A.Q. Beekman
Please Note
20 records found
1
Developing a consultation for the Erasmus MC in 2030
By creating a strategic future vision
Stakeholders as Researchers
Empowering non-researchers to interact directly with consumers
The NICU Neighbourhood
Creating a low-stress parental experience
Essential design parameters for a Olympic trapeze harness
An exploration towards a new design
'Het Interactieve Bouwlab'
A new concept to increase the subjective well-being of children hospitalized in the Intensive and High care ward.
At times high care patients have no distraction from the negative experiences that come with their hospitalization, a lot of negative feelings arise. They often feel lonely, for not having the possibility to play with peers. Luckily, the new playroom can create opportunities for these children to interact with peers. To include bed-bound children as well, the design goal was to come up with a concept that would: create interactions in the playroom that give high care patients, aged 6-11 years old, a sense of belonging towards each other, also when confined to their beds.
Challenge.
Although all these patients have in common that they are hospitalized on the high care ward, they also know many differences in interests, development and physical abilities. To provide the patients with a sense of belonging towards each other, the challenge was to create a concept that every child can use in its way, but at the same time enables them to play and socially interact with each other.
The final design.
‘Het Interactieve Bouwlab’ is a play environment in the playroom where children can build with LEGO in an interactive environment. To create a meaningful interaction, the bed-bound child can control this environment via the ‘Bouwlab’ App, while also sharing a video and audio connection. The concept is designed with no predefined game rules to support open-ended play in which the users can create their games and building plans. However, to spark the imagination, a weekly theme will be announced where the users can build for.
Evaluation.
The user tests showed that ‘Het Interactieve Bouwlab’ has the potential to give the patients a sense of belonging towards each other since it stimulated social play and made the children willing to interact with each other. ...
At times high care patients have no distraction from the negative experiences that come with their hospitalization, a lot of negative feelings arise. They often feel lonely, for not having the possibility to play with peers. Luckily, the new playroom can create opportunities for these children to interact with peers. To include bed-bound children as well, the design goal was to come up with a concept that would: create interactions in the playroom that give high care patients, aged 6-11 years old, a sense of belonging towards each other, also when confined to their beds.
Challenge.
Although all these patients have in common that they are hospitalized on the high care ward, they also know many differences in interests, development and physical abilities. To provide the patients with a sense of belonging towards each other, the challenge was to create a concept that every child can use in its way, but at the same time enables them to play and socially interact with each other.
The final design.
‘Het Interactieve Bouwlab’ is a play environment in the playroom where children can build with LEGO in an interactive environment. To create a meaningful interaction, the bed-bound child can control this environment via the ‘Bouwlab’ App, while also sharing a video and audio connection. The concept is designed with no predefined game rules to support open-ended play in which the users can create their games and building plans. However, to spark the imagination, a weekly theme will be announced where the users can build for.
Evaluation.
The user tests showed that ‘Het Interactieve Bouwlab’ has the potential to give the patients a sense of belonging towards each other since it stimulated social play and made the children willing to interact with each other.
To bolster the growth of Mapiq, the options in a market development strategy are evaluated. The research first focuses on an analysis of the company, product, and industry to identify how Mapiq should compete. New market segmentation is used to create a broad scope in market research. This is done to evaluate the reach of Mapiq's product portfolio. Finally, the findings are brought together in a design, that through iteration and validation is desirable to the market.
The research points out that the product portfolio does not reach further than the service industry segment. Possibilities lie in the entry of the hospital market; the final design focuses on adapting and improving the product portfolio to fit with the context of the new market. While equally creating synergy between the current and new market. ...
To bolster the growth of Mapiq, the options in a market development strategy are evaluated. The research first focuses on an analysis of the company, product, and industry to identify how Mapiq should compete. New market segmentation is used to create a broad scope in market research. This is done to evaluate the reach of Mapiq's product portfolio. Finally, the findings are brought together in a design, that through iteration and validation is desirable to the market.
The research points out that the product portfolio does not reach further than the service industry segment. Possibilities lie in the entry of the hospital market; the final design focuses on adapting and improving the product portfolio to fit with the context of the new market. While equally creating synergy between the current and new market.
