above all, the design should follow the ‘rules’ for play, characteristics derived from child psychologists’ theories. Take into account that the design should have the influence that children are and stay motivated to play actively, hereby improving physical exercise and their health. Literature was frequently used during the analysis of the market, the company and the target group. These analyses led to many good results. In order to investigate the requirements and criteria of the target group, the contextmapping method has been used. By sensitizing children from the target group with assignment booklets (cultural probes) about the subject of ‘playing outdoors’ and having sessions with Velcro modelling (building your own playground equipment with objects that are covered with velcro) afterwards, a large amount of rich information was gathered. Important conclusions from the analysis phase and contextmapping phase have been used to compose a list of requirements and criteria. These contain directions for production, safety, aesthetics, play and ergonomics. The list is important: the product should meet the requirements, besides this it should also meet as many criteria as possible. Next, sketches have been made and brainstormsessions have been held in order to come to new ideas. By ranking the best ideas, three were selected and developed further. Of these three concepts, one quickly dropped out because of safety regulations (Klim-op). The other two (Tuimel and Bengels) were compared with each other by using a Harris profile and the Weighted objectives method. By using the mentioned methods, Bengels was chosen being the best concept. Bengels is a product in which a seesaw and swing function are combined, along with some sensory experiences. The concept has then been developed further into a detailed product proposal, hereby proving that the product is viable. In order to test the mechanism, a prototype has been built at the factory of Boer. This prototype has been evaluated by the designer, after which a couple of recommendations have been drawn up. The mechanism in the prototype worked as expected, but should be tested more to be sure it will also be working in the real product. However, most important of all is what the children think of Bengels: by letting children from the target group play with the prototype, it became clear that they liked to play with it. It can be concluded that Bengels fulfils the assignment and with a few adjustments, Bengels could potentially become a good product with a new combination of interactions.","play; multi-sensory; playground equipment; contextmapping; active play; children","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:b364a649-17f8-4ce9-a845-aae52a61adab","http://resolver.tudelft.nl/uuid:b364a649-17f8-4ce9-a845-aae52a61adab","Kjoepie!: A Concept to Trigger and Reward Children with Hemiplegic Cerebral Palsy","Paulissen, R.T.","Sonneveld, M.H. (mentor); Molenbroek, J.F. (mentor); Aarts, P.M. (mentor)","2011","Cerebral palsy (CP) is a physical disorder that affects the development of movement and posture, causing activity limitations. It is the most common physical disability in childhood with an incidence of 2-2,5 per 1000 live born children in the Western world. The Sint Maartenskliniek, department Toddler Rehabilitation, in Nijmegen, offers an intervention therapy to children of 2,5 to 8 years old that, due to brain damage (CP) at a young age, are inflicted with a less functional arm (hemiparesis). The children do not naturally use their affected arm in their daily activities, which counteracts the development of the arm and can even increase their disability. The aim of the graduation project was to design a product for the home context that stimulates children with hemiplegic cerebral palsy to incorporate and use their affected hand in daily activities and play. Over time it should become more natural for the children to use both of their hands in their activities. The design approach had an exploratory character as it has not yet been researched how products in the target area would be received by the children and parents. Children, their parents and their therapists were closely involved throughout the project. Besides literature research, observations and interviews, the daily life of the children was mapped by means of a contextual study. It is found that the children do not associate home with the use of the affected hand, like they do in therapy. Such an association should be brought to the home-context. Furthermore the children need external input as a reminder. But to break learned-non-use it is also important to motivate the children and raise awareness. This awareness could also help to build a positive self-image. The insights gained in the exploration phase were used as input to formulate a design vision and as inspiration throughout the rest of the project. It was chosen to design a concept that stimulates conscious competence and to follow a behavioral change approach. According to this approach the concept should consist of a behavior trigger and a motivator. The behavior trigger was characterized as an activating trigger. This trigger should attract the attention of the children and bring the message to act now! The motivator was characterized as reflective reward. The motivator should be fun and meaningful. It should persuade the children into action, but also make them aware of it. Overall it should offer the children an achievable challenge to empower them to feel confident and proud while feeling in control. Several concept directions were evaluated and prototypes were tested in a controlled setting and home-context, finally leading to the proposal for the concept ‘Kjoepie!’. ‘Kjoepie!’ is a package of products that together elicit the use of the affected hand at home. It consists of a tactile cue (vibration bracelet and portable sensors), a visual cue (activity pictograms) and a reflective reward system (reward boards, reward cards and treasure chest). The sensory cues are placed in the surroundings of the children to trigger the use of the hand for daily life activities like opening doors and drawers, switching light switches, dressing activities, eating dinner, playing with blocks or other play activities. When the children receive the trigger they can immediately act upon it. After performing the action or activity the reflective reward will follow. The product parts can be used and combined in a variety of ways. A custom program of use can be set up to match the children’s abilities and personality. This program of use will be set-up by the therapists in consultation with the parents. Development steps are recommended to finalize the design and to optimize the use.","children; cerebral palsy; tactile cue; visual cue; trigger; reward","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Design for Interaction","",""
"uuid:92556b4b-e632-4a83-8dac-25d90045168d","http://resolver.tudelft.nl/uuid:92556b4b-e632-4a83-8dac-25d90045168d","Mmm... Discover the world of food","Louwman, J.M.E.","Aprile, W.A. (mentor); Bergema, C.P.A.M. (mentor); Sanwikarja, P.L. (mentor)","2011","Obesity, overweight, diabetes, and unhealthy eating habits among children cause global health concerns. It needs a solution at young age to prevent these problems. The current eating behaviour of families has to be changed, since this is one of the main causes of these problems. From birth, taste have to be developed by experience; therefore, families need to be encouraged to eat more variedly. Context study shows that the family’s current eating habits are less varied-, routine based- and convenient eating patterns. This is a result of the parents’ desire to avoid the struggle which dinner can be because children do not like the new tastes. This vicious circle originates from the interaction between both parents and children. The product service ‘Groenten Gekkies’ is developed in order to stimulate varied eating of vegetables. It consists of a weekly changing box that can be bought at the vegetable section of Albert Heijn. The cardboard box contains of four different vegetables, each with an evaluation sticker. Four easy recipes are printed on the box. Families can buy the box and decide to follow the recipes printed on the box. The other necessary ingredients can be bought separately. Once at home the box will be an unpacking experience for the children. Before dinner the parents can cook the recipes and children can be involved with the suggestion on the recipe. The recipe can be placed in front of a webcam in order to see some funny and interesting facts about the vegetable. After dinner children can rate the recipe, by placing the sticker provided with the vegetable on the recipe card. When scanning the recipe with the webcam it gives an online ratings and you can see the rating of other children. The product fits the buying routine of families that go to the grocery shop once a week. Next to that it improves the social elements of dinner by cooking, eating, and talking together with the children. This makes it rewarding for parents to use. The reason why families would buy the product is because it is convenient: you do not have to think what you will eat during four days and you will have ingredients at home to cook new dishes. It is persuasive because children will ask for it. Children enjoy the product because they can explore the box and the vegetable, physically and digitally. They like helping to cook and it is rewarding to rate the recipe and to compare the rating with other children.","children; food; eating behaviour; supermarket; families","en","master thesis","","","","","","","Campus only","2012-01-07","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:387e6c7d-d727-4644-926c-a6007c1f76be","http://resolver.tudelft.nl/uuid:387e6c7d-d727-4644-926c-a6007c1f76be","Contextmapping an abstract future with children","Van Dorp, E.","Gielen, M.A. (mentor); Boess, S.U. (mentor)","2010","Getting insight in a child’s world is important to be able to create valuable products for children. Contextmapping could be well suited to gain an empathic understanding of children, but little is known about how the underdeveloped abstract thinking abilities of children influence the results of a contextmapping session. Contextmapping is aimed at getting rich information from participants. This research investigates the influence of the abstract thinking abilities of children on the setup and richness of the results of a contextmapping session. Young children of six years old and older children of eleven years old participated in the contextmapping sessions that were part of this research. In this research, abstract thinking and richness of results are made measurable. The abstractness of statements children make is measured by two methods. The first method qualifies the statement on the micro-thinking level the child expresses. The second method relates the statement to an abstract thinking skill that is used by the child to make the statement. Richness is measured by counting the times a child shares a personal experience or memory. The richness of the reactions of a child is related to the measured abstract thinking level of a child in order to determine if there is any influence. In case the reached abstraction level during the session influences the amount of shared rich information, it is interesting to know how children can reach the desired abstraction level during a session. This research investigates which other factors influence the general abstraction level the participant is able to show. It was also investigated whether these factors influence how many rich