Unconventional thinking
A design strategy for transition in the Dutch construction sector
A transition is defined as a process of fundamental and irreversible change in a society’s culture, (institutional) structures and practices. Two factors play an important role in transition: outside pressure and niche innovations. Outside pressure opens up the so called regime (how we do things) creating opportunities for niche innovations to develop and break with the conventions in the regime. Governing this process is considered a paradox since societal change is found too complex to handle in terms of straightforward management. Transition management therefore aims to develop governance systems to manage transition. A four step cycle stimulates the forming of coalitions and the execution of innovative experimental projects. These innovation experiments are an important driver for change but are alos differnt from conventional construction projects. An abduction 2 design approach to actually create innovative solutions in these experimental projects is found to be a promising strategy.
To be able to apply this transition management strategy to the Bouwagenda the current situation of the construction sector needs to be examined. Based on literature and case studies the most important barrier was found in the separation between client and contractor. Also the organisational structures of experienced clients and high risks that come with large construction projects were found to be barriers in applying a transition management design approach.
Inspiration for a strategy to overcome these barriers was found in competitive student innovation teams that create bottom up innovative solutions. National Bouwagenda Challenges are found to be the basis of a strategy for transition. The strategy consists of two parts, a management tool that can be used to assess the progress of the transition and make adjustments accordingly, and an innovation process for construction projects that take on the challenge. This process overcomes the barriers and is centred around early client and contractor collaboration in a design process and a designerly way of thinking. ...
A transition is defined as a process of fundamental and irreversible change in a society’s culture, (institutional) structures and practices. Two factors play an important role in transition: outside pressure and niche innovations. Outside pressure opens up the so called regime (how we do things) creating opportunities for niche innovations to develop and break with the conventions in the regime. Governing this process is considered a paradox since societal change is found too complex to handle in terms of straightforward management. Transition management therefore aims to develop governance systems to manage transition. A four step cycle stimulates the forming of coalitions and the execution of innovative experimental projects. These innovation experiments are an important driver for change but are alos differnt from conventional construction projects. An abduction 2 design approach to actually create innovative solutions in these experimental projects is found to be a promising strategy.
To be able to apply this transition management strategy to the Bouwagenda the current situation of the construction sector needs to be examined. Based on literature and case studies the most important barrier was found in the separation between client and contractor. Also the organisational structures of experienced clients and high risks that come with large construction projects were found to be barriers in applying a transition management design approach.
Inspiration for a strategy to overcome these barriers was found in competitive student innovation teams that create bottom up innovative solutions. National Bouwagenda Challenges are found to be the basis of a strategy for transition. The strategy consists of two parts, a management tool that can be used to assess the progress of the transition and make adjustments accordingly, and an innovation process for construction projects that take on the challenge. This process overcomes the barriers and is centred around early client and contractor collaboration in a design process and a designerly way of thinking.
The mountain of tomorrow
A toolset for building recurring long-term relationships through mutual understanding
However, innovation should happen in the right direction. The idea of innovating just for the sake of growth is outdated and obsolete. The world is out of balance and our current economy is failing us, which means that it is of high importance that we move towards a balance in which we meet the needs of all within the means of our planet.
Outside Inc. tries to contribute to this highly ambitious goal by creating innovation acceleration programs together with existing organisations that will help them find new products and services. These programs combine the entrepreneurial qualities of people with a more sustainable and social mind-set.
In order to make a real impact, Outside Inc. currently needs to grow. Not necessarily grow to become the biggest or the most profitable, but grow to become more resilient. They believe that this growth should be accomplished by creating more recurring long-term relationships instead of the single short-term relationship that are currently mostly formed with their clients.
An extensive research was conducted in order to generate insights into why client relationships are mostly single short-term. A company analysis, a case study of 8 cases and a client analysis based on 6 interviews and 2 observations uncovered, among other insights, three underlying reasons: a miss-alignment in the expectations, a diminishing of the perceived added value and a doubt about the effectiveness of the program.
In order to provide the first step towards solving these problems, a toolset is developed. This toolset consists of a workshop format, an A1 canvas and a set of cards that function as a conversation facilitation tool. The toolset is to be used in a kick-off session at the beginning of a project by the core-team. This core-team exists of two program managers and one to three representatives of the client.
By using this toolset together with the core-team, Outside Inc. program managers are able to manage the expectations, provide proper demarcation, build an understanding of the client, make the client co-owner of the process and provide a foundation for a possible new fit in the future.