information the participant shares. The investigated factors are the effort a participant has put into the sensitising package, the influence of peers that are in the same session, verbal guidance given by the researcher and the providing of ambiguous and non-ambiguous images. From this research is concluded that no relation between the shown abstract thinking level and the amount of shared rich information was found for the older children. Young children that show a higher general abstraction level during the session, also share more rich information. The cause for this relation is most probably the language development of these young children. Children that just mastered language are eager to use this new tool. These same children started to develop abstract thinking skills, since language is thought to be strongly related to the development of abstract thinking. Therefore, language development most likely influences both the sharing of a lot of rich information and the general abstraction level of the child. None of the factors that were investigated on their influence on the general abstract thinking level actually had this influence. These factors did not have a clear influence on the amount of shared rich experiences either. This research shows that contextmapping is suited for use with children that are verbally capable. Since the shown abstract thinking level is not directly influencing the richness of the results of a session, the setup of a session should not be aimed at getting children to reach a high abstract thinking level. When setting up a contextmapping session, the differences between children and adults should be taken into account. Furthermore, sensitising is recommended to create a bond between the child and the researcher and let the child look forward to the session.","contextmapping; children; abstract thinking","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:e7797f90-2c30-4ba2-bd9e-0c5624fa9462","http://resolver.tudelft.nl/uuid:e7797f90-2c30-4ba2-bd9e-0c5624fa9462","Bee together: A collaborative peer learning educational tool for middle childhood","Pudjiatie, C.R.","Lauche, K. (mentor); Van Rijn, H. (mentor)","2010","The key objective of this research project is to identify and fulfils the needs of educational tool, which enable teachers and schools in nurturing and rising a generation of the 21st century literacy and workforce readiness. Collaborative learning is one of the essential skills for children in order to participate in the twenty-first century era. The new skills require teachers to nurture children in developing soft skills and digital literacy to participate in an information society. Therefore, children are not only needed to be prepared with the technology of the changing world, but also should acquire competence in the global landscape workforce, such as the ability to collaborate with both local and global community. Middle childhood experience a shift calls concrete operational thinking. The social developments aspects of 6 to 9 years represent the beginning of understand the importance of relationship with peer and the influence of peer group. Therefore nurturing social competence becomes an important part of the primary school education system. A field study in Delftse Montessorischool using contextmapping excercise identified that children of 6 to 9 years are aware of the meaning of friendship and have the ability to relate to both children within their immediate environment and beyond their community. The exploration study resulted in design framework, which outline the key features of social competence in collaborative learning. The concept development of the Bee together educational tool, cultivate from the design framework. Bee together educational tool aims to facilitate teacher to create a collaborative learning environment for a group of four children. The tool assists co-located peer learning and distance peer learning. The co-located peer learning nurture empathy, group idea generation and group discussion. The distance peer learning, foster active learning and exchange of learning and experience. Further experiential prototype was developed and user tested was conducted resulted in the relevance of the concept design and recommendation for further development. Three business models recommendations were generated each from its own corporate strength and the contribution to the well being of children. The business models are categories into three different approaches as education, corporate and open source. The proposed business models provides strategies from the perspective of educational organisation, commercial corporation and non profit organisation in supporting the Millennium Development Goals on enhancing primary education in terms of quality and access.","children; education tool; colaborative learning; peer learning; education","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic 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:ae8bcddc-e93d-4fcb-a20c-94655eaeab2b","http://resolver.tudelft.nl/uuid:ae8bcddc-e93d-4fcb-a20c-94655eaeab2b","Content for the TikTegel: Exploiting the potential of tangible interactive educational materials","IJtsma, T.J.","Boess, S.U. (mentor); Van der Helm, A.J.C. (mentor)","2010","The TikTegel, by Serious Toys, is a game computer that looks like a tablet, without keyboard, mouse or traditional screen. Players interact with the board by placing objects on it and receive auditive and visual feedback by sound and parts of the board that light up. The objective of the project is to use the tangible interactive possibilities of the TikTegel to create a new learning aid for the first two classes of primary school in the Netherlands. Education in group 1-2 is a versatile process that includes both learning specific things and general development. In the classroom teachers create an environment where children 'learn' in different ways: pupils are completely free to decide what they do, teachers take up child initiatives or activities are prescribed by the schedule or as a result of personal development of a pupil. A set of predefined targets imposed by the government, the Kerndoelen, are used in different ways to set up educational activities. Rules of a game create a structure that can lead the activity of playing in a specific (educational) direction. When knowledge and challenges are included in a, for players, meaningful way a game can create educationally valuable and internally motivating activities. A game on the TikTegel consists of multiple different interactive reactions to physical objects. It can create an adaptable structure that provides multiple interrelated educationally valuable experiences. The TikTegel can create a ‘small world’ (physical and reactive) based on the rules and logic that we want a pupil to learn at that moment. This objective includes three opportunities that combine the qualities of the TikTegel with education in group 1-2: learn about physical aspects, a structure of different behaviours that induce combined learning effects and adjustment to an individual pupil. The final design is a set of five separate games in which the weight of objects has to be used in different ways to be successful. Objects, games and difficulty levels are put together in such a way that progress requires an increased notion about the concept of weight and advancing skills for applying this knowledge throughout the games. The level of difficulty adapts to the playing pupil. New challenges are provided in small steps, giving pupils the possibility to find out something themselves. When this finding out is too slow or absent the system will provide more guidance. A working prototype with the five games was used for one week in a classroom. Observing pupils and feedback from teachers showed that the material creates an internally motivating and educationally valuable activity. Pupils learn about weight and the exploratory approach is recognised to train cognitive thinking skills. As mentioned above there are different needs towards the learning process. In the prototype teachers appreciated the exploratory character (to develop thinking skills) more than the guidance (to guarantee learning specific aspects of weight). Additional optimisation should reveal if there is a balance in which this material can foresee in both needs.","tangible interaction; children; education","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:b9192e63-f91e-403c-8423-f7c22983c934","http://resolver.tudelft.nl/uuid:b9192e63-f91e-403c-8423-f7c22983c934","Banjy, made to move: The design of a children's toy vehicle","Karreman, D.E.","Christiaans, H.H.C.M. (mentor); Gielen, M.A. (mentor); De Voogd-Claessen, H. (mentor)","2010","Study shows that children like to play active, but are playing more and more physically inactive (by means of computer and television). Creazi, the company in this assignment, aims to change this and wants to have a product for children that is fun to play with, and also helps to achieve a healthy lifestyle. From earlier design they had a vehicle for adults, which might interest children as well. The Banjy a vehicle that is driven by the movement like made on an elliptical trainer. This was the starting point for this graduation project. Four identical (red) test models of the Banjy were provided to test and adjusted later in the project. In order to find out what children’s preferences are and whether they like to play with the Banjy, an interaction research was started. In this research several smaller studies were performed. First of all children playing with the Banjy’s, which were provided at a playground, were observed and interviewed. Then some families got a Banjy for two weeks and were interviewed afterwards about it. Thirdly, children of five classes at primary schools were asked to design a vehicle based on the movement made on an elliptical trainer. A Banjy-hyves was made to keep in contact with the children and discuss with them. Finally, literature was consulted to support all gathered information. The main result of this research was that children do like to play with the Banjy, because they like the movement with both arms and legs. Also the way of steering is liked. The main negative aspect of the Banjy was the size. It made the vehicle difficult to store at home. Based on the results some decisions about the new design were made. It would be a children’s toy vehicle, targeting at children in the age between 8-12 years. Because the vehicle is for private use, the Banjy needs to be small, so a total redesign for a smaller version is needed. During the idea generation some interesting options were found, that remarkably all used the movement of an elliptical trainer. These ideas lead to four promising concepts. From these concepts the Banjy STUNT was chosen as the basis for further design, with the remark that options for playing together needed to be optimised. The Banjy STUNT is totally different from the previous test models, both in form and in function. The Banjy STUNT has the levers bend backwards, has the ability to drive in two directions, and has a higher learning curve which challenges children for a longer time span. Children have a lot of options on how to use the Banjy Stunt. They can stand and drive forward, even with someone sitting in the front and they can stand or sit to ride backwards. Because of the large differences with the red model, the size of the Banjy STUNT and placing of the pivot points were optimised first. Two (blue) adjustable test models were made to test the most optimal levels for the ergonomics. Next to the pivot points the steering mechanism, form of pedals