Furthermore, Outside Inc. is advised to continue with the improvement of their own identity and value proposition. By doing so, Outside Inc. can make the fit between the client and the value proposition easier and more adaptable to the evolution of the client.
It is also advised that Outside Inc. continues to do more client research then before. Not only by means of traditional customer research (e.g. evaluation forms/surveys etc.) but also by personally interviewing clients after approximately 1 year after finishing the program. By doing so, Outside Inc. gains valuable information but also builds a new connection with the client that could result in future programs, which could in turn, result in a recurring long-term relationship. ...
However, innovation should happen in the right direction. The idea of innovating just for the sake of growth is outdated and obsolete. The world is out of balance and our current economy is failing us, which means that it is of high importance that we move towards a balance in which we meet the needs of all within the means of our planet.
Outside Inc. tries to contribute to this highly ambitious goal by creating innovation acceleration programs together with existing organisations that will help them find new products and services. These programs combine the entrepreneurial qualities of people with a more sustainable and social mind-set.
In order to make a real impact, Outside Inc. currently needs to grow. Not necessarily grow to become the biggest or the most profitable, but grow to become more resilient. They believe that this growth should be accomplished by creating more recurring long-term relationships instead of the single short-term relationship that are currently mostly formed with their clients.
An extensive research was conducted in order to generate insights into why client relationships are mostly single short-term. A company analysis, a case study of 8 cases and a client analysis based on 6 interviews and 2 observations uncovered, among other insights, three underlying reasons: a miss-alignment in the expectations, a diminishing of the perceived added value and a doubt about the effectiveness of the program.
In order to provide the first step towards solving these problems, a toolset is developed. This toolset consists of a workshop format, an A1 canvas and a set of cards that function as a conversation facilitation tool. The toolset is to be used in a kick-off session at the beginning of a project by the core-team. This core-team exists of two program managers and one to three representatives of the client.
By using this toolset together with the core-team, Outside Inc. program managers are able to manage the expectations, provide proper demarcation, build an understanding of the client, make the client co-owner of the process and provide a foundation for a possible new fit in the future.
Furthermore, Outside Inc. is advised to continue with the improvement of their own identity and value proposition. By doing so, Outside Inc. can make the fit between the client and the value proposition easier and more adaptable to the evolution of the client.
It is also advised that Outside Inc. continues to do more client research then before. Not only by means of traditional customer research (e.g. evaluation forms/surveys etc.) but also by personally interviewing clients after approximately 1 year after finishing the program. By doing so, Outside Inc. gains valuable information but also builds a new connection with the client that could result in future programs, which could in turn, result in a recurring long-term relationship.
Seamless Interactions Between Medical Professionals in Stressful Environment
Designing the statIQ smartwatch for combat medics of the Royal Netherlands Army
Defining Ally’s Interactions
A Deep Learning framework to create a personalised interaction between users and a medical pod
Emergency services often arrive too late. Only one out of three ambulances succeeds in meeting the standard. The arrival time depends on several steps in the process. There is a challenge in the end of the process where the collaboration between ambulances, the reporting room and emergency departments (EDs) can be enhanced. By doing this, the arrival times might improve due to an increase in efficiency.
The design goal was ‘Design an IoT based logistic concept that improves the collaboration between reporting room, ambulance staff, and EDs by giving the ambulance staff direct insight in patient stops set by EDs, and giving EDs insight in arriving ambulances’.
With the CommunicAid, the ambulance nurse fills in several fields in the ‘digitaal ritformulier’ (DRF). Based on this and several external factors the system decides which ED is most eligible. The real-time information will be shared with the certain ED and the reporting room. With the CommunicAid, patient stops at the ED will be set digitally. As soon as an ED does this, the reporting room gets an announcement and the DRF notifies it. It will make sure that the certain hospital is not available anymore in the DRF. One hour later, the patient stop is automatically canceled so the ED becomes available again. IoT is required for the information flows between the different devices.
However, implementing the system brings complications with it. In the healthcare sector, all parties work in their own systems that are not able to ‘talk’ to each other. To make it even more complex, also the systems differ between regions. This makes it complicated, expensive and unrealistic to design a solution that fits every region, unless we start from scratch. The CommunicAid should be used as a wake-up call to prove that IoT indeed can improve the ambulance service in the Netherlands.