and form of the levers were optimised. These blue models were tested by children, also to check how they experienced the new vehicle. Most striking was the design of the form of the levers. The form and motion of the lever influence the posture and the movement of the user. The posture and motion are very important factors of riding convenience. The children all had their own preferences as a result of their length differences. In order to offer all children in the age-group of 8 to 12 years old the possibility to find a pleasant posture, the levers will be made adjustable. The information gathered form the test was used to improve the size, form and placing of pivot points for the final model. Also the name Banjy STUNT was changed to Banjy Play, because children did not manage to stunt with the vehicle within a short time. With having the ergonomics right, the design for the Banjy Play was completed. However some details are recommended to be improved, to make the design safer and stronger, before production. To conclude, this graduation project has resulted in a redesign of the Banjy, the Banjy Play; a vehicle that is demonstrated to attract children and their parents, in form, in playing abilities and in storage options.","children; toy vehicle; play","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design and Master of Science Design for Interaction","",""
"uuid:1123cd4b-3a24-47b2-b0a8-7699f2822859","http://resolver.tudelft.nl/uuid:1123cd4b-3a24-47b2-b0a8-7699f2822859","Creating the perfect outdoor game experience","Steenis, L.","Dekker, M.C. (mentor); Jellema, A.H. (mentor); Ferwerda, J.A. (mentor); Van Uden, J.C. (mentor); Versluis, S. (mentor)","2010","What if you mix (indoor) gaming with outdoor play? Nowadays children spend much more time indoor instead of outside, playing with friends. Outdoor play is good for both physical as mental development of children, and this problem was the foundation of this design project. Two years ago the idea was risen by Auke Ferwerda to develop an outdoor game console, which in the end has led to ten working models. These products however were mainly developed to obtain functioning prototypes, without having to invest in mass production. The current product is a shoulder band that contains positioning technique, for which four external antennas are needed. The feasibility was leading in this design process, not the user. For this reason a new design track was started with focus on the end user, and that is what this graduation report is about. The assignment was to design a new outdoor game console, which invokes an outdoor game experience that is fun and appealing for children of the age 8-12, and is more physical active than playing indoors. Children should all have their own device to create personal feedback, to be differentiating from the current competition. The end product should be used in the existing neighbourhoods of the Netherlands. It should be possible to play many various games with the designed product, to address a broad target group and to make sure the console remains interesting over time. The to be designed experience will be a mix of the world of gaming as well of outdoor play. A design process was chosen that is based on designing a new experience. When you want design an experience it is important to know the user and its context. For that reason the ViP method was partly used, to research the context and to generate visions about how the product should interact with the user. Together with more conventional idea generation techniques, this resulted in four and ultimately one final concept. A large part of the design project was spend on the research; literature research as well as user research. Many hours of observations were carried out at a primary school, combined with in-depth interviews, creative sessions and play sessions. The goal of this qualitative research was to discover how children nowadays experience outdoor play and gaming; what makes it fun, what are the needs. A good understanding was gained about the context of the user, and the following interaction visions were stated: - encourage - simple - ‘cool’ - trustful - free - Analyses of the context eventually led to more concrete design directions like: the console should offer more complexity and depth than current outdoor games, it should trigger the fantasy and creativity of the children, it should not hinder social communication and should help to find playmates in the neighbourhood. After a long design track, with much focus on the appearance of the product, the communication of game signals and of course the introductory game, the final concept came into life. The end product is a handheld product named the ‘Blop’ and is a stick that communicates through a ring of LED light, sound and vibration. You can operate the stick with three buttons and a turning wheel for changing settings for example. The main operation of this device is however is done by making gestures with it. The final shape has been developed with feedback of the children. They seem to like organic shapes the most. The result is that the Blop has an organic design with an own identity, playful but mature enough to be considered as a console. The two buttons that are located at thumb and index finger are easy and fast to operate. The top button indicates that there is no need for delicate handling - just hit the top and start playing! The Blop has a soft ring to protect it from impact and the bottom has a soft and round shape as well. The organic body fits comfortably in a child hand, and can be firmly held in the fist while running around. To protect the Blop even more a strap is enclosed as well. There was chosen for a handheld product because the feedback of light, sound and vibration is well communicated this way. It encourages to interact with it, and