The societal impact of implementing the CommunicAid in the Rotterdam-Rijnmond region will be direct and positive. Rotterdam-Rijnmond is chosen because the system is designed based on the outcome of the field research. Most elaborate research took place in this region. For the ambulance nurses the communication improves and time will be saved; the system prevents long waiting times at the ED. By creating insight in the arriving ambulances at the ED, the ED nurses can anticipate on the arriving ambulance patients and in this way efficiency can be increased. For reporting room employees implementing the CommunicAid will reduce their workload by automating communication flows.
An important future goal should be to harmonize the operations in acute healthcare in all regions for all involved parties. The dream is that all parties in all regions finally operate in one system for a perfect collaboration. VodafoneZiggo can start this major change in the ambulance service by supplying IoT-connections required for implementing the CommunicAid.
...
Emergency services often arrive too late. Only one out of three ambulances succeeds in meeting the standard. The arrival time depends on several steps in the process. There is a challenge in the end of the process where the collaboration between ambulances, the reporting room and emergency departments (EDs) can be enhanced. By doing this, the arrival times might improve due to an increase in efficiency.
The design goal was ‘Design an IoT based logistic concept that improves the collaboration between reporting room, ambulance staff, and EDs by giving the ambulance staff direct insight in patient stops set by EDs, and giving EDs insight in arriving ambulances’.
With the CommunicAid, the ambulance nurse fills in several fields in the ‘digitaal ritformulier’ (DRF). Based on this and several external factors the system decides which ED is most eligible. The real-time information will be shared with the certain ED and the reporting room. With the CommunicAid, patient stops at the ED will be set digitally. As soon as an ED does this, the reporting room gets an announcement and the DRF notifies it. It will make sure that the certain hospital is not available anymore in the DRF. One hour later, the patient stop is automatically canceled so the ED becomes available again. IoT is required for the information flows between the different devices.
However, implementing the system brings complications with it. In the healthcare sector, all parties work in their own systems that are not able to ‘talk’ to each other. To make it even more complex, also the systems differ between regions. This makes it complicated, expensive and unrealistic to design a solution that fits every region, unless we start from scratch. The CommunicAid should be used as a wake-up call to prove that IoT indeed can improve the ambulance service in the Netherlands.
The societal impact of implementing the CommunicAid in the Rotterdam-Rijnmond region will be direct and positive. Rotterdam-Rijnmond is chosen because the system is designed based on the outcome of the field research. Most elaborate research took place in this region. For the ambulance nurses the communication improves and time will be saved; the system prevents long waiting times at the ED. By creating insight in the arriving ambulances at the ED, the ED nurses can anticipate on the arriving ambulance patients and in this way efficiency can be increased. For reporting room employees implementing the CommunicAid will reduce their workload by automating communication flows.
An important future goal should be to harmonize the operations in acute healthcare in all regions for all involved parties. The dream is that all parties in all regions finally operate in one system for a perfect collaboration. VodafoneZiggo can start this major change in the ambulance service by supplying IoT-connections required for implementing the CommunicAid.
Design for circular service engagement
A strategic design for consumer product subscriptions by Bundles.
a Dutch company that commissioned this assignment.
A clear desire emerged from the quantitative analysis of the review-site klantenvertellen.nl and qualitative sessions with consumers and investors. Consumers want to get more insight in the impact of their use, and more support by data-driven services. Investors, and Bundles, want the company to become more innovative and transform the system-data into sustainable and recurring value.
The literature assessment provided a structure
to analyse Bundles. The product-service system (PSS) de nitions show that Bundles can bene t from self-learning (feedback) elements, and that more involvement by all stakeholders will bene t the o er. Seven PSS-characteristics by Valencia et al. (2015) along with the theory by Rexfelt af Ornäs
(2009) showed that Bundles can or should invest in making the PSS t with their customer needs and that they need to show how the PSS will in uence the everyday life.
Qualitative research was performed with consumers to explore opportunities to make a positive impact on daily life.
After a brainstorm with Bundles, Miele and Crownstone, three ideas were developed in the following concepts:
A digital laundry planner to integrate the laundry more uently in personal planning and increase the insights and control over laundry activities. This concept was positively evaluated in three focus groups.
A gami ed laundry experience posing challenges and o ering activities to increase sustainable impact on consumer behaviour. The underlying activities were positive rated, but all three focus groups did not have the desire to be asked for a competition.
The personal clothing manager this is a long term concept, based on a 5 to 10 year prediction from blockchain and digitalized laundry labels in clothing. During the focus groups, the desirability of the servitization was explored. The majority of the participants perceived the concept as desirable.
The strategy and concepts in this report contribute to the transition towards a circular economy by Bundles and its partners. ...
a Dutch company that commissioned this assignment.
A clear desire emerged from the quantitative analysis of the review-site klantenvertellen.nl and qualitative sessions with consumers and investors. Consumers want to get more insight in the impact of their use, and more support by data-driven services. Investors, and Bundles, want the company to become more innovative and transform the system-data into sustainable and recurring value.
The literature assessment provided a structure
to analyse Bundles. The product-service system (PSS) de nitions show that Bundles can bene t from self-learning (feedback) elements, and that more involvement by all stakeholders will bene t the o er. Seven PSS-characteristics by Valencia et al. (2015) along with the theory by Rexfelt af Ornäs
(2009) showed that Bundles can or should invest in making the PSS t with their customer needs and that they need to show how the PSS will in uence the everyday life.
Qualitative research was performed with consumers to explore opportunities to make a positive impact on daily life.
After a brainstorm with Bundles, Miele and Crownstone, three ideas were developed in the following concepts:
A digital laundry planner to integrate the laundry more uently in personal planning and increase the insights and control over laundry activities. This concept was positively evaluated in three focus groups.
A gami ed laundry experience posing challenges and o ering activities to increase sustainable impact on consumer behaviour. The underlying activities were positive rated, but all three focus groups did not have the desire to be asked for a competition.
The personal clothing manager this is a long term concept, based on a 5 to 10 year prediction from blockchain and digitalized laundry labels in clothing. During the focus groups, the desirability of the servitization was explored. The majority of the participants perceived the concept as desirable.
The strategy and concepts in this report contribute to the transition towards a circular economy by Bundles and its partners.
Navigating a hospital for children
Support under 5 foot high
Diabetes is a disease that is mainly managed by the patients themselves. Improving or failing within this disease has various input on a patient’s emotional balance. Having to deal with this disease every day, each patient develops an individual diabetes management style that is influenced by his/her personality, the surroundings and the relation with the professional care giver. As every patient has a different personality, the interviewed patients showed great differences within their management and mindset. As in real life when searching for new friends, the patients expressed the wish to get in contact with other peers, who would match their diabetes mindset, to be able to recognize problems and emphasize.
The developed concept Match! is an online patient platform that enables every diabetes patient to create an individual profile and display his/her diabetes mindset together with other additional info the patient would like to add that shows the person behind the diabetes. Match!’s goal is to let peers find contact points and similarities with other peers, in order to increase the chance of developing a friendship with the matching peer. The concept focuses on the profile creation process, the display of the mindset and facilitation between peers.
...
Diabetes is a disease that is mainly managed by the patients themselves. Improving or failing within this disease has various input on a patient’s emotional balance. Having to deal with this disease every day, each patient develops an individual diabetes management style that is influenced by his/her personality, the surroundings and the relation with the professional care giver. As every patient has a different personality, the interviewed patients showed great differences within their management and mindset. As in real life when searching for new friends, the patients expressed the wish to get in contact with other peers, who would match their diabetes mindset, to be able to recognize problems and emphasize.
The developed concept Match! is an online patient platform that enables every diabetes patient to create an individual profile and display his/her diabetes mindset together with other additional info the patient would like to add that shows the person behind the diabetes. Match!’s goal is to let peers find contact points and similarities with other peers, in order to increase the chance of developing a friendship with the matching peer. The concept focuses on the profile creation process, the display of the mindset and facilitation between peers.