gives the possibility to use gestures as an input. Besides, a stick can be many things in a child’s imagination - a sword, gun, racket, whip, paddle... you name it! The home station of the Blop is not only for charging the device, but is mainly the gate for connecting easily with your friends. The home station is provided with Internet access, so it will connect through your online profile with your friends. Once you arrive home, you press the main button while its in the station. The home station will check if your friends are home. If they are, your blop will light up and start making noises! You can call them over VoIP, or summon him to play through the blop. The game that will be sold together with the blop is an adventure game. First the children will adapt their avatar in front of the PC, and choose skills and powers - this will help them get through the mini challenges that wait ahead. Once they start playing, the children will have to move from home to home (plastic discs) and complete several mini-challenges to reach the secret treasure. At every home you can collect a star (a light that lids up), and if you’ve collected enough stars you can win the level! If you meet your friends at a home you can battle them or cooperate to win extra stars or even a secret key... Are you ready to row, fight, swim and puzzle your way through the levels??","children; play; outdoor; gaming; game console; experience; outdoor game experience; kids; child; game; physical; active; communication; Ultra Wide Band; gestures","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:f0b13fb6-f4b7-436f-9ef8-b2e5e729fb1c","http://resolver.tudelft.nl/uuid:f0b13fb6-f4b7-436f-9ef8-b2e5e729fb1c","Serious Toys, Design of a TagTiles Game","Van Wieringen, W.","Molenbroek, J.F.M. (mentor); Kim, C.J. (mentor)","2010","Hello, I’m Pelie. I’m your peer and could use some help in gardening. Each season seeds have to be sowed, water will have to be given to plants and fruit will have to be harvested. Would you like to help me? This question is being asked to children of group 1 and 2 of primary school when playing the Pelies Garden game on TagTiles. TagTiles is an invention of Serious Toys, a company that develops products that combine fun and personal development in tangible human-computer interaction solutions. For the product to gain market in future, more games will have to be developed. TagTiles uses tangible interfaces which holds enormous promise for children, as exploring and manipulating physical objects is a key component of young children’s learning. All game objects have unique tags on them. Because of localization technologies, each object and location will be recognized by the TagTiles console. Each game exists of physical objects, a foil and game software being programmed in a dedicated specification language; ESPranto SDK. From the reflection on six selected concepts the Pelies Garden game was created out of two of those concepts. Contracting those concepts created a combination of a story context and spatial tasks. A peer figure was developed, named Pelie. Children can ask Pelie for help during the game. Twelve geometrical objects were developed; four cylinders representing fruit, flowers and grass, four filled triangles representing seeds and four transparent cubes representing water. All objects were given the colours red, yellow, blue and green. A foil was developed and software was programmed. The game was tested several times and improved with the help of analysed results. In the Pelies Garden game children will have to set objects on the board according to the story Pelie tells. There are twelve levels divided into three years. In spring, summer and autumn objects will have to be placed at the right positions and in winter the child’s performance will be reviewed. In the first three season levels objects will have to be placed in relation to images on the foil, in relation to other objects and in relation to coloured LED crosses; offering children different spatial tasks. Educational values of the game are listening in a comprehensive way, understanding a story, reproducing, spatial awareness, localising, logical thinking and reasoning, perception of colour, comparing objects, recognizing and naming forms. Results from user tests indicate children become better gardeners each year for each value. The game suffices to all determined requirements and wishes for TagTiles game packages. Recommendations have been made on future development for the game design, physical product design and expansion of the game with future levels. This report describes the product development process of the design of a TagTiles game. The graduation project is the last step in finalizing the Integrated Product Design master at the Delft University of Technology.","Serious Toys; tangible; interaction; game; children; primary school","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Integrated Product Design","",""
"uuid:ec008746-5b99-44bc-b619-12af64c9fc21","http://resolver.tudelft.nl/uuid:ec008746-5b99-44bc-b619-12af64c9fc21","Children with Autism and Emotion","Karthaus, P.","Van Rijn, H. (mentor); Desmet, P. (mentor)","2009","The aim of the project is to design a product or device that will enable autistic children to practice emotional expressions with the use of PrEmo animations. It will have to grow with the capabilities of the children and it will have to trigger the children to explore and learn. The product will be aiming at autistic children between 6 and 10 years of age that have no deficits in mental capabilities. These are the children who struggle most with their social problems during puberty. Snapje is an iPhone app. to learn emotions to autistic children in everyday life. The parent or caretaker makes photo’s with his iPhone from situations in which the child is part of or