The initial goal of the project was to design a meaningful user experience for the visitors of the main YLOS event. After extensive external, internal and user analysis (including desk research, stakeholder mapping observing user and decision maker sessions, conducting several generative sessions) the desires and needs of the target group were identified, resulting in a new design goal: ‘Co- research and design with the target group of the Your Life on Stage main event a tool that enhances the event experience of the user by the means of guidance and control and creates a feeling of (re-) assurance.’ Together with the outcomes of the generative sessions, this served as input for setting up a ‘concept model map’,(figure below) which would help to start on the first idea sketches. These sketches were valued, combined and clustered resulting in three preliminary concepts. The three concepts did receive feedback from their intended users during a feedback and voting evaluation session. The outcomes of this session provided input for the modification and detailing of a definitive concept, resulting in a final design.
The final design is a guiding routing experience installation named Trinity. The walkthrough contains three different phases, where the visitor is guided towards a colored portal in the design with the means of questions on the floor in order to make this color to match with the personal interests and needs of the visitor. A same colored ice breaker card will be handed, which has to be used in the last phase, where the card can be put into a double wall light wall. The visitors will in this matter create a colored light wall together. ...
The initial goal of the project was to design a meaningful user experience for the visitors of the main YLOS event. After extensive external, internal and user analysis (including desk research, stakeholder mapping observing user and decision maker sessions, conducting several generative sessions) the desires and needs of the target group were identified, resulting in a new design goal: ‘Co- research and design with the target group of the Your Life on Stage main event a tool that enhances the event experience of the user by the means of guidance and control and creates a feeling of (re-) assurance.’ Together with the outcomes of the generative sessions, this served as input for setting up a ‘concept model map’,(figure below) which would help to start on the first idea sketches. These sketches were valued, combined and clustered resulting in three preliminary concepts. The three concepts did receive feedback from their intended users during a feedback and voting evaluation session. The outcomes of this session provided input for the modification and detailing of a definitive concept, resulting in a final design.
The final design is a guiding routing experience installation named Trinity. The walkthrough contains three different phases, where the visitor is guided towards a colored portal in the design with the means of questions on the floor in order to make this color to match with the personal interests and needs of the visitor. A same colored ice breaker card will be handed, which has to be used in the last phase, where the card can be put into a double wall light wall. The visitors will in this matter create a colored light wall together.
With the steadily increasing challenges of fuel prices, new technologies and competitive environment in the airline industry, the need of market differentiation is vital for KLM. To remain competitive, KLM has recently launched its new strategy - a more customer centered approach by creating memorable experiences for the passengers and employees. Thus, the last product and service innovation developments focus on creating customer intimacy.
Within the context of an increasing digitalization, KLM is exploring and testing with different exponential technologies to innovate and deliver personalized service. One such technology is Augmented Reality (AR). Augmented reality is a technology that enriches the real world with over layered digital information, objects and media. Although not a completely new technology, AR has been gaining traction and popularity in the last couple of years. Mayor digital companies like Microsoft, Google and Apple are currently developing and introducing new AR products to the market.
The project goal is to explore the possibilities of the recent AR developments in the context of the airline industry. This project presents an in-depth analysis of three main areas: AR technology, company resources and user needs. Augmented Reality systems, unique valuable features and limitations are described. Industry regulations and company resources are analyzed. Latent user needs and human factors are uncovered. From these insights a design goal and an interaction vision were developed.
To assess user needs along the customer journey, an analysis of previous KLM documentation was made. The insights from the company’s reports were analyzed by using a context factors framework proposed for creating pervasive AR experiences from the literature review. The human factors were investigated using context-mapping method. The generative research was conducted with seven participants from different nationalities. After completing a sensitizing booklet, they took part of in-depth follow up interviews.
The insights of the context mapping research provided information about mobile device usage onboard. Hence potential touch points along the customer journey were selected. Emotions and attitudes and space semantics were found from the user research. A key finding was related to the multiple constraints characteristics of the using an airline service. Protocols and regulations stipulated by the airline and the industry impact the comfort and attitudes of the passenger. From the research it was found that some passengers are more vulnerable to being “captive” at the gate or in the cabin. The customer experience is affected by the lack of autonomy during different moments of the journey.
The group of passengers affected by constraints was selected for this project. The design goal was to help economy class passengers from the Millennials generation that travel long haul flights to feel autonomous, in control and comfortable during waiting time at the gate and during the flight by offering and entertaining and informative memorable Mobile Augmented Reality experience.
From this design goal, different mobile augmented reality concepts were created and evaluated. A final concept is described and a roadmap for further implementation was constructed. This project concludes with a list of final recommendations and remarks.
...
With the steadily increasing challenges of fuel prices, new technologies and competitive environment in the airline industry, the need of market differentiation is vital for KLM. To remain competitive, KLM has recently launched its new strategy - a more customer centered approach by creating memorable experiences for the passengers and employees. Thus, the last product and service innovation developments focus on creating customer intimacy.
Within the context of an increasing digitalization, KLM is exploring and testing with different exponential technologies to innovate and deliver personalized service. One such technology is Augmented Reality (AR). Augmented reality is a technology that enriches the real world with over layered digital information, objects and media. Although not a completely new technology, AR has been gaining traction and popularity in the last couple of years. Mayor digital companies like Microsoft, Google and Apple are currently developing and introducing new AR products to the market.
The project goal is to explore the possibilities of the recent AR developments in the context of the airline industry. This project presents an in-depth analysis of three main areas: AR technology, company resources and user needs. Augmented Reality systems, unique valuable features and limitations are described. Industry regulations and company resources are analyzed. Latent user needs and human factors are uncovered. From these insights a design goal and an interaction vision were developed.
To assess user needs along the customer journey, an analysis of previous KLM documentation was made. The insights from the company’s reports were analyzed by using a context factors framework proposed for creating pervasive AR experiences from the literature review. The human factors were investigated using context-mapping method. The generative research was conducted with seven participants from different nationalities. After completing a sensitizing booklet, they took part of in-depth follow up interviews.
The insights of the context mapping research provided information about mobile device usage onboard. Hence potential touch points along the customer journey were selected. Emotions and attitudes and space semantics were found from the user research. A key finding was related to the multiple constraints characteristics of the using an airline service. Protocols and regulations stipulated by the airline and the industry impact the comfort and attitudes of the passenger. From the research it was found that some passengers are more vulnerable to being “captive” at the gate or in the cabin. The customer experience is affected by the lack of autonomy during different moments of the journey.
The group of passengers affected by constraints was selected for this project. The design goal was to help economy class passengers from the Millennials generation that travel long haul flights to feel autonomous, in control and comfortable during waiting time at the gate and during the flight by offering and entertaining and informative memorable Mobile Augmented Reality experience.
From this design goal, different mobile augmented reality concepts were created and evaluated. A final concept is described and a roadmap for further implementation was constructed. This project concludes with a list of final recommendations and remarks.
UNIPHY Hybrid exercise therapy
Facilitating the exercise therapy rehabilitation process by making it faster, safer and delightful
This project originated from problems that the researcher experienced, personally as a patient. A first step to a solution was sought within the Ready to Start up course (Q2, 2016). The project continued as an entrepreneurial graduation in collaboration with Rik Burger, a TU Delft alumnus. Rik Burger had developed a technology to improve the exercise execution quality. This formed the starting point of this project.
The project has taken an integral approach by focusing on the aspects of: human (desirability), business (viability), technology (feasibility) and society (responsibility). Extensive desk research regarding the market, literature study and qualitative research, have been conducted. Altogether: 50 patients were surveyed and 9 patients, 25 therapists, 2 care purchasers (Dutch: zorginkoper), 2 financial chiefs of two large healthcare institutions and 1 paramedical advisor of an insurance company were all interviewed.
Through literature study and qualitative research a model was established which depicts 17 means to increase the amount that patients exercise. After internal and external ideation, 13 different functionalities were sketched and proposed to patients. The 9 selected functionalities formed one concept, named UNIPHY, which was proposed to therapists. Through their feedback the concept was enhanced. Subsequently, a high fidelity prototype was created, which was once again proposed to therapists.
The problem of not exercising as recommended, has been identified as complex, and to be one of the elements that harms healthcare quality. The designed product service system has evolved into an integral approach towards the improvement of exercise therapy quality and thereby the amount that patients exercise. Through a patient application and therapist dashboard, UNIPHY offers digital tools (figure on the right) which enable remote: support, evaluation, and management. With the help of these tools, the product service system facilitates the physical rehabilitation process which is expected to become faster, safer and delightful. Through qualitative research, patients and therapists have indicated to expect an increase in quality and thereby compliance.