from familiar people. With these photos and the PrEmos games can be played. The iPhone has an additional cover with key cord that protects the iPhone from falling, bumping or breaking. Not only does it protect, it also brings more structure to the game in giving feedback on who’s turn it is. In the settings menu, players can chose their own character with belonging colour. The colour, lighting up from the RGB-leds in the cover, correspond with the colours of the characters that have been chosen. The level can be changed in the settings menu as well. A photo is opened and parent and child can play a game with the photo in which they both have to tag the photo with an emotion. The turns are well addressed by the coloured cover and the characters. The game can be played very openly, discussing what emotions take place, but it can also be played in a way you only know afterwards if the same emotion or different emotions have been chosen by parent and child. If the child selects an emotion that is identical to one chosen by the parent, the child gets directly extra reward. Afterwards it is clear who has chosen which emotion, by coloured distinctions similar to the colours of the players. This can be discussed, and the importance of emotions can be defined. In addition to this game the child can play four other games on his own. Match and Memory make the child familiarize with the emotions. With the other two games the photos can be reviewed. This happens either in a passive mode in which the PrEmo’s are visible or in an active mode in which the child has to choose which PrEmo belongs to the photo. Snapje is a fun way to learn emotions in relation to it’s context! Fun! The younger children do not only have a big interest in reviewing photos of themselves and familiar people, they also like the PrEmo-animations. Useful! Snapje interests the younger children who can still learn from situations in which they played a role themselves. It raises awareness to the emotions that took place in relation to the context. Intelligent children over ten years might have less interest in playing the game in their spare time. However, the game is useful for them when played with photos of strangers and situations in which they were not present. Adaptable! Parent and child find their own way to play Snapje. Either in an open or competitive way. Snapje stimulates playing together! The play-in-turns, create structure and clearity. Not only the child revives situations and becomes aware of emotions that have occurred with themselves and around them, but the parent can get more insights on the child’s emotions as well. Parents are enthusiastic about Snapje and eager to make photos for the game, if their child can still learn about emotions that occur by usage of these photos.","emotion; autism; children; iPhone; prEmo","en","master thesis","","","","","","","Campus only","","Industrial Design Engineering","Industrial Design","","Master of Science Design for Interaction","",""
"uuid:4dde81f1-d597-422e-928b-517247ae7b5f","http://resolver.tudelft.nl/uuid:4dde81f1-d597-422e-928b-517247ae7b5f","Active Play: New concepts for the kid's play market","Lauwerier, P.E.L.","Gielen, M.A. (mentor); Snelders, H.M.J.J. (mentor)","2009","Childhood obesity is a global health concern. Numerous societal changes have dramatically reduced the amount of energy children burn, while expanding the number of calories they consume. Childhood obesity is increasingly recognized as a global health problem and measures are being taken throughout the world. An important direction for preventive measures is to encourage a physically more active lifestyle.This report describes an effective way specifically aimed at children: Active Play. The project aimed at developing play concepts engaging children in physical activity. After a literature study focusing on markets and trends, and children and play, a context study was conducted. A process of concept development finally resulted in 4 concepts, presented in the report as well.","children; play; concept development; obesity; physical activity","en","master thesis","","","","","","","Campus only","2010-12-04","Industrial Design Engineering","Product Innovation Management","","Master of Science Strategic Product Design","",""
"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","","","","",""
"uuid:e718c2b8-5296-4775-8a26-c4175ae2f1ec","http://resolver.tudelft.nl/uuid:e718c2b8-5296-4775-8a26-c4175ae2f1ec","Voluntary Closing Hook Prosthesis","Feijtel, J.","","1998","The Wilmer Rotational Instant Seizing Tentacle (WRIST) is a Voluntary Closing (VC) hook prosthesis for transradial amputees, developed by the WILMER Group at the Delft University of Technology in the Netherlands. Dissatisfaction with the currently used bodypowered arm prostheses, expressed by patients and members of the WILMER group, led to a study devoted to the design of a new kind of VC arm prosthesis. This research resulted in a prototype of the WRIST which is neither elbow nor shoulder controlled. The WRIST consists of a two-fingered hook connected to a socket by a hinge. The distance between the hook fingers is related to the manually adjustable hook-socket angle in a way that dorsal flexion of the hook results in grasping. This provides the concept with some unique features: any pinching force can be locked to prevent fatigue, the hook can be closed at all times, and the system does not require a harness or operating cables. This improves cosmetics and comfort as well as functionality.","WILMER; biomechanical engineering; prothesen; body powered prostheses; children; transradial amputations; voluntary closing hook prostheses; handprothesen; kunstledematen; handprothese","en","master thesis","","","","","","","","","Mechanical, Maritime and Materials Engineering","Biomechanical Engineering","","","",""