Using UNIPHY, it is expected that the quality of life for 1 million patients can be increased and that healthcare costs related to exercise therapy will be reduced. Both aspects are considered to be a benefit for the insurance companies as well as to Dutch society. Research has indicated that the therapy market is competitive and that therapists are underpaid, and are therefore in need for a differentiating service. With the help of UNIPHY, they are expected to be able to do so and thereby increase their market share.
However, regarding the design, several aspects of the product still need to be developed further. The usage of sub goals, which plays a large role in drastically reducing the amount of time spent by a therapist, requires more detail through usage of actual use cases. Furthermore, currently patients are still able to falsely register their physical activity. Although attempts are made to obstruct this, research will still be required to investigate its impact. Lastly, several aspects of the posture feedback functionality need to be developed further. This can be done once the required technology is developed further to realize feedback that is sufficiently accurate.
According to the first estimations, €75K seed funding will be required in order to take this project further. The process of attracting funding can be initiated as soon as the business plan is finalized. With seed funding at hand, the product should be evaluated as a whole with the help of a second generation prototype. Once this is positively evaluated, the UNIPHY minimum viable product (MVP) needs to be designed, tested for its usability and validated through a clinical trial. To do the latter, a healthcare institution partnership will be essential. After validation of the essence, it is expected that the concept can grow further. With the help of another round of funding, more functionalities can be included. ...
This project originated from problems that the researcher experienced, personally as a patient. A first step to a solution was sought within the Ready to Start up course (Q2, 2016). The project continued as an entrepreneurial graduation in collaboration with Rik Burger, a TU Delft alumnus. Rik Burger had developed a technology to improve the exercise execution quality. This formed the starting point of this project.
The project has taken an integral approach by focusing on the aspects of: human (desirability), business (viability), technology (feasibility) and society (responsibility). Extensive desk research regarding the market, literature study and qualitative research, have been conducted. Altogether: 50 patients were surveyed and 9 patients, 25 therapists, 2 care purchasers (Dutch: zorginkoper), 2 financial chiefs of two large healthcare institutions and 1 paramedical advisor of an insurance company were all interviewed.
Through literature study and qualitative research a model was established which depicts 17 means to increase the amount that patients exercise. After internal and external ideation, 13 different functionalities were sketched and proposed to patients. The 9 selected functionalities formed one concept, named UNIPHY, which was proposed to therapists. Through their feedback the concept was enhanced. Subsequently, a high fidelity prototype was created, which was once again proposed to therapists.
The problem of not exercising as recommended, has been identified as complex, and to be one of the elements that harms healthcare quality. The designed product service system has evolved into an integral approach towards the improvement of exercise therapy quality and thereby the amount that patients exercise. Through a patient application and therapist dashboard, UNIPHY offers digital tools (figure on the right) which enable remote: support, evaluation, and management. With the help of these tools, the product service system facilitates the physical rehabilitation process which is expected to become faster, safer and delightful. Through qualitative research, patients and therapists have indicated to expect an increase in quality and thereby compliance.
Using UNIPHY, it is expected that the quality of life for 1 million patients can be increased and that healthcare costs related to exercise therapy will be reduced. Both aspects are considered to be a benefit for the insurance companies as well as to Dutch society. Research has indicated that the therapy market is competitive and that therapists are underpaid, and are therefore in need for a differentiating service. With the help of UNIPHY, they are expected to be able to do so and thereby increase their market share.
However, regarding the design, several aspects of the product still need to be developed further. The usage of sub goals, which plays a large role in drastically reducing the amount of time spent by a therapist, requires more detail through usage of actual use cases. Furthermore, currently patients are still able to falsely register their physical activity. Although attempts are made to obstruct this, research will still be required to investigate its impact. Lastly, several aspects of the posture feedback functionality need to be developed further. This can be done once the required technology is developed further to realize feedback that is sufficiently accurate.
According to the first estimations, €75K seed funding will be required in order to take this project further. The process of attracting funding can be initiated as soon as the business plan is finalized. With seed funding at hand, the product should be evaluated as a whole with the help of a second generation prototype. Once this is positively evaluated, the UNIPHY minimum viable product (MVP) needs to be designed, tested for its usability and validated through a clinical trial. To do the latter, a healthcare institution partnership will be essential. After validation of the essence, it is expected that the concept can grow further. With the help of another round of funding, more functionalities can be included.
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